SUMMARY
This game is an attempt to run a Star Fleet Battles, published by ADB, campaign under the rules given by the Victory By Any Means (v3e) ruleset, published by VBAM Games.
At one point, these two companies were engaged in creating a product, named Federation Admiral. However, that game been shelved with no known release date. It appears that Federation Admiralty is a missions-based campaign game, rather than an adaptation of Victory by Any Means to the Star Fleet Universe. This document is intended to provide that adaptation.
CAMPAIGN DESCRIPTION
This is a "4X" style of campaign, where each player takes on the role of an entire empire in their efforts to "eXplore", "eXpand", "eXploit", and "eXterminate". Each player may achieve their goals by a variety of methods, from full scale war to economic domination to diplomatic unification to technological superiority.
SETUP
ALLOWED EMPIRES
The allowed empires to start with are those who have the infrastructure to take and hold territory, plus have a logistics network that can service that territory. Primarily it is those empires that have bases, have freighters, and have warships. This removes the empires such as the Jindarians (R16.0), the Orions (R8.0), and most of the simulator races of Module C4. Also, the intent is to remove those empires that have limitations on them in the source material that cannot be properly modelled with an effective "same start" as the other positions. This leaves out the Neo-Tholians (R7.60), the WYN (R14.0), the LDR (R14.0), and the Seltorians (R15.0).
The following empires are allowed:
• The Federation (R2.0)
• The Klingon Empire (R3.0)
• The Romulan Empire (R4.0)
• The Kzinti Hegemony (R5.0)
• The Gorn Confederation (R6.0)
• The Tholian Holdfast (R7.0)
• The Hydran Kingdom (R9.0) (Module C1)
• The Lyran Empire (R11.0) (Module C1)
• The Interstellar Concordium (R13.0) (Module C2)
• The Vudar Enclave (R17.0) (Module F2)
• The Frax Battle Line (R51.0) (Module C4)
• The Peladine (JR1.0) (Module E4)
TURN SUMMARY
4.1 ECONOMIC PHASE
• Collect income from your systems (4.1.1) and trade routes (4.1.2).
• Spend resources to pay maintenance costs for your military and civilian units (4.1.3).
• Add or subtract points for any Miscellaneous Income/Expense that apply this turn (4.1.4).
• Update your Point Pool to determine number of points you have to spend this turn (4.1.5).
4.2 TURN ORDERS PHASE
• Record your Fleet Deployment (4.2.1), Intel (4.2.2),
Movement (4.2.3), Diplomatic (4.2.4), Construction (4.2.5), and Investment (4.2.6) orders for the turn.
4.3 INTEL PHASE
• Gather intelligence from systems where you have units or colonies (4.3.1).
• Resolve covert operations (4.3.4) and Special Forces missions (4.3.5).
4.4 MOVEMENT PHASE
• Embark or disembark units from transports (4.4.1).
• Resolve Jump Lane Movement (4.4.2), Jump Lane Exploration (4.4.5), and Long Range Scanning (4.4.7).
• Assign Convoys to trade routes (4.4.9).
• Perform Raiding Checks in systems (4.4.10).
• Resolve the outcome of any convoy raids (4.4.11).
4.5 DIPLOMACY PHASE
• Resolve any first contact situations (4.5.2).
• Check to see if powers are in diplomatic contact (4.5.4).
• Resolve all diplomatic actions (4.5.5) and any resulting diplomatic incidents (4.5.6).
• Resolve any sneak attack declarations (4.5.8).
• Reduce all diplomatic cooldown values by 1 for relationships where cooldowns did not increase (4.5.3).
4.6 COMBAT PHASE
• Setup and resolve all encounters (4.6.1) generated this turn for all systems where opposing forces are
present. This includes Space Combat (4.6.2), Orbital Bombardment (4.6.3), and Ground Combat (4.6.4)
4.7 SUPPLY PHASE
• Check if units can trace supply routes (4.7.3) to a friendly supply source (4.7.1) to remain in supply.
• Use military supply ships (4.7.4) or local supply (4.7.5) to resupply units that cannot trace a supply route.
• Mark units that cannot be resupplied as Out of Supply and apply the necessary effects (4.7.6).
• Check if systems are currently Blockaded (4.7.8).
4.8 CONSTRUCTION PHASE
• Perform construction at Shipyards (4.8.2) and Systems (4.8.3), Remote Base Construction (4.8.4), Purchasing Convoys (4.8.6), Purchasing Troops (4.8.7), Repairs (4.8.8), Field Repairs (4.8.9), Refits (4.8.10), Scrapping (4.8.11), and Mothballing (4.8.12).
• Deploy newly constructed units to the systems where they were built or purchased (4.8.13).
4.9 TECH PHASE
• Increase your Tech Pool (4.9.1) by an amount equal to the amount of Tech Investment (4.9.2) your empire purchased or received this turn.
• Earn a new tech advancement (4.9.3) if your Tech Pool is greater than or equal to your Tech Advancement Cost (4.9.3.1). If so, reduce your Tech Pool by an amount equal to your Tech Advancement Cost and then either research a new unit class (4.9.3.3) or upgrade an existing unit class (4.9.3.4).
4.10 END OF TURN PHASE
• Resolve and complete all System Improvements (4.10.1), Jump Lane Upgrades (4.10.2), or Jump Lane Downgrades (4.10.3).
• Check Morale & System Loyalty (4.10.4) in all inhabited systems to see if they are in Good Order (4.10.4.1) or Opposition (4.10.4.2), start or stop enforcement of Martial Law (4.10.4.3), and then roll Morale Checks (4.10.4.4) for systems that are in Opposition or where an encounter was generated earlier this turn.
• Systems with Morale values at zero must check to see if they have gone into Rebellion (4.10.5).
• Convoys ordered to colonize uninhabited systems are disbanded and establish new colonies (4.10.6).
• Resolve any special events (4.10.7)
• Update player asset sheets to reflect the actions that occurred this turn (4.10.8).
• Check to see if any player has met the victory conditions for the scenario (4.10.9). If so, then a winner is declared and the game ends. Otherwise, play continues to the next campaign turn.
CAMPAIGN RULES
4.0 PLAYING THE GAME
VBAM is played over the course
of a number of campaign turns, each of which represents
roughly one month of actual game time. The length of a
campaign year is then defined as twelve campaign turns.
Campaign turns are resolved in Sequence of Play order
as shown on the following page, and these rules are
presented in Sequence of Play order to make it easier
to refer to them during play and determine what actions
need to be performed during each phase of the game.
4.1 ECONOMIC PHASE
The Economic Phase is where an empire's revenues and
expenses are calculated to determine the number of
economic points it has available in its Point Pool to spend
during the Turn Orders Phase this turn.
4.1.1 System Income
Controlled systems are automatically exploited to
generate resources for your empire. Each system your
empire controls generates a number of economic points
(EP) each turn equal to its system output (Population
x RAW). A system with 4 Population and 3 RAW would
generate 12 EP per turn, for example. This represents that
the system's Population is exploiting the natural resources
(in the form of RAW) in order to generate economic points.
A system's output will be halved this turn if it is Blockaded
or in Opposition to represent the economic inefficiencies
and resource shortages caused from local unrest. A
system's output is reduced to zero if it is in Rebellion.
4.6.4.3 Economic Disruptions caused by having too many
enemy ground units disembarked to a system can also
reduce it effective output.
The system output of all the colonies you control are then
totaled to calculate your total system income.
4.1.2 Trade Income
An empire earns an amount of trade income equal to the
Trade value of all the systems its Convoys visited on their
4.4.9 Trade Routes last turn. A system's Trade value is
equal to its Population value if it is in Good Order (Morale
greater than or equal to half its Population), or half its
Population if it is in Opposition (Morale less than half its
Population). A system's Trade value is further reduced
to zero if it is in Rebellion or Blockaded. Each system is
only counted once regardless of whether or not it was
included on more than one of your empire's trade routes.
This represents that there is a finite amount of goods and
resources available for trade in each system.
Trade routes are disrupted and will not generate any
income for their owner if there are currently enemy fleets
present in any of the systems along the trade route.
4.1.3 Maintenance
An empire must pay a number of economic points each
turn equal to 10% of the total construction cost of all
military and civilian units it controls that are currently
in Active service. This includes any Active units that
are currently being transported aboard transports.
This maintenance expense is used to keep these units
equipped and in proper fighting order.
Inactive units cost nothing to maintain because they
have been mothballed at a friendly system and no longer
require resources to maintain them.
4.1.4 Miscellaneous Income/Expense
Occasionally, a random event or other 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 Point Pool as appropriate.
4.1.5 Updating the Point Pool
Add your system and trade income to your current Point
Pool, subtract your maintenance costs, and then make
adjustments for any miscellaneous income/expense
to calculate the number of economic points you have
available to spend during the Turn Orders Phase. You may
not spend more economic points than you have in your
Point Pool.
If your Point Pool is negative at the end of the Economic
Phase, you must immediately scrap enough military units
to cover your deficit (see 4.8.11 Scrapping). The income
from scrapping these units is received immediately, not in
the following Economic Phase, and is treated as though
these units had been scrapped during the Construction
Phase of the previous campaign turn.
4.2 TURN ORDERS PHASE
Players must record all of their orders for the turn
during this phase, whether or not you are playing with a
CM. These orders will detail all of the strategic actions
your empire will perform this campaign turn, including
all its 4.2.1 Fleet Deployment Orders, 4.2.2 Intel Orders,
4.2.3 Movement Orders, 4.2.4 Diplomatic Orders, 4.2.5
Construction Orders, and 4.2.6 Investment Orders.
Turn orders are written in secret and then their effects
are determined as you work through the remainder of the
Sequence of Play this turn. If you are playing with a CM,
there is a good chance your opponents will never know
exactly what your orders were this turn — but then you
won't know what actions they performed this turn either,
unless they directly affected your empire or were detected
by your spies.
Orders cannot be selectively performed, and all recorded
orders must be performed if they are legal at the step
in the Sequence of Play where they are to be resolved.
Any order that is illegal at the time it is to be performed
is automatically canceled. You may record orders that
are illegal during the Turn Orders Phase in anticipation of
them being legal later on during the turn based on other
interceding campaign events.
Any economic points spent on construction or investment
orders are subtracted from your Point Pool during the Turn
Orders Phase. Should events of the turn prevent these
orders from being completed, some of the economic
points spent on the canceled projects may be refunded as
Miscellaneous Income during the next Economic Phase.
4.2.1 Fleet Deployment Orders
Units are organized into fleets during the Turn Orders
Phase. A fleet is a group of units located in the
same system that are operating together as a single
administrative unit for movement purposes.
Units can be moved into new fleets or between existing
fleets at their current system locations as part of your
turn orders. A unit cannot be assigned to a fleet that is
located in a different system. You would have to wait for
the units to be in the same system before units could be
moved between them on a future turn.
Any new units that completed construction during the
4.8.13 Deploy New Construction step of the Construction
Phase last turn must be assigned to fleets at this time.
If no fleet deployment orders are given to this new
construction, then they will be automatically combined
into a new fleet at their current system location.
Any fleets that no longer contains units after all fleet
reorganization is complete during the Turn Orders Phase
are automatically disbanded and removed from the
player's fleet roster.
4.2.2 Intel Orders
You must record orders for any 4.3.4 Covert Operations
your systems are going to perform during the Intel Phase
this turn. Covert operation orders must include the name
of the system staging the operation, the type of mission
being attempted, and the system the mission is targeting.
Some empires may also have 4.3.5 Special Forces troops
that can be ordered to perform covert missions against
adjacent systems. As with normal covert operations
missions, Special Forces orders will note the unit
performing the operation, the mission being attempted,
and the system they are targeting.
4.2.3 Movement Orders
You may record movement orders for your fleets during
the Movement Phase. Movement orders should include
the fleet's current system location as well as which
system(s) they are moving to this turn. This includes
orders to embark/disembark from transports.
Fleets can perform 4.4.2 Jump Lane Movement, 4.4.5
Jump Lane Exploration, 4.4.7 Long Range Scanning, or
4.4.11 Convoy Raids as movement actions during this
turn, but they can only be ordered to perform at most
one of these actions each turn. This means a fleet could
perform Jump Lane Movement or Jump Lane Exploration,
but not both on the same turn.
Convoys can be assigned or reassigned to 4.4.9 Trade
Routes as part of their movement orders, too, in case you
need to create a new trade route or change an existing
one. Convoys being assigned to trade routes are removed
from their current fleets and added to your Trade Route
Ledger listing the systems they are now trading in.
Meanwhile, Convoys being removed from an existing
trade route are removed from the Trade Route Ledger and
will be ordered to “move” into one of the systems they
were previously trading in.
4.2.4 Diplomatic Orders
You must record any 4.5.5 Diplomatic Actions your
empire will attempt this turn with other powers during the
Diplomacy Phase. For each diplomatic action, you should
indicate which power is being targeted and whether or
not you are making a Diplomacy Check to improve your
relations with the power or a Hostilities Check to degrade
your relations with them instead.
You may only attempt diplomatic actions with another
power if you are in 4.5.4 Diplomatic Contact and your 4.5.3
Diplomatic Cooldown value with them is at zero, which
indicates that your empire's ambassadors are available
and prepared to continue negotiations.
4.2.5 Construction Orders
You must record any construction orders your empire will
be performing this turn during the Construction Phase.
This includes 4.8.2 Construction at Shipyards, 4.8.3
Construction at Systems, 4.8.4 Remote Base Construction,
4.8.6 Purchasing Convoys, 4.8.7 Purchasing Troops, 4.8.8
Repairs, 4.8.9 Field Repairs, 4.8.10 Refits, 4.8.11 Scrapping,
and 4.8.12 Mothballing.
Construction orders should include the name of the
unit, where they are being built, repaired, or activated/
deactivated, and how many economic points are being
spent on the construction project.
You may purchase any unit from your empire's force
list that you have previously researched (as indicated
by checking the “R?” box on the force list) at their listed
construction cost shown in the “Cost” column. You may
also purchase researched units from Allied force lists,
however these units are purchased at a +25% construction
cost surcharge (as discussed in 4.5.1.7 Alliance).
4.2.6 Investment Orders
You may spend economic points towards 4.9.2 Tech
Investment, 4.10.1 System Improvements, and 4.10.2
Jump Lane Upgrades. You can also order fleets to perform
4.10.3 Jump Lane Downgrades to destroy jump relays and
remove navigation buoys in order to make navigation
more difficult.
Colonization orders are also included as part of your
investment orders (4.10.6 Colonizing a System), as these
orders will be completed at the same time as other
investments. These orders should include the name of
the Convoy that is being ordered to colonize the system
and which system they are going to colonize.
Record all of your investments along with their economic
point costs. The results of these investments will be
resolved during the Tech Phase (tech investment) and
End of Turn Phase (system improvements, jump lane
upgrades/downgrades, colonization), respectively.
4.3 INTEL PHASE
Empires gather intelligence and resolve covert operations
during the Intel Phase. This gives players the information
they'll need to formulate their plans during the Turn Orders
Phase next turn. Importantly, this might give them intel on
the current location and disposition of enemy fleets so
they can better plan their own fleet movement orders to
either engage or avoid them, as needed.
4.3.1 Gathering Intelligence
You will automatically gather intelligence in every system
your empire controls or where you have any units present
at the start of the Intel Phase. These assets are effectively
scanning the system and reporting what they see there.
This lets you know the current attribute values of these
systems as well as the number and type of units there.
Intelligence is also gathered through diplomatic channels
at this time. You will also learn the total system income
of any power you have a Trade relationship or higher as
well as the total construction cost of active units of any
power you have a Mutual Defense relationship or higher.
This information is automatically divulged as a standard
component of these political states, and is helpful in
determining the relative strength of opposing powers.
4.3.2 Intel Range
Each system has an Intel Range equal to its current Intel
value. This Intel Range is the maximum number of jumps
away a system can target when attempting a covert
mission. This limit means that most systems can only
conduct covert missions against other nearby systems,
not systems located halfway across the galaxy.
4.3.3 Listening Posts
Military bases serve as listening posts to monitor nearby
systems or provide logistical support for agents operating
near the border. As such, any friendly system that has at
least one base of Outpost size or larger present receives a
+2 bonus to its Intel Range. Note that only military bases
(and not civilian bases, such as Shipyards and Supply
Depots) can provide this spying bonus.
4.3.4 Covert Operations
Covert operations are used to gather information on
distant systems, sabotage enemy units, or foment local
insurgencies to advance your government's overall
military or political agenda.
Players perform covert operations by ordering one of
their systems to conduct a covert mission against a
target system that is located within its Intel Range. Each
system you control that has an Intel value greater than
zero may be ordered to perform one covert mission each
turn. Blockaded systems cannot perform covert missions
until the blockade is lifted.
Covert missions rely heavily on routine military and
civilian transports to move agents back and forth
between worlds, and as such covert missions can only be
performed across Minor or Major Lanes and never across
Restricted or Unexplored Lanes.
4.3.4.1 Covert Missions
The following are the different types of covert missions
your systems may perform during the game. Each
mission has a difficulty modifier (shown in parentheses
after the name) which is added to your roll on the Covert
Operations Result Table when resolving the mission. The
worse the difficulty modifier, the harder it is to successfully
complete a mission of that type. The effect given for each
covert mission is only applied if the mission is successful,
otherwise there is no effect.
• Civilian (-2): This mission is used to destroy civilian
infrastructure in the target system. If successful, a
random civilian unit in the target system is lost.
• Counter-Insurgency (-1): This is an attempt to improve
Morale at a friendly colony world through a clever
use of propaganda and community outreach. If
successful, the target system's Morale value is
increased by 1. If the mission fails and is detected,
the system instead loses 1 Morale.
• Counterintel (-1): This is a preemptive strike against
enemy Intel operatives in the target system. If
successful, reduce the system's Intel value by 1.
• Espionage (+0): This is an attempt to gather intelligence
on the target system. If successful, during the End of
Turn Phase you will learn the system's current system
attribute values along with the number and type of
units in the system. Q-Ships will not be detected if
there are any Convoys present in the system.
• Fortification (-1): This an attempt to damage the
system's planetary defenses. If successful, the
system's Fortification value is reduced by 1.
• Industrial (+0): This is an attack against economic
interests in the system. If successful, the system's
RAW value will be temporarily reduced by 1 during the
Economic Phase next turn.
• Insurgency (-1): This is an attempt to incite rebellion in
systems loyal to the enemy. If successful, the target
system's Morale value is reduced by 1.
• Piracy (-1): Outfit a new Raider fleet and send them
to attack a system. If successful, a Raider attack will
be generated against the target system during the
Movement Phase later this turn.
• Population (-3): This is a cruel strike on the system's
civilian population. This could take the form of
detonating a nuclear or biological weapon in a major
city, for example. If successful, reduce the target
system's Population and Morale values by 1 each.
• Sabotage (-1): This mission is used to target and
destroy enemy military units in the target system. If
successful, roll a die and on a 8+ destroy a military
unit of your choice. Otherwise, a random military unit
in the target system is destroyed. Any units or cargo
that unit was carrying are likewise destroyed.
• Tech (-2): This is an attempt to steal technology from
another power and may only target systems that have
5+ Population or one or more Shipyards. If successful,
roll a die. On a result of 6+ you successfully steal
plans for a randomly selected unit available on the
target's force list. Your empire can begin building
units of this type but must pay a +25% construction
cost penalty (equivalent to the economic penalty that
applies when building units off of Allied force lists).
Otherwise, if the die roll is a 5 or less, your spies
instead manage to delete key research files from the
enemy mainframe and their Tech Pool is reduced by
an amount equal to the system's Population value.
4.3.4.2 Resolving Covert Missions
Covert missions are resolved by rolling on the Covert
Mission Result Table and applying the die roll modifier
based on the mission type that is being resolved. For
example, a Sabotage mission would receive a -1 penalty
to its roll based on its mission difficulty modifier.
A mission receives an additional +1 bonus if the target
system's Intel value is less than that of the system that
is performing the mission. This demonstrates the inferior
defensive Intel capabilities of the target system.
You also receive a +1 bonus to your covert mission roll
if your empire has the target system on one of its active
trade routes. Do not apply this modifier if the trade route
was disrupted during the Combat Phase last turn (for
example, if the Convoy was destroyed by Raiders or
enemy forces moved into the system). Covert operations
automatically fail with no effect if the system performing
the mission is currently Blockaded.
| Covert Mission Result Table (d10) |
| Roll | Success? | Detected? | Captured? |
| 1- | No | Yes | Yes |
| 2-3 | No | Yes | No |
| 4-5 | No | No | No |
| 6-7 | Yes | Yes | No |
| 8+ | Yes | No | No |
4.3.4.3 Mission Detection
A mission is detected whenever a “Detected?” result of
“Yes” is rolled on the Covert Operations Result Table. The
full details about the mission, including the mission type
and who was performing the mission, are revealed to the
target power.
This detection sparks a 4.5.6 Diplomatic Incident and
after all covert missions have been resolved you will be
required to make a special diplomatic incident check
with the target during the Diplomacy Phase this turn,
regardless of the number of missions detected. Apply a
cumulative -1 penalty to the diplomatic incident roll for
every successful mission they caught you performing
against their systems this turn. For example, if you are
caught performing two successful missions against them
you would receive a -2 modifier to the diplomatic incident
check. This demonstrates that successful missions have
a greater chance of raising tensions and exacerbating the
negative effects of the diplomatic incident.
Empires that are already at War do not roll diplomatic
incident checks for detected covert missions because
their political state cannot be reduced any further.
Widespread use of covert operations are to be expected
during times of war.
4.3.4.4 Captured Spies
If the modified roll on the Covert Operations Result Table
is a 1 or less, then your spies were not only detected
performing the mission but some of them were actually
captured by enemy intelligence forces and are now being
held for interrogation. The Intel value of the system that
performed the mission is permanently reduced by 1 to
represent the loss of these valuable operatives.
4.3.4.5 Implication
On a successful mission roll of 11+, you may choose to
plant evidence that implicates another power. The mission
target will automatically detect the mission (when they
normally wouldn't) and treat it as if the mission had been
performed by the power you implicated. That power will
then suffer the negative effects of the mission detection.
It has no effect if there are no other powers to implicate.
4.3.5 Special Forces
Troops with the Special Forces ability are specially trained
infiltration teams that are dropped behind enemy lines
to carry out secret covert operations missions. These
units can be ordered to conduct a covert operations
mission against a target system located within one jump
of its current location, and these missions can even be
conducted over Restricted Lanes (which is not possible
with normal covert missions).
This mission is resolved like any other covert mission,
however the Special Forces unit receives a -1 penalty to
its roll on the Covert Operations Result Table because they
are operating on their own without any outside support
once they infiltrate the target system.
If a Special Forces unit is detected, roll a die to see if
the unit has successfully extracted from the dangerous
situation. If the extraction die result is less than or equal
to the target system's Intel value then the ground unit has
suffered significant casualties during mission extraction
and is now crippled.
Meanwhile, a Special Forces unit is automatically
eliminated whenever their covert mission ends in a “Spies
Captured” result as this critical failure indicates the
unit was unable to extract and all members were either
captured or killed during the failed attempt.
Crippled Special Forces units cannot be used to perform
covert missions because they have suffered too much
attrition to properly carry out these operations. These
damaged units must be repaired before they can be
dispatched on any future infiltration missions.
4.4 MOVEMENT PHASE
The Movement Phase is the phase where units are
embarked/disembarked from transports (4.4.1 Landings
& Deployments) and then perform movement actions for
the turn (4.4.2 Jump Lane Movement, 4.4.7 Long Range
Scanning, 4.4.11 Convoy Raids). Once all fleets have
finished moving, Convoys are then assigned to 4.4.9 Trade
Routes and you check for 4.4.10 Raider activity, which can
lead to additional convoy raids by these pirates.
4.4.1 Landings & Deployments
Fighters, attack boats, troops, and other types of cargo
may embark or disembark from transports at the
beginning of each Movement Phase. These units can
be embarked onto transports to be moved to another
system, disembark at their current system location, or
be redeployed/transferred to other vessels at the same
location. This gives fleets an opportunity to pick up and
deliver cargo prior to performing their movement actions
for the turn. Importantly, landings and deployments
are completed before transports perform their own
movement orders (if any) for the turn. Units cannot both
embark and disembark on the same campaign turn.
Units may freely disembark to neutral systems or friendly
systems controlled by your empire or one of its Mutual
Defense or Alliance partners. Troops may only disembark
in an enemy controlled system if there is a friendly
beachhead present in the contested system (4.6.4.2
Invasions). Fighters and attack boats can be unloaded
and deployed to enemy systems even if no beachhead
is present, however. These spacecraft can mill around in
the system and be resupplied by military or civilian supply
ships and don't need to be landed on the planet itself.
Units may only embark aboard waiting transports owned
by the power or an Allied power. This allows Allied ships
and Convoys to evacuate friendly troops from a system
and move them to another system, for example.
4.4.2 Jump Lane Movement
Ships can use jump lanes to move from one system to
another. The amount of jump lane movement a ship can
perform during each Movement Phase is determined by
the class of the jump lanes they are moving through.
Ships can always move through at least one Restricted,
Minor, or Major Jump Lane per turn, but they cannot
move through Unexplored Lanes until they are explored
as described in 4.4.5 Jump Lane Exploration. Ships can
move through up to three (3) jump lanes in a single turn so
long as all of them are Major Lanes and all of the systems
along the fleet's route are controlled by the player's empire
or an Allied power. This strategic movement advantage
is one of the benefits of upgrading jump lanes to Major
status, because it allows you to more quickly redeploy
your forces between the various sections of your empire.
4.4.3 Fast Ships
Military units with the Fast ability have a special strategic
movement advantage that allows them to move through
an extra Minor or Major Lane each Movement Phase
in addition to their normal movement allowance. For
example, this allows a Fast ship to move through one
Minor and one Restricted Lane in a single Movement
Phase, but it still couldn't move through two Restricted
Lanes because Fast only allows it to move through an
extra Minor or Major Lane (not an extra Restricted Lane).
Fast ships can also move through up to four (4) Major
Lanes in a single turn, as long as all of the systems along
the path of movement are controlled by that player or
Allied powers.
Note that fleets always move at the speed of their slowest
ship, so only fleets that contain exclusively Fast ships can
take advantage of this movement advantage. As such,
Fast ships are typically assigned to their own fleets and
given their own specific movement orders.
4.4.4 Convoy Movement Restrictions
There is no real difference between Restricted and
Minor Lanes when it comes to military ship movement,
however Convoys (as well as any other civilian ship types
introduced in future supplements) do not have jump
drives and must rely on the established network of jump
relays to move between systems. As a result, they cannot
move through Restricted Lanes on their own.
However, Convoys can move through a Restricted Lane if
they are assigned to a fleet that contains at least one ship
of light cruiser (CL) size or larger. These large warships
are equipped with powerful jump drives and advanced
sensor suites that allow them to escort Convoys across
these treacherous jump lanes.
The civilian movement restrictions that apply to
Restricted Lanes are also the reason why your empire's
civilian freight network cannot trace supply routes over
these lanes (4.7.3 Supply Routes).
4.4.5 Jump Lane Exploration
Any fleet containing one or more Scout ships is considered
a Scout fleet and can be ordered to perform an exploration
attempt this turn if it is located in a system that has one
or more Unexplored Lanes present so long as there are
no enemy fleets in the system to block their exploration
efforts. Scouts that are crippled or Out of Supply cannot
be used to perform exploration attempts, however, and a
Scout fleet cannot perform any other movement actions
on the same turn it makes its exploration attempt. Scouts
ships are required to perform jump lane exploration
because Scout fighters and attack boats lack the ability
to move through a jump lane on their own.
The maximum number of exploration attempts you may
make in a system each turn is equal to the number of
Unexplored Lanes that connect to it. For example, you
could have three Scout fleets make exploration attempts
in a system that has three or more Unexplored Lanes.
Exploration attempts are resolved during the Movement
Phase by rolling a die. Empires with the Gifted Explorers
trait add +2 to the die result. Any additional exploration
attempt modifiers introduced in future supplements
(such as from outstanding leaders or special system
terrain traits) will also need to be applied to the roll. On
a modified exploration die result of 8+, the Scout fleet
will successfully explore a randomly selected Unexplored
Lane at its current system location. The Unexplored Lane
is automatically upgraded to a Restricted Lane and the
Scout fleet then immediately moves through the jump
lane to the system on the opposite end of the lane.
If multiple players are performing exploration attempts in
the same system this turn, there is a chance they will end
up exploring the same Unexplored Lane. This is expected
behavior, and in these cases the jump lane will still be
upgraded to a Restricted Lane and each of the Scout fleets
that successfully explored that lane will move through it
to the adjacent system and end their movement there.
Exploration orders are resolved simultaneously with other
fleet movement orders, and if a Scout fleet successfully
explores a lane they will move into the destination system
at the same time any other fleets perform their movement.
This means the Scouts may have left their original system
and be gone when any inbound fleets arrive, and they may
end up having an encounter in their destination system
later on during the Combat Phase this turn.
4.4.6 Moving Other Units
Fighters and attack boats are too small to be equipped
with jump engines and rely on larger vessels to transport
them between systems. Similarly, troops must also be
embarked onto transports for redeployment.
Convoys are the primary method of moving these units
from one system to another. Each Convoy can carry any
combination of six (6) fighters, attack boats, or troops.
Fighters and attack boats that are embarked onto a
Convoy are stored in a “crated” or disassembled state and
must be disembarked before they can be deployed into
combat. In contrast, troops that are being carried onboard
transports can participate in ground combat operations,
however their combat factors are halved.
Fighters and attack boats can be transported in a combat-ready state by Carriers or Tenders, respectively. Each
Carrier can base a number of fighters equal to its Carrier
value, while each Tender can base a number of attack
boats equal to its Tender value. For example, a ship with
Carrier 2 can carry up to two fighters, and a Tender 4 ship
can carry up to four attack boats.
Supply units may also transport units, and each Supply
unit can carry a number of fighters, attack boats, or troops
equal to its Supply factor and these units are treated the
same as if they were carried by Convoys. Supply units
cannot be used to resupply friendly fleets or perform field
repairs while they are carrying other units, and they are
automatically Exhausted after these units are deployed.
Assault units are also capable of moving troops and can
carry one ground unit per Assault factor. For example, an
Assault 2 ship could carry up to 2 ground units. Assault
vessels cannot be used to move non-ground units as their
basing is meant for carrying ground vehicles and infantry
and they don't have the voluminous cargo spaces that are
required to transport fighters or attack boats.
Hospital units may also be used to carry troops, and
can carry one troop for each Hospital factor. However,
Hospital units can only carry crippled troops, not full
strength units. This represents that these medical vessels
are transporting the wounded soldiers but do not have the
space to also ship their vehicles and other gear.
Crippled units reduce their effective basing capacity to
half their normal value to represent the collapse of hangar
bays or loss of docking rails. This means a crippled Carrier
3 unit would only be able to base up to two fighters.
Ground units with the Garrison special trait, notably
including planetary Militias, cannot be moved from a
system after they are purchased as they represent civil
defense forces being staffed by members of the local
population. They stay where they are purchased, until they
are eliminated or scrapped.
The orbital weapons platforms (OWPs) fielded by some
alien empires can also be broken down and transported
via Convoy to move them between systems. Each OWP
counts as two units for transport purposes. Supply ships
can also transport OWPs, with each OWP requiring 2
Supply factors during transport. As with fighters and
attack boats, OWPs that are being transported as
cargo cannot be deployed into battle until after they are
disembarked from their transports.
Fighters with the Supply or Hospital abilities cannot be
used to move other units – they are simply too small to
accommodate this kind of bulk cargo.
Future supplements may include additional miscellaneous
forms of cargo (such as alien artifacts) that may need
to be moved from system to system. In these cases,
treat each piece of cargo as a single unit equivalent for
transport purposes unless otherwise stated.
4.4.7 Long Range Scanning
Scout fleets may be ordered to perform a long range
scanning mission of an adjacent system as long as the
Scout is not performing any other movement actions
this turn. The Scout is effectively jumping into the target
system, taking a quick look around, and then jumping
back home before they can be detected.
Long range scanning attempts are resolved by rolling a
die and on a die result of 6 or higher the Scout will detect
the total number of ships, bases, and civilian units present
in the system at the end of the current Movement Phase.
Fighters and troops are not revealed as they cannot be
detected by the Scout's passive sensor scans.
Successful long range scanning attempts will not inform
the scanning player as to what types of units are in their
opponent's force or who owns them, only how many of
these units are present. For example, if a system contains
3 Destroyers, 1 Starbase, and 1 Convoy, then the scanning
player will only know that 5 contacts are present in the
target system. The Scout's presence in the system will go
undetected by any other forces currently operating there.
Otherwise, if a scanning attempt roll is a natural 1, then
the Scout was detected before it could jump back out of
the system. The Scout fleet is moved to the target system
as if it had been ordered to move there during the current
Movement Phase. The Scout fleet will then have to try
to evade enemy forces in the system during the Combat
Phase so it can try to return home next turn.
Fast ships can also be used to perform long range scans
of nearby systems, however they are less effective in
this role and receive a -2 penalty to their scanning rolls
because they have to get closer to the targets to get a
good scan. Luckily, they are fast enough that they can
typically evade enemy patrols.
Note that Scout fighters and attack boats cannot be used
to perform long range scanning missions because they
lack the ability to move through a jump lane on their own.
4.4.8 Contested Movement
There are a number of situations in which opposing fleets
may end up encountering each other while performing
their normal movement orders. This is called contested
movement.
If a fleet that was ordered to perform multiple jumps in a
single Movement Phase (such as moving across multiple
Major Lanes) enters a system that already contains one
of more enemy fleets, the moving player has the option
of either canceling their remaining movement and
stopping at their current system location or else they can
continue their planned movement but must leave behind
a number of ships equal to the number of enemy ships in
the system. The moving fleet is required to remain in the
system if it cannot leave the required number of units in
the system, however.
Fast ships or ships fielded by an empire with the Fast
Drive Systems trait (like the Graal) may always proceed
on to their next system destination in these contested
movement scenarios so long as the enemy doesn't have
any Fast ships of their own or themselves have the Fast
Drive Systems trait as this would still effectively block their
movement through the system unless they left behind a
number of ships greater than or equal to the number of
enemy Fast ships in the system.
Meanwhile, if two or more fleets attempt to move in
opposite directions down the same jump lane during
the Movement Phase, roll a die for each fleet adding 3 to
the result if the fleet is Fast or owned by an empire with
the Fast Drive Systems trait. The fleet with the highest
die result is the first to jump and will move through the
lane before the other player. In the event of a tie, the
fleets performed their jumps simultaneously and actually
passed each other in transit without being detected.
4.4.9 Trade Routes
Convoys may be assigned to trade routes in order to
generate 4.1.2 Trade Income. Convoys can only be
assigned to a trade route if they are not currently carrying
any units or other cargo. When assigning a Convoy to
a trade route, the new route must contain at least one
system from the Convoy's existing trade route or the
Convoy's current system location.
Each trade route can contain up to three systems that
are connected by a continuous path of Major Lanes.
This jump lane class requirement reflects that significant
interstellar trade can only take place with the rapid transit
afforded by Major Lanes. Empires like the Brindaki that
have the Free Traders trait can operate trade routes over
Minor Lanes, however, but this is a special exception.
A trade route can contain just a single system, in which
case the Convoy is essentially just moving cargo back
and forth between colonies and outposts within that one
system and won't be moving across any jump lanes and
is not subject to the Major Lane requirement that normally
applies to multi-system trade routes.
If a hostile enemy fleet enters a system that is on a
Convoy's trade route, there is a chance they will encounter
the Convoy there during the Movement Phase this turn. If
the system is the only system on the Convoy's trade route,
it will always be encountered in that system. Otherwise,
if the Convoy has multiple systems on its trade route,
randomly determine which trade route system the Convoy
is currently located this turn.
A Convoy will not generate any trade income for its owner
if there are enemy fleets in ANY of the systems on its
trade route. This enemy presence effectively disrupts the
trade route and prevents the Convoy from moving cargo
between these systems. The Convoy will need to wait for
these threats to be eliminated, or else its owner can assign
it to a new trade route during a future Turn Orders Phase
so it can resume its commercial enterprises elsewhere.
A Convoy that is currently running a trade route may be
ordered to disband the active trade route during the Turn
Order Phase. The trade route is immediately suspended
and will not generate any trade income during the
Economic Phase next turn, and the Convoy will then spend
the remainder of the current turn “moving” to one of the
systems on its trade route of the player's choice. It will be
available to receive new orders like any other Convoy on
the following turn. This means that it effectively takes one
full turn to shut down an active trade route and free up the
Convoy for other duties.
4.4.10 Raiders
Every campaign turn, there is a chance that Raiders will
attack Convoys on their cargo runs. Raider checks must
be made in any system that contains one or more Convoys
or that is included on a trade route. Raider checks are not
rolled for Core World systems (5+ Population) unless your
empire is in a state of War as these systems are generally
well protected against Raider activity during peacetime.
Raider checks are also not required if the total construction
cost of Police units in the system is greater than or equal
to the system's current output (RAW x Population) and this
effect applies regardless of whether or not the system's
owner is at War. At least one Police unit must be present
to receive this benefit. This makes Police units extremely
effective in preventing Raider activity.
Raider checks are resolved by rolling a die and if a natural
1 is rolled then a Raider fleet consisting of 3d10 EP of
units purchased from the Raider Force List will move
into the target system and immediately perform a 4.4.11
Convoy Raid against a random Convoy in that system.
Unlike normal convoy raids, if no Convoys are present
in the raided system the Raiders will instead attack a
random Supply Depot or Shipyard, if available, or else
they will target the system itself if no other valid targets
are present. In other words, a Raider attack will always
occur, even if no Convoys are present to be raided.
Attacks against systems typically occur if a Raider force
is generated against a system when the Convoy itself is in
another system along its trade route.
If the Raider fleet successfully eliminates the defending
task force during the convoy raid, the targeted civilian
unit is destroyed and the target system automatically
loses 1 Morale. Furthermore, if the system itself was
being attacked instead of a civilian unit, then the system's
output is reduced to half its normal value next turn.
4.4.11 Convoy Raids
A fleet may be ordered to move into an adjacent system
and attempt a raid against enemy Convoys. The fleet will
move into the system and, if one or more enemy Convoys
are present, it will immediately set up and resolve a special
Interception Scenario (refer to 4.6.2 Space Combat) to
determine the outcome of this commerce raiding action.
If no enemy Convoys exist in the system, then the convoy
raid automatically fails with no effect.
The Defender's task force may not include any additional
civilian units other than the original raid target, and no
reinforcements are available for either the Attacker or
Defender in this scenario, nor may units be moved to the
Reinforcements Pool during the battle. The only units available to either side are those that were included in
their initial task forces. The convoy raid lasts until either
task force retreats or is destroyed.
The Attacker will succeed in capturing the civilian unit
(along with any other units or cargo it is carrying) if there
are no military units left in the Defender's task force at
the end of the space combat scenario. The raided system
automatically loses 1 Morale for each civilian unit that is
captured/destroyed from convoy raids.
The Attacker may choose to destroy the Convoy and its
contents instead of capturing it if they do not wish to take
it as a prize. This is usually done if the attacker feels there
is little or no chance of them being able to return it to a
friendly system in the future and simply want to deny the
enemy those resources.
After the battle, the raiding fleet automatically withdraws
from the target system and returns to their starting
system location where they will remain for the rest of the
campaign turn. The raiding fleet cannot choose to remain
in the target system after the raid is completed. By the
nature of their mission, they are moving into the system,
hitting the enemy Convoy (if present), and then getting
out before any of the system's defenses can react to the
incursion. The fleet will then be available to receive new
orders during the Turn Orders Phase next turn.
4.5 DIPLOMACY PHASE
In this phase, players determine the outcome of any
4.5.2 First Contact situations with alien powers they
encountered for the first time during the Movement Phase
this turn, after which you resolve all of the 4.5.5 Diplomatic
Actions that were ordered this turn and any resulting 4.5.6
Diplomatic Incidents. Any of these diplomatic activities
can result in political states increasing or decreasing.
Finally, at the end of the phase, players reduce their 4.5.3
Diplomatic Cooldowns (if applicable).
4.5.1 Political States
Your overall diplomatic relationship with another power is
determined by your political state. These political states
are tracked via a linear progression with War as the lowest
political state you can have with an opponent and Alliance
as the highest political state.
This section provides an overview of each of these political
states and what effects they have on your relations with
other powers. The effects of political states of Non-Aggression and higher are cumulative. For example, two
empires that have a political state of Mutual Defense
receive the cumulative effects of Non-Aggression, Trade,
and Mutual Defense.
4.5.1.1 War
This is a state of unrestricted warfare between two
powers. You may freely move into the opponent's systems
and attack, bombard, or invade them without restriction.
4.5.1.2 Hostilities
This is a state of low level conflict, a cold war threatening
to go hot. Limited border conflicts are common for
empires that are in a state of Hostilities. You may freely
attack, bombard, and invade enemy frontier systems
with 4 Population or less. However, you may not attack
their core worlds that have 5+ Population as this would
represent a significant escalation in the conflict. You
are allowed to move fleets into any of their systems and
blockade them regardless of their Population, however.
4.5.1.3 Neutral
This political state indicates that two powers have not
developed any strong feelings about each other one way
or the other. You may voluntarily choose to move into a
system controlled by another Neutral power and can
even blockade the system, but you may only freely attack
their forces in neutral systems. A power may attack any
opposing Neutral fleet that accidentally strays across the
border into one of their own controlled systems, however.
4.5.1.4 Non-Aggression
This is a peace agreement where two powers agree to not
attack each other's assets and establish a mutual border
between their respective territories. You cannot voluntarily
move fleets into systems controlled by a power you have
a Non-Aggression treaty with. If your fleets accidentally
enter a system they control (for example, if you explore
a jump lane that connects to one of their systems), your
fleet is required to retreat to a friendly or neutral system
during the following Movement Phase. You cannot
generate space combat battles against forces owned by
a Non-Aggression partner, nor can you attack or blockade
any of their systems.
4.5.1.5 Trade
This is a commercial agreement which allows you to
move civilian Convoys (but not other military vessels) into
systems controlled by the other power and establish new
trade routes to generate additional trade income. Your
empire's total system income is automatically revealed to
any opponents you have a Trade relationship with as part
of this agreement, however.
Convoys that are carrying military units (fighters, attack
boats, troops, OWPs, etc.) are allowed to move into
systems controlled by a Trade partner, however these
transported units cannot be landed or deployed to the
Trade partner's systems except to transfer ownership of
them to the target power.
For example, the Lorans could move a Convoy carrying
a number of fighters into a Brindaki system on its way to
another Loran controlled system, but the fighters would
remain embarked as cargo on the Convoy unless the
Loran player was intending to sell (or gift) the fighters
to the Brindaki, at which point they could choose to
disembark them to the system to complete the exchange.
4.5.1.6 Mutual Defense
This treaty establishes a military partnership with the
intent of providing mutual defense during times of crisis.
This often represents the leasing of stations or military
bases to facilitate transfer of goods and supplies, or
giving friendly personnel somewhere to be based from
when operating in the defense partner's territory.
This political state allows you to move military units into
systems that are controlled by the other power and even
land troops in their systems. Troops landed in a Defense
partner's systems will NOT contest control of the system
and are treated as friendly defensive troops for all control
and combat purposes.
You may also use your Defense partner's supply sources
to resupply your own forces. This is one of the key
benefits of the treaty, as it lets you keep your forces in
supply beyond your normal supply routes.
Defense partners receive a +2 bonus to Hostilities Checks
against opponents if one or more of their Mutual Defense
partners are already at War with them. If at War with the
same power, Defense partners may field combined task
forces during space combat that contain a mix of units
controlled by both powers. This allows them to fight
together rather than separately in these scenarios.
Finally, your empire's total military strength (defined as
the total construction cost of military and civilian units
in active service) is revealed to all your Defense partners.
4.5.1.7 Alliance
This is the final step in cooperation between two
empires. It represents a major defense commitment,
with the powers working together in common cause to
protect each other against external threats and sharing
technologies to improve their respective military forces
ahead of any potential conflict.
Alliance members automatically reciprocate any
declarations of War enemy powers make against their
allies without the need for a successful Hostilities Check.
Allies also routinely share technological advancements
with one another. This is represented by allowing a player
to purchase available units from Allied force lists, but at
a +25% construction cost penalty to reflect the additional
expense required to adapt the designs for use by their
own species and/or pay for Allied engineering support to
help maintain these units.
4.5.2 First Contact
First contact occurs when two powers encounter each
other for the first time, usually because one of them moved
units into a system during the Movement Phase that the
other power either controls or has its own units present.
When this occurs, you must roll on the First Contact Table
to determine their initial political state. Empires with the
Charismatic trait receive a +2 bonus to their rolls on the
First Contact Table, while empires with the Xenophobic
trait instead receive a -2 penalty to the roll. These bonuses
are cumulative, so when two Charismatic empires make
first contact they will receive a +4 modifier to their roll.
| First Contact Table (d10) |
| Roll | Starting Political State |
| 1- | War |
| 2-3 | Hostilities |
| 4-7 | Neutral |
| 8-9 | Non-Aggression |
| 10+ | Trade |
The initial political state you roll on the First Contact Table
reflects the outcome of the first contact encounter and
determines if it was a peaceful encounter or else resulted
in some sort of hostile response – possibly even resulting
in a “first contact war” being declared due to an act of
aggression by one of the captains involved in the first
contact scenario. The unknown alien fleets your empire
encounters may not always react positively when your
own ships approach them with their gun ports open!
After determining their initial political state, each empire
separately rolls a die and assigns the result as their
current 4.5.3 Diplomatic Cooldown value with the other
power. This diplomatic cooldown value is the number
of turns they must wait before they can perform any
4.5.5 Diplomatic Actions with each other, and it typically
represents the time required for them to dispatch
ambassadorial delegations to the other's homeworld to
begin negotiations.
4.5.3 Diplomatic Cooldown
A diplomatic cooldown is the number of turns an empire
must wait before it can attempt another diplomatic
action with a specific opposing power. In most cases,
this represents a situation where diplomatic negotiations
have reached a stalemate and your ambassador has
been recalled home for further consultations with your
government on how to proceed. In the case of first
contact, this delay instead represents the number of turns
it will take for an ambassador to arrive at their capital to
begin negotiating with them.
Each empire tracks a separate diplomatic cooldown value
with each other power it has previously made contact
with. For example, if the Humans have made contact with
the Brindaki, Kili, and Jains then they would have three
separate diplomatic cooldown, one with each of these
powers, and those same powers would track their own
diplomatic cooldown value with the Humans.
Diplomatic cooldowns can increase as the result of 4.5.2
First Contact, 4.5.5 Diplomatic Actions, or 4.5.6 Diplomatic
Incidents, with the player rolling a die and adding the
result to their current cooldown value with that particular
opponent. Empires like the Brindaki with the Bureaucratic
Diplomacy trait instead roll two dice and add the higher of
the two die results to their diplomatic cooldown.
Diplomatic cooldown values are reduced by 1 at the end
of each Diplomacy Phase so long as they didn't increase this turn. A diplomatic cooldown value cannot be reduced
below a minimum value of zero.
You may only perform diplomatic actions against an
opponent if your diplomatic cooldown value with them is
at zero. However, a power may sign or reject any treaty
that is offered to them by another empire, even when their
diplomatic cooldown value with that power is greater than
zero. Signing/rejecting diplomatic offers is not affected
by diplomatic cooldown, it only limits your own ability to
attempt diplomatic actions with that opponent.
4.5.4 Diplomatic Contact
Diplomatic contact is required in order for two powers
to perform diplomatic actions with each other after they
have made first contact. Sustained diplomatic contact
requires that two powers can trace a path of jump lanes
between systems they each control that doesn't pass
through any Unexplored Lanes or enemy controlled
systems. This essentially ensures that normal diplomatic
traffic can move between their two territories to carry
messages back and forth between them.
An empire can achieve limited diplomatic contact with
another power if they move a 4.5.7 Diplomatic Ship into
a system they control. This limited diplomatic contact
will allow the Diplomatic vessel's owner to attempt
diplomatic actions with the target power, despite the lack
of sustained diplomatic contact, as long as they do not
have an active diplomatic cooldown with the power.
4.5.5 Diplomatic Actions
Diplomacy is carried out by performing diplomatic
actions with other powers. There are two standard types
of diplomatic actions: Diplomacy Checks and Hostilities
Checks. The former is used to improve relations with
another power by increasing your political state with the
target, while the latter is instead used to degrade relations
by reducing your political state with the opponent.
You may only attempt one diplomatic action per turn with
each power you are in contact with, and then only if you
don't have an active diplomatic cooldown with them. This
prevents empires from negotiating with powers they are
incapable of communicating with or where negotiations
have already broken down (or been stymied by internal
political friction from within your own government).
Diplomatic actions are resolved simultaneously during
the Diplomacy Phase, with all Diplomacy Checks resolved
first before resolving any Hostilities Checks. This order of
operations gives diplomats a chance to improve relations
and avert political disaster when tensions are high and
empires are on the brink of war.
Performing a diplomatic action always results in an
increase in your diplomatic cooldown value with the target
power, regardless of whether or not it was successful.
Roll a die and add the result to your diplomatic cooldown
value with them. The target's own diplomatic cooldown
value is not affected, however.
4.5.5.1 Diplomacy Check
Diplomacy Checks are used to improve your political state
with another power. Roll a die and subtract 1 if you have
a Trade political state with the target or subtract 2 if they
have a Mutual Defense political state. These modifiers
make it more difficult to successfully offer higher level
treaties. Charismatic empires add 2 to the roll, while
Xenophobic empires subtract 2. All these modifiers are
cumulative. You will succeed in offering your opponent a
treaty on a modified die result of 6+.
If the Diplomacy Check is successful, your opponent is
then given the option to either sign the treaty and increase
your political state by one level or else reject the treaty
and remain at your current political state.
If you roll a natural 1 on a Diplomacy Check roll, your
ambassadors have instead caused a 4.5.6 Diplomatic
Incident and you will have to deal with the fallout from
this unfortunate event!
4.5.5.2 Hostilities Check
A Hostilities Check is an attempt to declare War on an
opponent or, failing that, break treaties and reduce your
political state which will improve your chances of declaring
War in the future. A Hostilities Check is resolved by rolling
a die and applying political state modifiers as shown
below. It is easier to raise tensions with powers if you
already have a poor relationship, and is commensurately
harder to break or declare against targets when you are
in a higher political state. Aggressive empires receive a
+2 bonus to Hostilities Checks, while Pacifist empires
receive a -2 penalty.
• Current political state is Hostilities (+2)
• Current political state is Neutral (+1)
• Current political state is Non-Aggression or Trade (-1)
• Current political state is Mutual Defense (-2)
• Current political state is Alliance (-3)
You will successfully declare War on an opponent on a
modified die roll of 9 or more. This will immediately reduce
your political state with the opponent to War, and BOTH
powers add an additional 1d10 turns to their respective
diplomatic cooldowns (not just the player that performed
the Hostilities Check) to represent the increased tensions
from this overtly hostile act.
On a modified die result of 6, 7 or 8, you fail to declare War
but instead succeed in breaking a treaty with the target,
which reduces your political state with them by one level.
Your political state cannot be reduced below Hostilities
as the result of breaking a treaty, however. A successful
declaration of War is always required for your political
state to drop to that level.
Otherwise, on a modified die result of 5 or less, the
attempt to increase tensions with the target power simply
fails with no further effect. Opposing factions within your
government managed to intercede and prevent you from
further destabilizing relations with the target power.
4.5.6 Diplomatic Incidents
A diplomatic incident will occur whenever you roll a natural
1 on a Diplomacy Check or you are caught performing
4.3.4 Covert Operations missions against one or more of
their controlled systems.
First, roll a die and increase the diplomatic cooldowns of
BOTH powers by this amount. Next, roll a die and apply a
modifier based on your current political state as follows:
• Current political state is Hostilities (-2)
• Current political state is Neutral (-1)
• Current political state is Trade (+1)
• Current political state is Mutual Defense or Alliance (+2)
On a modified die result of 3 or less, your political state
with the target is reduced by one level to reflect that
the diplomatic incident was so severe that it caused a
permanent diplomatic rift between your two nations. This
diplomatic incident could even lead to the immediate
outbreak of War if you were already in a state of Hostilities!
4.5.7 Diplomatic Ships
Some empires employ dedicated consular vessels to
support their diplomatic activities in the field. These units
have the Diplomatic ability listed in their special notes. If
you move a Diplomatic vessel into a system controlled by
another power, you can perform diplomatic actions with
the target even if you otherwise are not in contact with
them (you still can't attempt a diplomatic action if you are
under a diplomatic cooldown, however).
Additionally, you will receive a +1 bonus to your Diplomacy
Checks with another power if you have a Diplomatic vessel
in a Core World (5+ Population) system they control. If the
opposing power is an 5.1 Independent System, then you
get this +1 bonus if you have a Diplomatic unit in their
system regardless of its current Population value.
This Diplomatic bonus represents the advantage of having
a high level VIP on site that is empowered to directly
negotiate with the foreign government rather than having
to wait for diplomatic communiques to slowly route back
and forth between your respective imperial capitals.
4.5.8 Sneak Attacks
You may choose to unilaterally declare War on an
opponent by having your forces conduct a “sneak attack”
against their fleets or colonies during the Combat Phase
this turn. This is usually done by moving one or more of
your fleets into a system they control and ordering them
to attack without warning or provocation.
Declaring a sneak attack will automatically put you in a
state of War with the target during the current Diplomacy
Phase, with both powers increasing their respective
diplomatic cooldowns by another 1d10 turns. However,
the sneak attack will also immediately generate diplomatic
incidents with EVERY other power that has a Non-Aggression or higher political state with the target that
you declared war on in order to determine the diplomatic
effects (if any) of your unlawful declaration of War.
You cannot perform a sneak attack against an opponent
unless your diplomatic cooldown with them is at zero,
as the sneak attack is effectively a special diplomatic
action that is always successful, but comes at a potential
political cost to your relations with other powers. You also
cannot perform sneak attacks against another power if
you have a political state of Non-Aggression or higher.
These treaties prevent you from unilaterally declaring war
on them, which is a large part of the benefit of advancing
your relations to this level!
If you're performing a sneak attack on an 5.1 Independent
System, then diplomatic incidents will automatically be
generated with ALL other Independent Systems you are in
contact with. These minor systems can clearly recognize
you are a threat to their collective survival and will respond
accordingly by severing ties and preparing their defenses
for when you inevitably attack them, too.
The opponent you declare a sneak attack on receives a -4
penalty to their 4.6.2.4 Surprise rolls in all space combat
scenarios your empire generates against their forces
on the turn the sneak attack is declared. This penalty
simulates the confusion stemming from the sudden
declaration of war.
4.6 COMBAT PHASE
The Combat Phase is where players set up and resolve all 4.6.1 Encounters that were generated this turn to determine the outcome of these meetings between opposing forces. Any combination of 4.6.2 Space Combat, 4.6.3 Orbital Bombardment, and 4.6.4 Ground Combat operations can be performed as part of each encounter, depending on what assets are present in the system and the political states of the encounter participants. The Combat Phase ends once players have finished resolving all of these encounters.
4.6.1 Encounters
An encounter occurs when opposing powers have assets in the same system at the start of the Combat Phase. This typically means they have fleets in the same system, but it can also mean that one of the powers controls the system and has a colony, base, or troops there.
Encounters can lead to combat, but they don't have to. Players are given an opportunity to engage in limited negotiations before each encounter to determine whether or not they intend to attack anyone. If none of the powers wish to attack each other, then the encounter ends peacefully without any combat operations being resolved. Combat actions are only resolved when at least one of the participants declares hostile intentions.
An empire's political state with other powers in an encounter can limit its options. Notably, you cannot attack an opponent if you have a Non-Aggression or higher political state. If an encounter is generated where all of the involved powers have Non-Aggression pacts with each other, then there is no possibility of combat and the encounter will always end peacefully.
During an encounter where at least one player has decided to press the attack, players may engage in any combination of space combat, orbital bombardment, and ground combat as part of encounter resolution. All space combat scenarios are resolved first, then surviving units may perform orbital bombardment against the system (if their fleets have achieved orbital superiority), after which ground combat is resolved.
The ownership of a system can change as the result of an encounter, with the colony being conquered by an invader or being rendered uninhabited as the result of intense orbital bombardment. These ownership changes take effect at the end of the encounter.
All encounters occur simultaneously and fighting in one system cannot affect the outcome in another, other than to perhaps change the decisions you make in each successive encounter. Encounters should always be resolved in a random order to prevent any one player from gaining an advantage. Resolve each encounter completely before proceeding to the next encounter.
4.6.2 Space Combat
Opposing fleets may choose to engage in space combat at the start of each hostile encounter. The players participating in the encounter will take turns declaring and resolving space combat scenarios against their opponents. Space combat scenarios define the rules of engagements for fleets that are participating in space combat during an encounter. There are three possible space combat scenarios that players can declare:
• Interception Scenario. This is a standard pitched battle between two opposing task forces. Neither task force may include any bases, and there are no adjustments to their Surprise rolls. This is the standard space combat scenario, and the one most commonly declared and resolved during the game.
• Defensive Scenario. This scenario has task forces assaulting a base or colony in the system. The Defender must include bases as part of their task force, and they may include a single base in their task force at no additional command cost.
• Pursuit Scenario. This scenario has the Defender's task force attempting to withdraw from the system while being pursued by the Attacker. The Defender receives a -1 penalty to their Surprise roll in this battle and must use any crippled ships in their fleet to fill non-flagship positions (the task force flagship does not have to be crippled). The Attacker receives a +1 bonus to their own Surprise roll and their flagship has its Command Rating reduced to half its normal value due to the haste with which they were thrown into pursuit. The Attacker may not include any crippled units in their task force because these damaged units are incapable of maintaining the speed required to pursue the retreating units.
The current player that is generating the space combat scenario (called the Attacker) may choose to declare an Interception or Defensive Scenario against another encounter participant so long as they do not have a political state of Non-Aggression or higher with the target. You may only declare a Defensive Scenario against targets that have one or more bases present in the system, however.
The player targeted by a space combat scenario (called the Defender, regardless of the strategic context) must then choose to either accept the space combat scenario or else refuse it and instead withdraw from the encounter. However, the Attacker may choose to generate a Pursuit Scenario against the Defender's retreating forces and this scenario cannot be refused.
If an Attacker generates an Interception Scenario against a Defender that has one or more bases in the system, the Defender may refuse the Interception Scenario and demand a Defensive Scenario instead. The Defender's fleet is effectively retreating to the protection of its bases in the system rather than leaving the system. The Attacker must then either accept the Defensive Scenario or halt all future attacks against the Defender this encounter.
The Defender may only refuse a Defensive scenario if they have ships in the system that can potentially retreat from the system, in which case the Attacker may generate a Pursuit Scenario against only those retreating fleets. Otherwise, a Defender cannot refuse a Defensive Scenario if they do not have any ships left in the system or their only remaining units are incapable of moving through jump lanes (ex: fighters and attack boats).
Space combat scenarios are immediately resolved after they are generated, and the current space combat scenario must be completely resolved before the next one is generated. When resolving space combat scenarios, each player will assemble their task force (4.6.2.1 Task Force Setup) and reinforcements (4.6.2.3 Reinforcements Pool) and then roll for 4.6.2.4 Surprise to determine their task force's readiness state for the battle.
A space combat scenario ends once one side or the other is eliminated or successfully retreats from combat. Any units that were destroyed during the battle are removed from play. Any units or cargo being carried by transports that were destroyed in the battle are also lost.
Fleets that successfully withdraw are disengaged and cannot be attacked again for the remainder of the encounter. Withdrawing fleets are still technically in the system but must be given movement orders that they will perform during the next Movement Phase.
Players will continue generating and resolving space combat scenarios until each player in the encounter has been given the opportunity to perform their attacks. When it's your turn to generate space combat scenarios, you may choose to pass initiative on to the next player without generating any space combat scenarios. This is typical in situations where you have been drawn into an encounter against your will and do not wish to fight anyone.
4.6.2.1 Task Force Setup
Space combat is fought between opposing task forces. Each player will use the following rules to set up their task force at the start of each space combat scenario.
Flagship & Task Force Command Limit
Before each battle, each side assembles a task force consisting of a task force flagship and a number of units up to the flagship's Command Rating (CR). This is your task force command limit. For example, a battlecruiser (CR 9) that is serving as a task force flagship could include itself and up to nine (9) other friendly units in its task force. Your task force flagship must be your highest CR unit, however crippled units may be voluntarily excluded from consideration when choosing a task force flagship because an admiral may not want to fly their flag from a vessel that is already heavily damaged and could be easily destroyed in battle.
Carriers must have the escorts provided in their ship description. If they are listed as having no escorts, then they must have escorts as provided by (S8.315). Carriers without proper escorts must be put in the 4.6.2.2 Reinforcements Pool unless required to participate by other rules in the combat section of 4.6.2. Carrier escorts must have a carrier to escort, or else be placed in the reinforcements pool with the same caveats as un-escorted carriers.
Civilian Units
Players must include all of their available civilian units in their task force, but these units will not count against their task force command limit.
However, an attacking force in any scenario situation or a defender in an interception scenario may choose to exclude some or all of their civilian units from their task force if they have a weapon status of III (see 4.6.2.3 Surprise) because it is assumed they could have held these units in reserve outside of the combat zone if they were fully prepared for the battle. Civilian bases (Shipyards, Supply Depots) are only included in Defensive Scenarios, not in Interception or Pursuit Scenarios (as they are immobile units.)
Bases & Fixed Defenses
A Defender must include friendly bases and friendly immobile units in Defensive Scenarios (not Interception or Pursuit Scenarios), and one base may be included in the Defender's task force at no additional command cost in a Defensive Scenario. Each additional deployed base is treated as a ship equivalent for command purposes.
A defender in a defensive scenario may gain certain Star Fleet Battles fixed defenses based on the system fortification value. Destruction of these facilities does not affect the system's fortification value (but, see 4.3.4.1 Covert Missions and 4.6.3.3 Bombardment Missions.) Up to 6 ground bases count as a single unit for command rating purposes. Up to 5 defsats count as a single unit for command rating purposes.
Fort Value | SFB unit(s) |
| 0 | No units |
| 1-3 | 2 ground bases. |
| 4-5 | 6 ground bases, OR 2 GBDP, OR 2 Defsats. |
| 6-8 | 6 ground bases AND 2 Defsats, OR 2 GBDP AND 2 Defsats, OR 5 Defsats. |
| 9-11 | 6 ground bases AND 5 Defsats, OR 6 GBDP. |
| 12+ | 12 ground bases AND 5 Defsats, OR 6 GBDP AND 5 Defsats. |
"Ground bases" in the above list may be of the following: DBD1 (ph-1), GBD2 (ph-2), GBDH (hellbore), DBFB (fusion beam), GBDD (disruptor), GBDT (plasma-S), GBDF (plasma-F), GBPT (photon), GBPC (particle cannon), GBIC (ion cannon), GBQWT (quantum wave), GBDC (disruptor cannon), GMB (drone), GMD (plasma-D), GME (E-rack), GHD (heavy drone), AGBT (tractor-repulsors), AGB2 (Andro ph-2), GLG (rail gun), and X versions and Y versions of the above. All ground bases must be of the same type and be able to be fielded by the defender's empire and at the defender's technology year. Bases are distributed evenly across the planet's surface. Defsats are set up per (R1.15A). GRGs (rail guns) may replace the GBDP by Jindarian who qualify. Ground bases that field fighters, PFs, sensor channels, or extra marines are intentionally excluded from this list.
Fighter & Attack Boat Basing
Carriers and Tenders included in your task force allow you to deploy additional fighters or attack boats, respectively, without affecting the flagship's command limit. These basing units are effectively covering the command costs of these units. Each Carrier can deploy a number of fighters equal to its Carrier factor, while each Tender can deploy a number of attack boats equal to its Tender factor.
Additional attack boats (but not fighters) can be added to the task force (e.g. from the 4.6.2.2 Reinforcements Pool), with each pair being treated as a ship equivalent towards the overall task force command limit.
Allied Task Forces
Allied powers in a Mutual Defense or Alliance political state may field a task force containing units owned by either power when fighting against an enemy they are both at War with. This allied task force is always commanded by the power whose flagship is being used to lead the task force.
4.6.2.2 Reinforcements Pool
Additional units beyond those that can be included as part of your task force are prepared as reinforcements and placed into your Reinforcements Pool. Simply set these units aside and they will be able to enter the battle during future combat rounds. Units in the Reinforcements Pool cannot participate in combat and do not contribute any combat factors or special abilities towards your force.
You cannot voluntarily place units in the Reinforcements Pool if you could still include them as part of your task force. For example, if you have a CR 9 battlecruiser as your task force flagship and a total of eight (8) other ships in the battle, you would have to include all of them in your active task force. You would need to have at least 10 additional non-flagship ships present before you would be able to move any of them to the Reinforcements Pool.
4.6.2.3 Surprise
Before the battle, one player rolls on the Surprise Table and applies any modifiers based on the space combat scenario being resolved to determine the readiness state of both task forces in the current battle. Players receive a +1 bonus to the roll if they have at least one Scout or Fast unit in their task force to perform recon. If the Attacker is performing a 4.5.8 Sneak Attack, the Defender will receive a -4 penalty to their Surprise roll.
The outcome of this roll simulates the effects of proper planning, positioning, tactics, etc.
| Surprise Table (d10) |
| Roll | Defender WS | Attacker WS |
| 1- | WS-I | WS-III |
| 2-5 | WS-II | WS-III |
| 6-8 | WS-III | WS-III |
| 9+ | WS-III | WS-II |
Modifiers:
+1 Scout or Fast unit in defending force
+1 All units in defending force have stealth
+1 Slow unit in attacking force
-1 Scout or Fast unit in attacking force
-1 All units in attacking force have stealth
-4 Attacker declared sneak attack this turn
4.6.2.4 SFB Specific Rules
• Commander's option points are 10% of the unit's refit BPV (without drone speed upgrades.) Bombardment ships gain the additional 10% commander's options of (S3.223)
• No hidden mines or hidden cloak
• No crew/pilot quality or Legendary Officers
• No Super-Intelligent computers
• Electronic warfare is being used, but Generated (D6.3141) and Scout-Lent (G24.21) rules may be ignored on a battle-by-battle basis with permsision from both sides.
• All orbital bases are assumed to have Cargo BAMs (CarM) in all class-B locations. Bases too small to have BAMs (such as SAMs), instead have Cargo Pods (P-CC) in all class-A locations. Bases with the 'Carrier' trait are assumed to have two Hanger BAMs (HBM). Bases with the 'Tender' trait are assumed to have one PF BAM (PFM).
• Each fighter unit or 'Carrier' trait value translates to 6 SFB fighters or 3 heavy fighters (or less if the unit cannot carry the whole amount, such as many Klingon carriers.) Each AB unit or 'Tender' trait value translates to 3 SFB PFs
• All units are assumed to have year-appropriate refits and year-appropriate drone speeds. 'Optional' refits that did not affect the entire class of units (such as UIM) are not included. Fighters are assumed to be the most modern type of the fighter unit carried (e.g. has the 'C' refit, if appropriate, etc..)
• Tugs and tug-like units with the 'Supply' trait, are assumed to be carrying appropriate cargo pods.
4.6.2.5 SFB Scenario Setup
• All maps are 71 hexes on a side, with a marker at the exact center (3636)
• Any unit that is more than 35 hexes from this center mark, is considered to have disengaged by distance.
4.6.2.5.1 Interception Scenario Setup
• The defender sets up within 3 hexes of 1936, facing B or C at their discretion, speed max.
• The attacker sets up within 3 hexes of 5337, facing E or F at their discretion, speed max.
4.6.2.5.2 Defense Scenario Setup
• The defender sets up within 5 hexes of 3636, facing at their discretion, speed 6.
Defending bases are rotating clockwise around the planet (set up within 5 hexes from the planet.)
• The attacker sets up within 3 hexes of the 01xx map edge, facing B or C at their discretion, speed max.
• There is a planet at 3636, which is not rotating.
4.6.2.5.3 Pursuit Scenario Setup
• The defender sets up within 3 hexes of 2036, facing B or C at their discretion, speed 10.
• The attacker sets up within 3 hexes of the 01xx map edge, facing B or C at their discretion, speed max.
• The defender may only disengage in direction B or C. The defender may not disengage by accelleration until after turn 3.
4.6.3 Orbital Bombardment
Orbital bombardment is used to destroy planetary
defenses, infrastructure, or civilian population centers
in an enemy controlled system. This is typically done to
weaken a system ahead of a major invasion, although
some alien empires may choose to use these barbaric
tactics to devastate strategic systems, damage their long
term prospects, and deny resources to their enemies.
4.6.3.1 Orbital Superiority
A fleet can only perform orbital bombardment against an
enemy system if they have achieved orbital superiority by
eliminating all the defender's bases in the system. The
presence of any enemy bases in the system will prevent
an attacker from bombarding the system this turn.
4.6.3.2 Bombardment Value
Total the Anti-Ship factors of all attacking ships, fighters,
and bases in the system to calculate your fleet's total
bombardment value (BV). Units with the Bombardment
special ability provide an amount of bombardment value
equal to twice their Anti-Ship factors.
Units that are currently Out of Supply cannot contribute
towards orbital bombardment due to a lack of available
munitions. Out of Supply units will be able to resume
orbital bombardment on a future campaign turn once
they are back in supply.
4.6.3.3 Bombardment Missions
The attacking player may choose to use their available
bombardment value to conduct any combination
of Fortification, Troop, Infrastructure, or Population
Bombardment missions against the target system.
Half of the leftover bombardment value not spent on
missions this turn will carry over to future Encounter
Phases as described in 4.6.3.5 Sustained Bombardment.
• Fortification Bombardment: This is a coordinated strike
against a planet's orbital defense network to eliminate
the defense satellites, minefields, planetary gun/
missile batteries, communications networks, etc.
that could otherwise impede the attacker's ability to
perform bombardment missions in the system. The
amount of bombardment value required to reduce a
system's Fortification by 1 point is equal to 10 times
its current Fortification value.
• Troop Bombardment: This is an all out heavy
bombardment against enemy troop positions in the
system. The cost to eliminate one random defending
ground unit is equal to 5 times the system's
Population value (minimum 10 BV). Roll a die for each
eliminated troop and if the result is a 1 the attack
inflicts extensive collateral damage which reduces
the system's Population and Morale values by 1 each.
• Infrastructure Bombardment: This is a directed
attack intended to temporarily cripple a planet's
industrial infrastructure by disrupting key industries
or commercial enterprises in the system. The cost to
perform Industrial Bombardment is equal to 5 times
the system's Population value, and it reduces the
target system's effective RAW value by 1 during the
next Economic Phase (to a minimum value of zero).
• Population Bombardment: This is a cruel assault
against civilian population centers in the system. The
bombardment value cost to remove 1 Population, 1
Morale, and 1 Intel from the system is equal to 10
times the system's current Population value.
Bombardment costs for Troop, Infrastructure, or
Population Bombardment missions are doubled if the
target system has a Fortification value greater than zero.
This represents that the attacker is being harassed by the
planetary defense grid which makes it harder for them to
perform bombardment missions against other targets.
Once the system's Fortification value is reduced to
zero and its planetary defense network is neutralized,
the bombarding fleet will be able to perform other
bombardment missions at no additional penalty.
Because the cost to perform Troop, Infrastructure, and
Population bombardment missions are all based on
a system's current Population value, it can often be
in an attacker's best interests to reduce the system's
Population in order to make it cheaper to perform
other bombardment missions (such as destroying
enemy troops ahead of a planetary invasion).
4.6.3.4 Planetary Devastation
Intense orbital bombardment often leads to permanent
ecological damage in an affected system. Once all
bombardment missions have been resolved in the current
encounter, roll a die for each Population point the system
lost this turn as a result of orbital bombardment. Reduce
the system's Carrying Capacity by 1 for each die result that
is less than the system's Carrying Capacity at the start
of the turn. None of a system's attribute values (except
RAW) can exceed the system's new Carrying Capacity
value and if they do they will likewise need to be reduced
to be equal to the new Carrying Capacity value.
If a system loses 2 or more points of Carrying Capacity
from orbital bombardment in the same turn, then its RAW
value is also permanently reduced by 1 (to a minimum
value of 1). This loss of RAW represents the massive
degradation of the planetary environment as irrecoverable
damage is done to its ecology.
Devastation introduces a real cost to performing
indiscriminate Population Bombardment against
enemy systems because it can quickly degrade their
resource values and make them functionally worthless.
This encourages players to launch planetary invasions
with their ground forces in those systems they want
to capture largely intact and limit their use of orbital
bombardment. Still, during a protracted war, it is not
uncommon to see many border worlds turned into
“tomb worlds” that have been scoured of all life by
intense orbital bombardment.
4.6.3.5 Sustained Bombardment
Half of the remaining bombardment value not used
against planetary targets this turn will automatically
carry over to the Combat Phase next turn as long as the
bombarding player maintains orbital superiority in the
system. However, this bombardment value will be lost
if the bombarding player's fleet is destroyed or forced to
retreat from the system.
This sustained bombardment effect represents the
ongoing effects of planetary bombardment over
time and allows smaller fleets to perform orbital
bombardment against systems even if they can't
generate enough bombardment value in a single turn.
4.6.4 Ground Combat
Ground combat is where the fate of a system is ultimately
decided. Orbital bombardment and planetary blockades
can only go so far and, in the end, it's up to the “ground
pounders” to settle the issue.
4.6.4.1 Ground Combat Procedure
All ground combat operations in an encounter are resolved
simultaneously. Troops that are disembarked to a system
will fight at their full combat strength during this battle.
However, troops that are currently embarked on Convoys
or Assault ships halve their combat factors. Ground units
with the Marines special ability are an exception to this
rule, and they receive their full combat factors even when
embarked on transports.
All of your troops that are disembarked to the system
must participate in ground combat this turn, but you may
choose to voluntarily exclude any or all of your troops
that are currently embarked on Convoys or Assault ships
from the battle. It is often not worth committing troops
to a losing battle if you feel their presence won't improve
your odds and will only put them at unnecessary risk of
being crippled or destroyed. Any embarked troops that
are committed to the fight this turn will automatically
disembark to the system at the end of the current
encounter. Crippled troops cannot invade from transports
under any circumstances as they lack the manpower or
unit cohesion to make landings in the system.
Total the Attack factors of all your ground units in the
system that are participating in the battle and then roll
on the Combat Results Table to determine your combat
effectiveness rating. Multiply this rating by your total
Attack factors to determine the number of hits your
troops have scored against opposing ground forces in the
current ground battle.
Your opponent must then use these hits to damage one or
more of their own troops, with the number of hits required
to damage a ground unit being equal to its current
Defense Value. Hits can only be scored against units that
participated in this battle, and they cannot be used to
damage embarked ground units that were excluded from
the battle. Any leftover hits less than the amount required
to damage the weakest ground unit in the opposing force
are lost.
| Combat Results Table (d10) |
| Roll | Combat Effectiveness Rating |
| 1- | 10% |
| 2-3 | 20% |
| 4-7 | 30% |
| 8-9 | 40% |
| 10+ | 50% |
4.6.4.2 Invasions
An invasion is an attempt to land combat troops onto a
planet's surface in an enemy controlled system as part of a
ground battle. Invading units must establish a beachhead
in the system before they will be able to safely disembark
additional troops to the system on future campaign turns.
A beachhead is automatically secured when invading
troops successfully damage one or more defending
ground units during the ground battle this turn and at
least one invading unit survives the counterattack. An
invasion will also automatically succeed and a beachhead
established if the invasion is unopposed because there
are no defending ground units disembarked to the system.
Once a beachhead is established, the invader and
their allies may deploy additional troops from orbiting
transports during the 4.4.1 Landings & Deployment step
of the Movement Phase on future turns as long as there
are friendly ground units still deployed to the system to
maintain the beachhead. Disembarked troops will then
be able to fight normally during the next Combat Phase
and will receive their full combat factors since they will no
longer be embarked on transports.
A beachhead is lost if all friendly ground units disembarked
to the system are eliminated or embark, at which point
you will have to launch another invasion to secure a new
beachhead in the system to use for future landings.
Troops cannot disembark and land in an enemy controlled
system if the system's Fortification value is greater than
zero because the planetary defenses would shred their
landing craft before they could ever reach the planet.
Importantly, this means an invader will have to wait for
their fleets to finish neutralizing these defenses using
orbital bombardment before their troops can make
planetfall and attempt to establish a beachhead.
4.6.4.3 Economic Disruptions
Enemy troops will attempt to seize control of strategic
economic and industrial infrastructure as part of their
ground combat operations. As a result, a system's output
is reduced to 50% of its normal value if the total number of
disembarked enemy troops in the system is greater than
or equal to the number of disembarked friendly troops. If
the system is already in Opposition, its system output is
further reduced to 25% of its normal value. Ground units
that are embarked onto orbiting transports are ignored for
the purposes of resolving economic disruptions because
they are not present on the planet's surface to contest
ownership of its vital economic infrastructure.
Systems that are experiencing economic disruptions
receive a -1 penalty to their 4.10.4.4 Morale Checks, which
increases their chances of losing Morale.
4.6.4.4 Conquest of a System
A system is conquered once all defending troops
disembarked to the system have been eliminated and
only enemy troops remain disembarked in the system.
The system's Morale is immediately reduced to zero
to demonstrate organized resistance from the local
population against the invaders, and control of the
system is then transferred to the player with the most
disembarked troops in the system. In the event of tie,
the player with the highest total Defense Value of troops
disembarked there will take control of the system. If there
is still a tie, roll randomly to determine who takes control
of the conquered system.
All construction orders the system received during the
Turn Orders Phase earlier this turn are automatically
canceled when it is conquered, and the economic points
spent on these projects are lost. This represents loyalist
forces scuttling any vessels that were under construction
and destroying the construction materials to keep them
out of enemy hands.
It will take many turns for a conquered system's
Morale to recover, and you'll need to keep the system
properly garrisoned to guard against possible rebellion
and use planetary Intel to perform Counter-Insurgency
missions against the system to try and improve its
Morale and move it back into Good Order.
4.7 SUPPLY PHASE
The supply status of all units is checked in this phase. In
order to be in supply, a unit must be able to trace a supply
route to a friendly supply source or else draw supply from
military supply ships or other local supply sources.
Any units that cannot trace supply will be Out of Supply
(OOS) this turn and suffer the effects described in 4.7.6
Out of Supply Effects. They may also potentially take
damage due to 4.7.7 Supply Attrition.
4.7.1 Supply Sources
Supply sources are systems that serve as logistics hubs
that originate your empire's supply routes. Any Good Order
Core World system (5+ Population with a Morale value
greater than or equal to half its Population) controlled
by your empire or a Mutual Defense partner can function
as a friendly supply source. Additionally, any system that
contains an active Supply Depot (see below) controlled by
your empire or a Mutual Defense partner can also serve
as a supply source.
4.7.2 Supply Depots
Supply Depots are orbital logistics bases used to store
large quantities of consumables and coordinate their
delivery to other nearby military units and colonies. They
are built and deployed like any other base, but they serve
a special purpose in that they turn any system they are
located at into a supply source for their owner, even if
their system is not in Good Order and/or does not have
the prerequisite Population so long as the Supply Depot
can trace a supply route to another friendly supply source.
This makes Supply Depots an effective way of extending
your supply lines into new sectors, or ensuring that supply
continues to flow even when systems fall into disorder.
4.7.3 Supply Routes
A unit is considered to be in supply if it can trace a supply
route to a friendly supply source located within three (3)
jumps of its current system location. Supply routes can
only be traced through Minor or Major Lanes. They cannot
be traced through Unexplored or Restricted Lanes under
any circumstances.
Supply routes also cannot be traced through systems
that are Blockaded or otherwise contain enemy fleets
unless friendly fleets are also present in the system to
keep the supply routes open. The presence of an enemy
base or troops in a system is not enough to prevent you
from tracing supply through the system, as these units
cannot actively seek out and disrupt the transports that
are delivering supplies to your forces.
Defenders cannot trace supply routes into or out of a
Blockaded system they control. However, if the Blockaded
system is also a supply source, it will continue to resupply
any friendly units present in that system.
4.7.4 Military Supply Ships
Ships with the Supply special ability are military supply
ships that can be used to resupply Out of Supply units at
their current system location. This is the primary method
empires use to extend supply over Restricted Lanes or
into systems that are located beyond the range of friendly
supply routes, especially when their forces are carrying
out offensive military operations against other powers.
A Supply vessel can be used to resupply up to six (6) units
per point of Supply rating. For example, a Supply 2 unit
could be used to resupply up to 12 units at its system
location. Note that the Supply vessel carrying out the
resupply action does not automatically resupply itself
and if you want it to be placed back in supply it must be
included in the selection of units that it is resupplying.
After military resupply actions are completed, you will
need to make a separate die roll for each Supply unit
that was used to resupply friendly units this turn. On a
die result of 5 or less, the Supply vessel has depleted its
available logistics stores and becomes Exhausted. It will
be unable to resupply friendly units on future turns while it
remains Exhausted. Supply ships owned by empires with
the Deep Range Logistics trait (like the Brindaki) receive
a +2 bonus to their resupply checks which reduces the
chance that their Supply ships will become Exhausted
with each use.
A Supply unit will automatically remove its Exhausted
status if it can trace a supply route back to a friendly
supply source during a future Supply Phase. Resupplying
a Supply unit using another Supply unit will NOT clear its
Exhausted status.
4.7.5 Local Supply
Systems have a limited local supply capability that
allows them to resupply a number of friendly units up to
the system's Population each turn. This represents the
system using its local industrial resources and supply
caches to keep these units in supply.
Importantly, this allows Blockaded systems to keep a
limited number of defending troops in supply so they can
hunker down, dig in, and wait for reinforcements to arrive
and relieve the siege. Otherwise, these units would be
at risk of being starved out by 4.7.7 Supply Attrition and
eliminated without the enemy having to fire a shot.
4.7.6 Out of Supply Effects
Out of Supply (OOS) units suffer from the following serious combat penalties due to a combination of poor maintenance, lack of replacement parts, fuel, and personnel shortages:
• Undamaged OOS units reduce all their combat factors to 50% of their normal values. Crippled units that are also OOS further reduce their non-DV combat factors to 25% of their normal values.
• OOS ships cannot move through more than one jump lane per turn, regardless of the jump lane class.
• OOS units cannot perform 4.3.4 Covert Operations, 4.4.5 Jump Lane Exploration, 4.4.7 Long Range Scanning, 4.4.11 Convoy Raids, 4.6.3 Orbital Bombardment, or 4.8.9 Field Repairs.
• In SFB terms, an OOS unit has the following restrictions:
° No drone or plasma-D reloads.
° No Pseudo Plasma.
° No HET bonus.
° Cannot disengage by accelleration.
4.7.7 Supply Attrition
Ships that remain Out of Supply too long run the risk of suffering catastrophic system failures that can damage or even destroy them. This represents the slow loss of units to equipment breakdowns, desertion, etc. Given enough time, all of a player's forces in a system may eventually be lost to attrition.
Roll a die for each system where your empire has one or more Out of Supply units. If the die result is less than or equal to the number of Out of Supply units you control in the system, randomly select one of those units to take damage. Full strength units become crippled, and crippled units are destroyed.
4.7.8 Blockades
A system is automatically Blockaded when the total
number of enemy ships present in the system is greater
than the number of defending ships. A Blockaded
system's output is reduced to half its normal value so long
as the blockade is maintained. The system's owner will
still earn some income from the system because while
the blockade disrupts some of the planetary economy
there are still some independent industries that can keep
producing, and resources from the system can be snuck
out from the blockade via fast civilian blockade runners.
Additionally, a Blockaded system's Trade value is reduced
to zero so it won't generate any trade income for any of
the trade routes that visit the system, even if the blockade
is being enforced by an otherwise friendly power.
Defenders in a Blockaded system cannot move out of
the system until the blockade itself is lifted. They are
effectively trapped in the Blockaded system and will have
to fight their way out or else wait for reinforcements to
arrive and break the blockade.
Fast ships are an exception to this rule, and they can
always move in or out of a system even if the system
is currently Blockaded. Ships operated by empires with
the Fast Drive Systems trait (such as the Graal) can also
freely leave Blockaded systems as long as the force
blockading the system does not also have the Fast Drive
Systems trait.
Supply cannot be traced into or through Blockaded
systems. If the Blockaded system is itself a supply
source, then it can continue to resupply friendly units that
are located in that same system but it cannot be used to
resupply friendly units in other nearby systems because
they can't trace a supply route due to the enemy blockade.
Blockading a system is an effective way to deny
resources to your enemy, even if you do not have the
troop strength to try and capture the system. It can
also be used to trap enemy fleets in the system to
prevent them from escaping and joining up with other
forces in other nearby systems.
4.8 CONSTRUCTION PHASE
The Construction Phase is where players resolve the
construction orders they issued as part of their turn orders
this turn to purchase, repair, scrap, activate, or deactivate
units. Units that complete construction during this phase
are then deployed so they will be available to be assigned
to fleets and receive orders next campaign turn.
4.8.1 Construction Capacity
Construction capacity represents the raw economic
ability to allocate resources towards large-scale military
construction projects. Construction sources, including
systems, shipyards, and convoys, provide construction
capacity that can be used to purchase, repair, and/or
reactivate units, and the maximum number of economic
points that can be spent on construction projects at a
system or shipyard is equal to its construction capacity.
Empires with the Industrious trait (Rallax) receive a +50%
construction capacity bonus to all construction sources
they control, while empires with the Corrupt trait (Graal)
receive a -50% construction capacity penalty to all
construction sources they control.
If a system does not have enough construction capacity
available during the Construction Phase to complete
all of its construction orders (for example, due to the
loss of Population, Shipyards, or Convoys this turn), the
owning player must determine which of their orders are
completed and which are delayed or canceled. Delayed
construction orders can be completed on future turns,
while canceled orders will be partially refunded, returning
an amount of economic points equal to 50% of the unit's
original construction cost.
4.8.2 Construction at Shipyards
Shipyards are used to build ships and fighters (but not
bases or troops). Each Shipyard has 24 construction
capacity, which means it can be used to build or repair up
to 24 EP of ships and fighters each turn. This is enough
capacity to build three heavy cruisers, four light cruisers,
six frigates, or any combination of these units that have
a total construction cost of up to 24 EP. Importantly, it's
enough construction capacity to allow a Shipyard to build
a single titan class vessel, which is the largest class of
warship normally available in the game.
Multiple Shipyards in the same system can combine their
construction capacities to accommodate more efficient
construction. For example, a system with two Shipyards
would have 48 construction capacity, allowing it to build
or repair up to 48 EP of ships and fighters each turn.
Shipyards can only be used to build or repair units if
they are in supply and can trace a supply route back to
a friendly supply source. This ensures the Shipyard has
ready access to the manpower and resources needed to
continue working on their assigned construction projects.
4.8.3 Construction at Systems
Ships, fighters, and bases can be built using planetary
industry. Each system has a total construction capacity
available equal to half its system output. For example, a
system with an output of 50 EP would have 25 construction
capacity.
Planetary construction projects however require extensive
prefabrication and completed units must then be lifted
into orbit for final assembly. This effectively doubles the
cost of all units that are built using planetary industry
except for those with the Atmospheric trait, which are
built at their normal cost, as these units can be launched
into orbit under their own power without incurring any
additional costs.
Systems cannot be used to build or repair units when they
are Blockaded unless they are themselves supply source
systems, at which point they have sufficient economic
infrastructure to keep their planetary industry resupplied
and functioning despite the enemy blockade.
4.8.4 Remote Base Construction
Convoys can build bases (including civilian bases such
as Shipyards and Supply Depots) in any system as long
as they can trace a supply route back to a friendly supply
source and there are no enemy fleets present in the system
to interfere with their construction projects. Convoys can
build bases in both inhabited and uninhabited systems,
which allows players to build bases in systems that may
not otherwise be worth colonizing but are still worth
having a base present to assert control. These Convoys
are effectively operating a construction pipeline moving
workers and raw materials to the system where the base
is being built while it is under construction.
Each Convoy assigned to remote base construction
operations provides 12 construction capacity that can
be used to build bases at their current system location.
Multiple Convoys can combine their construction
capacities to build larger bases. A Convoy can also
use 4.8.5 Partial Construction to allocate economic
points towards the construction of a base over multiple
campaign turns, which would allow a single Convoy to
build even the largest base given enough time.
Bases built using Convoys are purchased at their standard
construction costs, not twice their construction cost as
is the case for bases built using planetary construction
capacity. This makes remote base construction the most
cost effective option for building new bases.
If a Convoy is destroyed or retreats from a system before it
can complete construction of a base, all of the economic
points spent on the project are lost as the Convoy is
forced to scuttle the base and any remaining resource
stockpiles before they leave the system.
4.8.5 Partial Construction
Economic points can be allocated towards the
construction of a unit over multiple turns in order to allow
a system, shipyard, or convoy to build units even if they do
not have enough construction capacity to accommodate
the unit's full construction cost. For example, if a system
with 8 construction capacity is building a base that costs
24 EP, it could spend 8 EP per turn over three turns in order
to complete construction of the base.
Units being built using partial construction can be left
incomplete for multiple turns with no economic points
spent on them only to have the remaining points spent
on a later turn to complete their construction. The unit
will simply remain in an incomplete state until its full
construction cost has been paid. However, if a Shipyard or
Convoy is destroyed while performing partial construction
on a unit then the unit they were building will also be
destroyed, and none of the economic points spent on it
will be refunded (the points are simply lost).
If a system is conquered by another power, any incomplete
units under construction there are automatically captured.
On a future turn, the conquering player may choose to
either finish paying to complete the unit or else scrap it to
recoup some of the resources spent on it so far.
4.8.6 Purchasing Convoys
Convoys are not “built” but rather requisitioned from your
empire's civilian fleet network. Convoys can be purchased
for 20 EP in any Good Order supply source system your
empire controls. You can only purchase a single Convoy
in a system each turn. This restriction represents that
there are a limited number of civilian ships available for
hire in any given supply source system at one time.
Empires with the Expansionist trait (Graal) are an
exception to this rule, and they can purchase two Convoys
per turn in each Good Order supply source system, and
their Convoys cost half the normal amount (10 EP).
Convoys cannot be purchased in systems that are in
Opposition or Rebellion because non-essential civilian
transports actively avoid these systems due to their
inherent political instability. What civilian transports are
found operating in these systems are already tasked
with other critical missions (such as delivering military
supplies from nearby supply sources) and cannot be
requisitioned for other purposes.
4.8.7 Purchasing Troops
Troops may be purchased in any system your empire
controls, and the maximum construction cost of ground
units you may purchase in a system each turn is equal
to its current Population value. Troops are purchased at
their normal construction cost in Good Order systems
or at twice their normal construction cost in Opposition
systems. This cost penalty represents that anti-government sympathies among the colonists make it
much harder to organize new armies there. New troops
cannot be recruited at all in systems that are currently
in Rebellion. All troop costs count against the system's
available construction capacity.
4.8.8 Repairs
Crippled military units can be repaired to restore them to
an undamaged state. The cost to repair a crippled unit
is equal to 25% of its original construction cost. These
repair costs count against the construction capacity of
the system or shipyard that is performing the repairs.
Ships and fighters must be repaired at Shipyards, howver
Atmospheric ships and fighters can be repaired using
system construction capacity instead of using a Shipyard,
and in these cases their repair costs count against the
construction limits of the system itself.
Bases meanwhile can be repaired at the standard cost
regardless of their location, however they can only
be repaired if they are able to trace a supply route to a
friendly supply source (this ensures the base has access
to the necessary supplies to complete the repairs).
Troops can only be repaired using system construction
capacity (not at Shipyards), and they can only be repaired
when they are disembarked to friendly systems.
Units that received repair orders during the Turn Orders
Phase this turn and are currently being repaired cannot
move during the Movement Phase or participate in
combat during the Combat Phase this turn, nor can they
retreat from the system. They are automatically captured
if all other friendly units are destroyed or retreat from the
system and only enemy fleet units remain in the system
at the end of the Combat Phase. These captured units
remain in a crippled state, as their repairs could not be
completed before they were captured by enemy forces.
4.8.9 Field Repairs
Supply and Hospital units can be used to carry out field
repairs on crippled military units without the need for any
additional system infrastructure. Supply units can repair
crippled ships, fighters, and bases, while Hospital units
can only repair crippled troops.
The total cost of field repairs these units can perform each
turn is equal to their special ability rating. For example,
a Supply 2 unit could perform up to 2 EP of repairs on
crippled ships, fighters, or bases at their system location
(but not troops), while a Hospital 3 unit could perform up
to 3 EP of repairs on crippled ground units (but not ships,
fighters, or bases). Multiple units may combine their
special ability factors to perform more expensive repairs.
Field repair units may use 4.8.5 Partial Construction to
allocate economic points over multiple turns to complete
larger repairs.
Supply and Hospital units may only perform field repairs
when they are in supply and can trace a supply route
back to a friendly supply source. This requirement
demonstrates that these repair operations require these
units to have access to their empire's supply network so
they can source the raw materials and equipment needed
to complete these field repairs.
They also cannot perform field repairs if they are currently
carrying other units as cargo, as this would leave them
with no additional cargo capacity available to use to
carry the personnel and equipment required to contribute
towards field repair operations.
If field repairs are performed on a crippled troop that
is currently embarked on a Hospital, the repaired troop
will automatically disembark to their system location
once these repairs are complete. If the Hospital ship is
in an enemy controlled system and there is not a friendly
beachhead present or otherwise in a system where the
troops cannot disembark, then the field repair orders will
be automatically canceled because the troops will have
nowhere to deploy to after their repairs are complete.
4.8.10 Refits
Units of the same hull type (ex: DD, CA, BC, etc.) can be
refit from one class to another at a refit cost equal to 25%
of the construction cost of the new unit class. This allows
players to upgrade existing ships to a new version of a
hull once it is upgraded at a lower point cost compared to
scrapping the original ship and then building a new one.
Ship and fighter refits may only be completed at Shipyards
(i.e., they cannot be performed using system construction
capacity), and these refit cost counts against the
Shipyard's available construction capacity this turn.
Base refits may be completed by systems (4.8.3
Construction at Systems) or Convoys (4.8.4 Remote Base
Construction), however the refit costs are doubled when
they are performed by a system to reflect the increased
cost of lifting components into orbit after they are
manufactured on the ground.
Troops can be refit if they are disembarked to a system
your empire controls, but these refits can only be used
to upgrade a troop to an upgraded version of the same
type. For example, you can upgrade from a Marine-I to
a Marine-II, but not into a Light Armor. Troop refit costs
count against your troop construction limits in that
system this turn (4.8.7 Purchasing Troops).
4.8.11 Scrapping
Units may be scrapped (or scuttled) to remove them from
play and try to recover some of the economic points spent
on their original construction.
Units that are scrapped in a system that is controlled by your
empire or one of your allies recover a number of economic
points equal to 50% of their original construction cost.
Incomplete units that are being built using 4.8.5 Partial
Construction may also be scrapped to recover 50% of the
economic points already spent on them. Your empire will
receive these points as Miscellaneous Income in the next
Economic Phase. The amount of economic points earned
from scrapping units is not affected by whether or not the
unit is currently crippled.
Units scrapped in systems not controlled by your empire
are instead scuttled (not scrapped) and in these cases
no economic points are recovered. In both cases, the
scrapped units are eliminated and removed from play.
Mothballed units may be scrapped without first
reactivating them. This spares you the hassle and expense
of having to reactivate a unit before it is scrapped.
4.8.12 Mothballing
Mothballing is the process of taking a ship or fighter out of
Active service and placing it into the reserves. Mothballed
units have their weapons and various other important
systems stripped out and stored on-site in anticipation of
the day when they may need to be reactivated.
Ships and fighters normally must be mothballed at a
friendly Shipyard. However, Atmospheric ships and
fighters can be mothballed at any friendly supply source
system. Crippled ships and fighters cannot be mothballed
until they are repaired.
It does not cost anything to mothball a ship or fighter, but
you must still pay the unit's full maintenance on the turn
it is mothballed. Each unit requires construction capacity
equal to 25% of its construction cost at a system or
shipyard on the turn it is ordered to go inactive. In the case
of ships, any fighters or attack boats they are carrying
when they are deactivated can be mothballed with
them, but these additional units will require construction
capacity on the turn they are mothballed (the cost of the
fighters is added to that of their carrier for the purposes
of calculating this construction capacity requirement).
A mothballed unit costs nothing to maintain and has an
effective maintenance cost of zero.
If you want to reactive a unit, you must pay a number of
economic points equal to 25% of its construction cost and
it will require construction capacity during the reactivation
process at the system or shipyard where it is currently
mothballed. Units that are being activated or deactivated
are considered to be under construction this turn and may
not participate in combat until their reactivation order is
complete and they are fully deployed.
Any units that are mothballed in a system when it is
conquered by another power are automatically captured
by the enemy forces when they take possession of the
system. The new owner will have the opportunity to
reactivate or scrap them in a future turn.
Only ships and fighters may be mothballed. Bases, troops,
and civilian units cannot be mothballed and must instead
be scrapped if you want to remove them from service.
4.8.13 Deploy New Construction
Units that were purchased, repaired, or reactivated this
turn are deployed to the system locations where they
were completed and will be available to receive orders
and perform actions next turn. You will be able to assign
these units to fleets during the next Turn Orders Phase.
4.9 TECH PHASE
This is the phase where you update your empire's 4.9.1
Tech Pool to add any additional 4.9.2 Tech Investment
points it earned this turn and then check to see if it has
accumulated enough tech investment to purchase a
4.9.3 Tech Advancement. It is important for any power to
maintain an ample level of tech investment or risk falling
behind their neighbors.
4.9.1 Tech Pool
Each empire has a Tech Pool which is used to store its
accumulated tech investment points. These points are
automatically spent to purchase new tech advancements
once the number of points in the Tech Pool is greater than
or equal to the empire's Tech Advancement Cost (TAC).
4.9.2 Tech Investment
Each turn, you may spend economic points from your
Point Pool to fund technology research. The maximum
amount of tech investment points you can purchase each
turn is equal to 50% of your empire's total system income
at the start of the turn. All the economic points spent on
tech investment are added to your empire's Tech Pool at
the start of the Tech Phase.
4.9.3 Tech Advancement
Each player must check to see if their empire has enough
tech investment points in its Tech Pool to earn a new tech
advancement this turn.
4.9.3.1 Tech Advancement Cost (TAC)
Each empire has a Tech Advancement Cost (TAC) equal
to twice its total system income at the start of the current
campaign turn. Empires with the Brilliant trait (Kili) reduce
their TAC by 30%, while those with the Uncreative trait
(Tirelons) instead increase their TAC by 30%.
You will earn a tech advancement during the Update
Phase if the number of points in your Tech Pool is greater
than or equal to your empire's TAC.
4.9.3.2 Tech Advancement Effects
When your empire earns a tech advancement, first reduce
your Tech Pool by an amount equal to your TAC to pay
for the tech advancement.
4.9.3.3 Historical Tech Advancement
Each empire is assigned a Tech
Year that describes how technologically advanced it is
compared to the rest of the empires in the game. Each
empire starts the game with their Tech Year equal to
the starting Tech Year for your campaign. Each tech
advancement an empire earns then increases its Tech
Year by 1 and automatically unlocks any units that have
an In-Service Date (ISD) equal to that Tech Year.
4.10 END OF TURN PHASE
During this phase, players complete the 4.10.1 System
Improvements, 4.10.2 Jump Lane Upgrades, and 4.10.3
Jump Lane Downgrades orders their empires declared as
part of their turn orders earlier this turn.
Afterwards, you check the 4.10.4 Morale & System Loyalty
of the colonies in the game to see if they are in Good
Order or Opposition before rolling Morale Checks to see
if Morale has shifted in these systems due to campaign
events this turn. Systems that are at 0 Morale then are
checked for 4.10.5 Rebellion.
Next, Convoys that are establishing new colonies (4.10.6
Colonizing a System) are dismantled and new colonies
created in previously uninhabited systems.
Finally, at the end of this phase, you resolve 4.10.7 Special
Events and 4.10.8 Update Asset Sheets before performing
a 4.10.9 Victory Check to see if anyone has achieved the
victory conditions for the campaign scenario. If so, then
a winner is declared and the game ends. Otherwise, play
continues to the next campaign turn.
4.10.1 System Improvements
You may spend economic points to permanently improve
the system attribute values of the inhabited systems your
empire controls. The four types of system improvements
you can purchase at your colonies are described below:
• Capacity Increase: These are terraforming projects
intended to increase the habitability of a system and
increase the system's Carrying Capacity by 1. The cost
for this improvement is equal to 10 times the system's
new Carrying Capacity value. Additionally, for each
Capacity Increase completed roll a die and on a 8+
the system's RAW also increases by 1, representing a
fundamental shift in the system's habitability.
• Population Increase: This is an expansion of the
colony's economic infrastructure that increases both
the system's Population and Morale values by 1,
representing the growth of the colony as additional
workers move to the system and find employment.
The cost for this improvement is equal to 10 times
the system's new Population value.
• Intel Increase: This is the recruitment of additional
intelligence operatives to carry out covert operations
or defend a system against enemy infiltration efforts.
This increases the Intel value of the system by 1. The
cost for this improvement is equal to 5 times the
system's new Intel value.
• Fortification Increase: This funds the construction of
additional planetary defenses for the system to better
protect it against enemy bombardment, increasing its
Fortification value by 1 at a cost equal to 5 times the
system's new Fortification value.
System improvements cannot increase a system
attribute if it is already at its current maximum value. In
most cases, this means you would have to increase the
system's Carrying Capacity before you would be able to
improve any of the system's other attributes. For example,
a system with 4 Carrying Capacity and 4 Population
could not purchase a Population Increase because its
Population is already equal to its Carrying Capacity.
System improvements are always completed on the same
turn they are purchased. System improvements will be
canceled if the system was conquered or destroyed during
the Combat Phase this turn, if the system is currently
Blockaded by an enemy fleet, or if the improvement would
increase a system attribute beyond its maximum value.
The player is refunded half the economic points spent
on the improvement, with these points being recorded as
Miscellaneous Income during the next Economic Phase.
Some empires have traits that will increase or decrease
the cost specific system improvements. For example,
the Kili Fast Breeders trait reduces the cost of Population
Increases by 30%, so it costs them less to improve the
Population values of their colony worlds. Meanwhile, the
Senorian Slow Breeders trait increases the cost Population
Increases by 30%.
4.10.2 Jump Lane Upgrades
Jump lanes can be upgraded by spending economic
points to build new jump relays or expand existing relays
to allow for faster travel times. Upgrading jump lanes has
several benefits. It allows for faster movement between
connected systems and for supply routes to be traced
into nearby systems to keep friendly units in supply.
Convoys also can only operate trade routes over Major
Lanes, which requires the player to upgrade jump lanes in
order to setup new trade routes (empires like the Brindaki
that have the Far Traders trait can operate trade routes
over both Major Lanes and Minor Lanes, which makes
them a partial exception to this rule).
It costs 20 EP to upgrade a jump lane by one level
(Restricted to Minor, or Minor to Major) if there are friendly
Scout ships at each end of the lane supporting the jump
lane upgrade action. These Scout ships cannot have
performed any movement orders during the Movement
Phase this turn and must be fully committed to supporting
the lane upgrade. This cost is increased to 30 EP per jump
lane upgrade if Scouts are not available. A jump lane can
be upgraded multiple times per turn, but each upgrade
must be paid for in full.
Scouts are required to upgrade jump lanes that do not
connect to at least one system that is controlled by your
empire, and you cannot upgrade a jump lane if it connects
to a system that is controlled by another power unless
you have a political state of Trade or higher with them.
This helps to represent that two empires that have poor
relations will not allow one power or the other to upgrade
jump lanes between their systems, however if relations
have improved to the point that Trade relations have been
established then there is a clear desire to upgrade these
lanes and open up trade routes between their empires. At
that point, the two empires are willing to work together to
see that the jump lanes are upgraded to facilitate trade.
Unexplored Lanes cannot be upgraded at all because by
definition no one knows where they are, where they go, or
even if they really exist at all. They must be successfully
explored before they can be upgraded.
If a jump lane upgrade is interrupted and cannot be
completed (such as because one of the Scouts that was
performing the upgrade was forced to retreat from the
system or was destroyed), you will be refunded half the
economic point cost of the upgrade as Miscellaneous
Income in the next Economic Phase. The remaining
resources are lost.
Only Scout ships can be used to support jump lane
upgrades because Scout fighters, attack boats, and
bases lack the jump drives required to coordinate these
jump lane upgrades.
Empires with the Gifted Explorers trait (Humans) are more
adept at mapping and upgrading jump lanes, which halves
the cost of all jump lane upgrades they perform.
Upgrading jump lanes is very important for a number
of reasons. First, it allows your fleets to move more
quickly between systems. Second, it allows you to
trace supply routes further and keep your units in
supply. Lastly, it allows you to establish lucrative
trade routes that can provide a major boost to your
economy. During the early game, you will spend a lot
of time and resources upgrading jump lanes in order
to gain access to new systems to colonize and extend
supply routes out to the frontier. Using friendly Scouts
to reduce the costs of these upgrades can allow for
more efficient expansion and frees up economic points
to be spent on other things, like system improvements
or tech investment.
4.10.3 Jump Lane Downgrades
Just as jump lanes can be improved through careful
mapping and jump relay upgrades, they can also be
downgraded by sabotaging jump relays or dismantling
and removing hyperspace beacons.
It costs 30 EP to downgrade a jump lane, and you must
have at least one ship of light cruiser size or larger
in a system adjacent to the jump lane that is being
downgraded. If a Major Lane is downgraded, it becomes
a Minor Lane. If a Minor Lane is downgraded, it becomes
a Restricted Lane. If a Restricted Lane is downgraded, it
becomes an Unexplored Lane.
Downgrading a jump lane from Restricted to Unexplored
requires you to have a Scout in the system to support the
lane downgrade as it must move into hyperspace and
remove the navigational buoys that were positioned along
the length of the jump lane and then return home. Players
will then have to successfully explore the lane again to
bring the lane back to Restricted status.
You cannot downgrade a jump lane if it connects to a
system that is controlled by another power unless your
political state with that power is at Hostilities or War.
Downgrading jump lanes is not a very effective tactic
in most circumstances. While you are effectively
depriving the enemy of the resources they spent
upgrading the lanes, it also makes it more difficult (if
not impossible) for fleets to move or resupply over
those lanes. As such, you'll typically only downgrade
jump lanes when you are losing a war and trying to
buy time to allow you to reinforce the defenses in your
systems before the enemy can reach them.
4.10.4 Morale & System Loyalty
Each inhabited system has a Morale value which
represents its level of support for its owner. Systems can
either be in 4.10.4.1 Good Order or 4.10.4.3 Opposition.
The popular support of a system can mean the difference
between prosperity and insurrection!
4.10.4.1 Good Order
A system is considered to be in Good Order when its
Morale is greater than or equal to half its Population
value. Systems in Good Order produce their full system
output during the Economic Phase and are not subject to
any economic penalties. These systems are happy and
productive members of your empire.
4.10.4.2 Opposition
A system is in Opposition when its Morale is less than
half its Population. This represents a growing frustration
with the central government, and this unrest leads to a
slowdown of work at the colony which reduces its output.
Systems in Opposition have their system output reduced
to 50% of normal.
4.10.4.3 Martial Law
When a system is in Opposition its owner may choose to
impose martial law and use troops to enforce order in the
system to restore it to its full system output. This requires
the system owner to have a number of friendly troops
disembarked in the system greater than or equal to its
current Population value. Troops with the Peacekeeper
ability (ex: Jain Inquisitors or Kili Peacekeepers) count as
two ground units for the purposes of enforcing martial
law in systems you control.
The decision to enact martial law in a system is made
during the Turn Orders Phase of the turn and takes effect
during the End of Turn Phase as long as the required
number of troops are present in the system. The system's
output is then restored to its full value during the Economic
Phase next turn.
Colonial populations are opposed to the draconian
production quotas and militarized policing that comes
with martial law, and systems that are under martial law
receive a -1 penalty to their Morale Checks and Rebellion
rolls. This makes it more likely that these systems will
experience additional unrest and Morale loss in the future.
4.10.4.4 Morale Checks
Morale Checks are used to test the loyalty of a system
to see if its Morale value has changed due to the events
of the turn. Systems are required to roll on the Morale
Check Table during the End of Turn Phase if they are in
Opposition or there are any enemy units currently in the
system. Modifiers are applied to this roll based on any
conditions that may be currently affecting this system
this turn.
Empires with the Steadfast trait (Tirelons) gain an
additional +1 bonus to their rolls on the Morale Check
Table, while empires with the Quarrelsome trait (Yuletarri)
receive a -1 penalty to their own rolls on the table. All
Morale Check modifiers are cumulative.
| Morale Check Table (d10) |
| Roll | Morale Check Effect |
| 0- | -2 Morale |
| 1-3 | -1 Morale |
| 4-7 | No Effect |
| 8-10 | +1 Morale |
| 11+ | +2 Morale |
Modifiers:
+1 Frontier World (Population 3 or less)
+1 Good Order
+1 Full Garrison (# Friendly Troops >= Population)
-1 Orbital Bombardment (4.6.3)
-1 Economic Disruptions (4.6.4.3)
-1 System Blockaded (4.7.8)
-1 Martial Law (4.10.4.3)
+1 Steadfast Empire
-1 Quarrelsome Empire
4.10.5 Rebellion
Any inhabited system that has 0 Morale after all Morale
Checks have been performed must check to see if any
new rebel troops have appeared there. Roll a number of
dice equal to its Population, subtracting 1 from each roll
if the system is under 4.10.4.3 Martial Law. On a die result
of 3 or less, the Population rises up and a rebel Militia is
placed in the system. If the total number of Garrison troops
in the system is already equal to its Population, eliminate
a random loyalist Garrison troop for each additional rebel
Militia that needs to be placed in the system. A system is
considered to be in Rebellion when there are one or more
rebel troops present contesting control of the system.
Rebel troops will automatically attack any loyalist ground
forces that are disembarked to their system during the
Combat Phase next turn. The defender may choose to
land additional troops in the system during the Landings
& Deployment step of the Movement Phase, or else order
embarked troops to invade during the Combat Phase.
During the End of Turn Phase, roll a die for each rebel
Militia that was eliminated this turn and on a die result of
1 the system's Population is permanently reduced by 1,
representing significant collateral damage to the civilian
population centers resulting from loyalist reprisals.
The rebels will have succeeded in conquering the system
if it is only occupied by rebel Militias at the end of the
turn and there are no loyalist troops disembarked in the
system. The rebel controlled system will automatically
secede and become a new 5.1 Independent System in a
political state of War with its former owner and all of its
allies. The system's Morale is then increased to a value
equal to 50% of its current Population value.
These newly-independent rebel states may purchase units
from either the Independent System or Raider Force Lists,
at the CM's discretion. This represents the former rebels
fielding a hodge podge of secondhand or lower tech units,
basically whatever they can get their hands on from the
black market or build themselves using local industry.
When other powers make 4.5.2 First Contact with this
new Independent System, you will roll on the First Contact
Table to determine their starting political state, applying a
modifier to the roll based on that power's current political
state with the empire the rebels seceded from as follows:
War (+2), Hostilities (+1), Neutral (+0), Non-Aggression
(-1), Trade (-2), Mutual Defense (-3).
If a Rebel Independent System later finds itself in rebellion
and the rebels take control of the system, ownership
of the system will be restored to the empire it originally
declared independence from and its Morale value will
increase to being equal to half its Population. The loyalist
opposition in the system has effectively neutralized the
rebel government, sending them into exile, and liberated
the colony for its original owner.
4.10.6 Colonizing a System
To colonize a system, you must move a Convoy into an uninhabited system and order it to establish a new colony there during the End of Turn Phase. The Convoy is consumed in the act of colonization – the civilian colony ships are cannibalized to provide the shelter, fuel, and other resources necessary to establish a permanent settlement for the colonists. Any units or other cargo the Convoy was carrying are likewise eliminated and removed from play. Any troops they were carrying have laid down their arms and joined the colony, while other military units are disassembled to provide additional raw materials New colonies start with 1 Population and 1 Morale in addition to any other bonuses they receive from their system traits. These traits only provide their bonuses the first time a system is colonized.
If the colony is destroyed and the system is recolonized, the new colony would not receive any additional bonuses from these system traits.
A “colony war” can erupt if multiple players attempt to colonize a system on the same campaign turn. Each player that is trying to colonize the system rolls a die and the player with the highest die result will gain control of the system. If there is a tie, then no one succeeded in colonizing the system and it will remain uninhabited. In any event, the Convoys sent to colonize the system are all lost – they were either consumed creating the colony or else were destroyed during the brief colony war.
4.10.7 Special Events
Rarely, some optional rules may need to be resolved at the End of Turn Phase, prior to updating asset sheets or checking victory conditions. For example, 5.20 Random Events requires you to make a roll during this step to see whether or not a random event has occurred this turn. The effects of these special events (if any) are applied immediately, but will only affect the system on future campaign turns.
They will have no impact on any operations that have already been completed during the current End of Turn Phase. Importantly, this means that any system attribute changes will not affect any of the 4.10.1 System Improvements or 4.10.4.4 Morale Checks that were already completed earlier this phase -- they will only affect the system on future campaign turns.
Note that if a special event changes a system's Morale value it could cause the system's Morale state to change from Good Order to Opposition (or vice versa), and this would effect on the system next turn.
Future campaign supplements will include some advanced rules that require you to resolve special events at the end of each campaign year (e.g., every 12 turns) instead of at the end of each campaign turn. In these cases, you will resolve the special event for the first time on Turn 12, the next on Turn 24, and so on.
4.10.8 Update Asset Sheets
The player's various asset sheets are updated at the end of the campaign turn to reflect all of the events that occurred this turn. This includes updating their system assets, fleet assets, trade routes, etc. as necessary to account for units that were completed or destroyed, systems that gained or lost attribute values, and changes in Trade value at systems your empire has on one or more of its trade routes.
In most campaigns, the CM is responsible for updating the players' asset sheets at the end of the turn so they can then give them to the players at the start of the next turn at the start of the Turn Orders Phase. In CM-less games, the players themselves are responsible for these updates.
4.10.9 Victory Check
The final step of the End of Turn Phase, after updating asset sheets, is to check whether or not any of the players have succeeded in meeting the victory conditions for this campaign scenario. If they have, then the game ends and the victorious player(s) are declared the winners! Otherwise, if no one has met the victory conditions for the scenario, then the game continues and play proceeds to the next campaign turn.
Some scenarios (like 3.1.8 After the Fall) may have a scenario time limit as part of their victory conditions. In those cases, the game will automatically end once that time limit is met. Players will then check to see who has won the game based on their scenario rules.
OPTIONAL RULES
5.1 INDEPENDENT SYSTEMS
Independent Systems are minor alien civilizations that may be encountered in the galaxy. These powers control a single star system and are not a direct threat to the major alien empires. However, they offer players an opportunity to engage in diplomacy or conquest during the early exploration phase of the game.
5.2 STRANGE NEW WORLDS
Players that want a greater sense of discovery in their campaigns can leave the game map largely unexplored at the start of the game and only generate statistics for systems as they are explored during the campaign.
5.3 NEW HORIZONS
The standard VBAM rules assume that players will find colonial survivors and Old Empire infrastructure left behind from the Harbinger War scattered across the galaxy as they explore, but this is not appropriate to all campaign settings. For example, if you want to run a game where your alien empires are the first to take to the stars it doesn't make sense for them to find these remnants of the old galactic regime as they explore the galaxy.
5.4 UNEXPLORED FRONTIERS
Rather than using a pre-generated campaign map, you may instead procedurally generate the map as you play the game. This ensures that no one (not even the CM!) will know what the map will look like before the game.
5.5 HOSTILE GALAXY
After the Great Hyperspace Collapse, star systems found themselves rapidly cut off from the rest of the galaxy and the surviving colonies in these systems quickly descended into chaos and anarchy. Those factions that still had access to starships, weapons, and manpower inevitably assumed control of these systems, operating as strict military governors at best and petty, despotic warlords at worst.
5.9 DEEP SPACE ENCOUNTERS
A deep space encounter is generated whenever opposing fleets attempt to move in opposite directions through the same jump lane during the current Movement Phase. Both fleets immediately stop moving and remain within the jump lane until the Combat Phase at which point the encounter is resolved. This is a simple encounter to resolve because they are limited to space combat only since no other planets or fixed defense points are present to bombard or invade.
5.10 PERILOUS EXPLORATION
Hyperspace exploration is inherently dangerous, and it's easy for Scout fleets to become hopelessly lost in hyperspace. History is replete with stories of Scout fleets that have traveled too far from the established hyperspace navigation buoys and disappeared forever.
5.11 PERSISTENT RAIDERS
Raider fleets normally disappear back into the shadows after every successful raid. However, with this optional rule, Raider fleets will instead remain in play and continue raiding their target system as described in 4.4.10 Raiders until they are finally eliminated by anti-piracy patrols.
5.12 NEUTRAL FIRST CONTACT
When this optional rule is used, all powers will start in a Neutral political state when they make 4.5.2 First Contact instead of rolling on the First Contact Result Table to determine their initial political state.
5.15 EXTENDED CONSTRUCTION TIMES
In the standard game, all units complete construction in a single turn for the sake of easier play. For those players desiring a more realistic approach, use half the unit's construction cost as the number of turns it takes for the unit to complete construction. For example, a Human Odysseus CL (7 EP) would take 4 turns to complete construction. Units undergoing refits also require construction time equal to half the refit cost.
5.19 IMPROVEMENT CONSTRUCTION TIMES
When playing with this optional rule, all system improvements are not completed instantly but instead take a number of turns to complete equal to the new system attribute value. For example, it would take 3 turns to increase a system to 3 Population. These system improvement construction times advance during the End of Turn Phase each turn until they are completed, however they won't advance if the system is Blockaded as the enemy fleet presence prevents the system from receiving the resources or manpower required to continue work on these projects.
5.20 RANDOM EVENTS
During the 4.10.7 Special Events step of the End of Turn Phase each campign turn, roll a die and if the die result is less than or equal to the number of players in the game then a random event has occurred this turn. Roll on the Random Events Table to determine the event type and then choose a random inhabited system on the map and apply the effects to that system. The target system can belong to a player empire or an Independent System.