In
all cases, when stats are being cited for any technology or facility,
these stats are defined as follows - beam rating, shield rating,
torpedo/missile rating, hull rating.
Example:Training
Camps (TC) cost 120 RPs and have stats of 0,0,0,24. This means that a TC has a
beam rating of 0-pts, a shield rating of 0-pts, a torpedo/missile rating of
0-pts, and a hull size of 24-pts. Techs in Appendix 1 are generally available as baseline
capabilities. Aerospace fighters: These are
aircraft used for atmospheric combat. They are transported in bays like those of
space fighters and built according to the same rules, with a cost multiplier of
50% instead of 75% due to their inability to engage in space
combat. Agricultural stations: Agricultural
Stations increase the base SRP output of a world that produces the SRP
Food/Agricultural Products by 10%. Agricultural Stations cost 400 RPs.
Agricultural Stations can only be constructed on previously colonized
worlds. Aircraft factories: Aerospace
forces are built in aerospace factories, with a flat cost of 40 RPs. An
aerospace/aircraft factory produces 200 Hl of aircraft per turn as a
2nd generation baseline; this may be increased through
R&D. Armor:
Armor is an ablative substance plated to
the hull of a starship for the purpose of absorbing damage. In some cases, armor
is also part of the internal reinforcing of a starship hull. Armor is a size-0
system which functions exactly like shields, but has its point value added to
the ship's hull rather than to its Sh rating, costs 1.67 RPs per point, and can
be improved in a similar manner (i.e. armor technology can increase to the point
where a single point of armor provides, 2, 3, or 4 pts of protection, etc.).
Armor of this type is "ablative" in nature. Resistant armor is discussed
elsewhere and is not available as a starting technology under normal
circumstances. At the start of the standard game, a ship may only have up to 50%
of its hull size added on as armor (e.g., a Hl 15 ship could have no more than
7.5 (8) pts of armor added to it, bringing its Hl rating up to 23 pts for combat
purposes). Armor does not add to a ship's hull size in terms of constructing
that particular hull (e.g., a Hl 15 ship with 8 pts of armor would still be
constructed as a Hl 15 ship, not a Hl 23 ship). Barracks: A troop
barracks is a size-1 system costing 3.33 RPs which is designed to house,
transport, and care for the personnel of a ground unit force and/or boarding
parties. A barracks suffices for the transport of 1500 combat-ready ground unit
personnel. Thus, 3 barracks spaces are required per hull point of non-mechanized
unit (at 4500 personnel per hull point), while those 3 barracks could transport
the personnel for 5 Hl points of mechanized unit(s). Gunboat tenders require one
barracks space to provide the gunboat crews temporary quarters more extensive
than those aboard their gunboats. Bases:
Bases are massive, immobile facilities.
They are described in detail in rules section
6.5.0. Basic university: This is a
facility used to train graded scientists. It costs 40 RP’s and can train 20
graded scientists a turn. Battlewagons:
Ships with a base hull size of 17 or more may be built as battlewagons. These
are large, powerful, but relatively slow vessels. A battlewagon has a maximum
speed fixed no higher than its cruising speed. In return, it receives an extra
.25 equipment spaces per hull point. This is a baseline technical capacity
available to anyone capable of building FTL ships of Hl 17 or
higher. Beam Weapons: All beam weapons are rated
according to the number of points of damage that each beam
emitter/projector is capable of putting out (i.e., 1, 2, 3 pts of damage
per emitter per shot, etc.). Most emitters are size-1 systems and are paid
for "by rating" (i.e., a ship equipped with 10x3-pt beam emitters would
have a beam rating of 10x3=
30 pts which would cost30/3=10x10=100 RPs) plus the addition of
any "special effects". Boarding Parties: The boarding party is a special weapon that a ship
can use instead of its normal attack. All raids are considered hit and run
unless the ship is actually captured. Boarding party actions are always
conducted prior to any other fire during the turn so the troops have a
chance to capture things before they get blown up. Ammunition limits are
not a factor in boarding party combat. BP is a much more intense squad
level combat than ground actions. The
Attack Rating (AR) of a ship has more to do with what type of troopers and
how many can be shoved out the airlock, sent via assault sleds, or
delivered by transcaster. Boarding actions can result in failure, draws,
random critical hits, or a successful capture. Attack strength is
determined by number, type of units, and delivery method. The AR rating
equals the total AR of all units available to serve as boarding parties;
for each unit, this is determined by their total beam and torpedo ratings
of the boarding parties deployed multiplied by the modifier for means of
boarding the target. AR can be split among different boarding parties,
down to the level of a single BP per attack.
Defensive strength is a factor of hull size
plus any defensively assigned boarding parties that it has on board. The DR
assigned to a ship on the ship data line is equal to twice the AR of defending
BP’s aboard; the BE adds the unit’s hull value for DR computations. A
successfully captured ship is taken out of the fight as if it’s destroyed. On a
successful raid (rolling 25% or less), the ship is captured. Otherwise, a random
critical hit is scored. Captured ships are rendered dead in space as their
normal space drives power down. Monsters or biotech ships can be captured; they
are literally knocked unconscious for the duration of the
battle. Boarding parties are built as if they were hull 1
non-mechanized or powered armor units. They differ in two respects. First,
the personnel requirement for a boarding party is 30-50 individuals,
rather than 900-4500. As such, their training camp or transport
requirements are usually too trivial to be considered. Second, they have
no role as standard ground units in garrisons or invasions. Their beam and
torpedo ratings are used solely for boarding actions.
The Attack Rating of a boarding
party has a base value equal to the BP’s total beam and torpedo rating, and is
modified by delivery means as shown below: EVA (Extra Vehicular
Assault)
AR x 1 Breaching pod
AR x 1.5 Ramships/Assault Shuttles
AR x 2 Transcaster Assault
AR x 3 Boarding parties may also be
assigned to defense. In this case, they contribute twice their AR to DR
instead. Boarding parties may be raised as
untrained, but cannot be used before reaching Average grade. Non-mechanized
boarding parties must purchase EVA capability to launch EVA attacks. Boarding
parties can be used in ground combat, though planetary combat usually includes
fewer likely targets for boarding action. BP attacks in planetary combat are
identical in treatment to those in space, with the unlikely-target caveat above
and with drop capability taking the place of EVA capability for unassisted BP
attacks. Boarding Parties as such are available without research.
However, assault shuttles/ramships and transcasters require research before they
can be used as delivery systems, and EVA-based and breaching pod BP attacks are
usable only by a limited variety of unit types and can have disappointing odds
of success. Assault shuttle and transcaster capability have RP and space
requirements. Breaching pods:
This system is also known as boarding pods. They are simple, not especially
maneuverable, nearly unarmed, short-ranged spacecraft used to deliver boarding
parties a relatively short distance from a launching unit onto a target. The
armament of the pod is limited to that carried by the troops aboard and
directional explosive packs used to blow open the target’s hull at the point
where the pod is secured by grapple systems to it. A breaching pod is built as a
fighter-scale unit. It has no XO capability, no spacecraft-scale weaponry, no
defenses, and only barracks spaces inside. One barracks space is sufficient for
one boarding party. A typical breaching pod design will be hull 1 with one
barracks space and a cost of 5 RP’s. Any ground unit capable of boarding party
action is capable of launching them by breaching pod; this is the chief
advantage of using breaching pods at all rather than solely EVA attacks. (In
TCOM1, they also enjoy a slight range advantage over EVA attacks.)
Bridges: This is a
baseline technology, available without research to anyone able to build ships at
all. Starships can be assumed to have bridges without including this system;
what this system represents is simply a bridge that lets certain personnel use
their skills to their maximum. A bridge costs 3.33 RP’s base and occupies one
equipment space. The bonuses provided by graded officers assigned to the ship,
not including the commander or any providing any fleet-wide or similar bonus,
are doubled. Note specifically that the bonuses provided to officers by flag
bridges and CIC’s in particular are offered only to officers who are not
eligible for bonuses from bridges. A CIC helps out the commander, who can’t
benefit from a bridge; and a flag bridge helps out the admiral and other
officers providing fleet-wide or similar bonuses, who also therefore cannot
benefit from a bridge. This is not cumulative with any bonus from an advanced
damage control center or advanced engineering station. It deserves mention that,
while a bridge is a baseline capability, it is only useful in combination with
some non-baseline graded officer types. Bureaus: A Bureau
is a governmental organization for routine performance of Specified operations
of a particular sort: Counter-intelligence/conversion; Military; Political;
Economic; Diplomatic; Research; or Cryptographic. Each turn, the Bureau produces
Operations Points (OP’s) equal to the number of RP’s invested in it to date for
Specified operations of its type. A Bureau is established with a minimum of 50
RP’s. Additional details on the use and function of Bureaus are in rules section
16.0.0. Cargo Bays: Each cargo bay is a size-1 "box" designed to hold cargo
of various types. Each starship cargo bay can carry one of the
following: 20 RP's of colonization project, repair parts, etc.
(Colonization RP’s may be carried only by freighter.) 20 RP’s of foreign aid 8 Hl in uncrated (i.e., suitable for immediate transfer
to a hangar for near-future operation) fighters of fighter
equivalents 12 Hl in crated fighters or fighter equivalent units
(e.g. mines) 3 Hl in crated gunboats .5 Hl in starship component .25 Hl in base component 160 standard size missiles or comparable
munitions 80 heavy missiles or comparable
munitions 160 spaces of required launcher of capital missiles
(e.g., if they're capital missiles for 4 space launchers, it can carry 40 of
them) or comparable munitions 1 starship-turn of supplies 4 gunboat-turns of supplies (2 for 1st gen
gunboats) 8 fighter-turns of supplies (4 for 1st gen
fighters) equipment for up to 10 Hl points of mechanized ground
unit(s) 1500 personnel of trained ground units, not combat
ready Cargo bays onboard gunboats are capable of handling
exactly 50% of what starship cargo bays can carry. Cargo bays on fighters are
capable of handling 12.5% of a starship's capacity. XO rack cargo pods cannot be
ganged together to carry larger cargoes, and unit components cannot be broken
down into sizes less than 1 Hl. Cargo bays are one of a very few "free" systems
in the game (i.e., while they occupy 1 equipment space, they are free and have a
cost of 0 RPs). Cargo bays typically require four days for each loading or
unloading operation. Civil service academy: This facility
is used for the training of graded administrators. It costs 40 RP’s and can put
out 20 graded administrators each turn. Collier magazines: Collier magazines are magazines designed for the
carriage and dispensing of ammunition to other ships, as opposed to firing them
from the ship itself. A collier magazine occupies one equipment space, costs
3.33 RP’s, and carries ammunition at cargo bay rates. A unit may count its
collier magazines as if they were cargo bays to determine eligibility for slow
freighter discounts or other freighter status. The advantages to moving
ammunition in collier magazines are the following. First, a ship receives no
VOLATILE or CARGO tag for ammunition in collier magazines as opposed to cargo
bays. Second, time to load and unload ammunition from collier magazines to other
units’ inherent or standard magazines is virtually negligible, as opposed to the
normal four days per loading operation for cargo. Collier magazines may not be
used as standard magazines by the unit with them, but the unit can reload any
inherent or standard magazines immediately after a battle from any collier
magazines it might have. Collier magazines are a baseline technical capability
for any state with ammunition-based weapons.
Command Information Centers
(CICs)/flag
bridges: Combat Information Centers
(CIC’s) and flag bridges are specialized systems for ship and fleet command
respectively. CIC’s occupy 2 equipment spaces and cost 5 points (16.67 RP’s
base). In addition to use for graded officers, a CIC provides the unit a 5 point
target and DEFENSE bonus. Flag bridges occupy one space and cost 1 point (3.33
RP’s base), and offer no bonus beyond graded officer
support. Communications centers: Communications
centers are devices that allow for an extension of communication ranges and,
when coupled with a VLRS, supply range. The basic communications center costs 20
points (66.7 RP’s), requires 10 equipment spaces aboard a ship or base, can only
be used while the unit is not in motion, and requires 1 week to deploy and 1
week to pack back up for travel. Tech advances from there
can, a)
reduce the cost to 10 points
(1st advance) and then to 1 (2nd
advance) b)
reduce deployment/repacking times to 4 days (1st advance) and then to capable of working
while underway without any deployment/repacking at all (2nd advance) c)
reduce equipment space requirements by 3 equipment
spaces per advance, to 7, 4, and 1, the minimum. The
rules governing communications can be found in section 13. Construction/Build rate: This is rated in hull points per turn, and governs
the speed at which an empire’s shipyards and repair yards function. A
build rate of 6 hull per turn, for example, will mean that a Hl 6 ship
will require one turn to build, a Hl 12 ship will require two, as would a
Hl 7 ship. Additional details may be found in the rules sections governing
the construction of various unit types. Core Taps: Core Taps increase the base
RP output of a world by 10% reflecting expensive and massive, deep-crust
mining methods that increase the amount of ore recovered during a turn.
Core Taps cost 400 RPs each. Core Taps can only be constructed on
previously colonized worlds. Core Taps may not be used to enhance the
output of the SRP’s Oil/Plastics, Power Focusing/Generation Crystals,
Food/Agricultural Products, Drugs/Medicinals, Fuel/Energy Sources, or
Antimatter. Cryptographic Units:
A specialized
Intelligence unit which costs 500 RPs (and 4 PopPs in FOTS: AGA, which
introduces the concept of Population and Population Points (PopPs) which
are only abstractly represented in FOTS), but which supplies an additional
250 RPs worth per turn towards Intelligence Operations designed to
intercept an enemy’s Diplomatic or Military communications (i.e., the
enemy’s internal communications). Cryptographic units may be ordered to
intercept one or the other type of message, but not both during the same
turn. Alternatively, a Cryptographic Unit may on any turn provide 400 OP’s
to Cryptographic Specified operations. Early Warning Stations:
An early
warning station is a form of extremely specialized colony. It costs a flat
80 RP’s, produces no income, and may be set up on any body that could
support a colony of that species. An early warning station may be set up
by any unit with the cargo bay space it requires; freighters are
specifically not required, if non-freighters have the requisite 80 RP’s of
cargo capacity. An early warning station may be picked back up off a
planet as quickly as it is put down and relocated without any additional
RP expenditure. It can carry on all its functions immediately, within the
turn on which it is founded. An early warning station provides the same
link in the military’s communication, scanning, and supply network a
standard colony does. It can also provide this for establishing trade
routes and the extent of the civilian infrastructure if it is not
operating under stealth protocols. Its ability to operate under stealth
protocols is one of the chief military benefits of an early warning
station. An early warning station working under stealth protocols does not
use active sensors but still enjoys the sort of discriminatory sensor
capability of active sensors, and it cannot be detected normally from
outside the system it occupies. Energy Torpedo Launchers: ETL's are offensive weapon systems which generate
"packets" of energy which are then launched in a direct fire mode at a
target. Each ETL is paid for "by rating" of the total firepower of the
system (e.g., a ship equipped with 10x3-pt ETL's would have a Tp rating of
30 pts which would have a cost of 30/3=10x10=100 RPs). ETL's have neither
ammunition limitations nor magazine requirements. External Ordnance Racks: XO racks are specialized "hard points"
attached/built into spacecraft hull that allow it to carry certain types
of ordnance outside of its hull. Units may mount XO racks at a cost of one
point (3.33 RP’s base) per 2 racks, up to the base hull value in XO racks.
Fighters, unlike gunboats, ships, or bases, purchase XO racks at half cost
and may mount up to 8 times their base hull value in XO racks. Many
fighters will be designed around this capacity. An XO rack is capable of
carrying a cargo pod or one missile into combat at no additional charge.
(Of course, you still have to pay for the cargo or the missile itself.)
Some other items, such as long-range sensors, may also occupy an XO rack,
with one equipment space items taking one XO rack each. These items
require purchase as if they were standard, internally-mounted systems. XO
racks are a size-0 item. XO racks are available as a baseline capability
only for fighters and gunboats. Fieldworks: Fieldworks are relatively light fortifications for
use by ground troops defending a planet. They provide the ground unit
additional Hl points as armor. Every 3 Hl points of fieldworks costs 5
RP’s. There is no limit but expense and practicality on the amount of Hl
points from fieldworks a unit may receive. Any unit benefiting from
fieldworks receives a NOMOVE tag, as they are not suitably mobile for an
effective retreat from combat. Fieldworks are a baseline technology. Fighters: Fighters are the smallest
class of regular space vehicle in FOTS. They are normally
slower-than-light (STL), and rarely operate far in space or cruising time
from their carriers. Fighters are described in detail in rules section 6.4.0. Fighter factories:
These
facilities are used to produce fighters. A fighter factory costs 40 RP’s
and can build 200 Hl of fighter per turn (at the 2nd generation factory build rate). Fighter hangars:
Each fighter
hangar bay is a size-1 system designed to house, launch, and recover
fighter craft. Each 2nd gen starship
fighter hangar bay is capable of handling up to 8 fighter Hl points at one
time (the rest of the space being taken up by fighter
launch/recovery/maintenance systems). A hangar bay onboard a gunboat could
can handle 50% of this amount. Fighters may not mount hangar bays of any
kind. Hangar bays cost 3.33 RPs each. Flagships: A flagship is a
specifically-designated ship within a fleet containing that fleet’s
commanding officer and much of the fleet’s command and control facilities.
Once battle is joined, the destruction of a flagship and the loss of these
facilities have little effect since communications during battle tends to
break down anyway. Flagships are mainly a method of designating which ship
an empire’s “personalities” are aboard for combat purposes. In FOTS: AGA,
a flagship also contributes a certain amount of “global” ComP to units
under its command. Cost: In standard FOTS, none (aside from the addition
of a flag bridge and/or CIC); In FOTS: AGA, +15% of ship’s base cost. Fortifications: Fortifications are bases
built on a planetary surface specifically to support ground units
operating inside of them. The fortification is built as any other base,
but it pays a 15% unit surcharge. The fortification is another unit in
planetary invasion combat, with all its normal beam, shield, torpedo,
hull, and other ratings, and a BUILDING tag. Unlike any other base that
happens to be on the ground, fortifications’ barracks are built to allow
combat function from within the fortification for the ground troops
stationed within them. The ground units’ weapon ratings are added to those
of the fortification (if any); the units can fire normally from within the
fortification. (The ground troops are not including in the defense fleet
data file independently.) Weapon rating points due to natural weaponry or
other melee do not carry over, as the troopers are hardly in a position to
charge in and mix it up. Fortifications are a baseline technology. Freighters: Freighter technology makes available a fundamental
variety of starship. A freighter is a unit built specifically for
transport of cargo. As such, it must be built with a large quantity of
cargo holds, 50% or more of its equipment spaces. The following features
distinguish a freighter from a warship that happens to have a lot of cargo
holds is. First, the freighter may not be refitted to have fewer than 50%
of its equipment spaces in cargo holds, while that cargo-heavy warship can
lose them in a refit. Second, the freighter is eligible for a 25% cost
break if it is built with engines capable of no speed higher than cruise.
Freighters that take this option are known as slow freighters; freighters
built without it are fast freighters. However, it should be remembered
that the cruising speed of fast and slow freighters is no lower than that
of the other or of standard warships; the difference is in the maximum
speeds only. Third, the basic design of a freighter, quite apart from how
its equipment spaces are filled, is considerably different. The provisions
for passengers (or similar cargo such as farm animals) are far more ample
on a freighter. As a result, a freighter may be used for colonization.
While the cargo bays carry the RP’s of a colonization effort, the
passenger facilities not otherwise represented in equipment spaces carry
the passengers not otherwise represented as a game-mechanical component of
the colonization effort. Gunboats may be built as freighters, but no
gunboat freighter will have the passenger capacity for a colonization
effort. You simply get a gunboat eligible for a cost break if its maximum
speed is limited, and one with a massive cargo hold commitment. Freighters are a baseline capability for any
star-faring nation. Graded administrators: Rank:
Span of administration RP cost: Administrator Grade 1 1 colony
16 RP's Administrator Grade 2 1 inhabited star
system 32
RP's Administrator Grade 3 2-10 inhabited star systems
64 RP's Administrator Grade 4 11 or more inhabited star systems
of a single nation
128 RP’s Admin-4's are not baseline technology, and any
admin-4 must be an admin-3 trained up to that grade. Administrators have a 1d10 skill roll, and add that
percentage to the base RP production under their administration.
Administration bonus income is capped at 20% baseline; this cap may be
increased with research. Administrators may be trained up to a higher
grade with the skill roll retained with 1 turn training, 1 turn spent in
current rank working, and the cost of the new grade. The training turn is
waived in case of successful participation in a non-routine event, e.g.,
encouraging a successful bit of military initiative in case of enemy
incursion, assimilation of an administered colony with an occupied
population, etc. Skill roll may be improved with a turn spent training and
the base cost paid again; another skill roll is made and the new skill
roll is used if and only if it is better than the previous skill roll. In
addition, any graded administrator can give commands to forces in orbit
over a colony under his or her administration independent of imperial
command. We make the optimistic assumption that they’re either basically
militarily competent to take this sort of initiative, or, more likely,
just able to encourage and to order the nameless officers around to do
whatever they think is best but haven’t got the gumption to do on their
own. There is nothing equivalent to a flag bridge or CIC for a graded
administrator; their work environments are just their colonies or some
site in their systems. Graded administrators may run covert operations
Bureaus and Spy Networks exactly as a graded spymaster of equivalent skill
level and grade. Graded administrators are a baseline technological
capability, immediately available without the need for research, for any
culture with almost any history at all of interstellar colonies. This
includes at least most any FOTS player race of 1st or 2nd gen
starting tech, and probably several 0 gen states. Rank:
Span of administration RP cost: Scientist Grade 1 1 R&D project
16 RP's Scientist Grade 2 2-4 related R&D projects
32 RP's Scientist Grade 3 5-16 R&D projects, related or
not
128 RP's Scientist Grade 4 17 or more R&D projects,
related or not
500 RP's Scientist-4's are not baseline
technology, and any scientist-4 must be an scientist-3 trained up to that
grade. Scientists have a 1d10 skill roll, and add that
percentage to the effective funding of the project(s) to which the
scientist is assigned. Scientist R&D bonus is capped at 20% baseline;
this cap may be increased with research. Scientists may be trained up to a
higher grade with the skill roll retained with 1 new successful project, 1
turn spent in current rank working, and the cost of the new grade. The
time in new grade requirement may be waived in case of a miraculous
R&D success; in that case, a scientist-1 might be bumped right up to
scientist-3 with the expenditure of 128 RP's. Skill roll may be improved
with a turn spent training and the base cost paid again; another skill
roll is made and the new skill roll is used if and only if it is better
than the previous skill roll. Graded scientists are a baseline technological
capability, immediately available without the need for research, for any
culture at or above Industrial Age in technology. Graded spymasters: These are individuals (or,
for some species/cultures, teams, cabals, families, or more abstract
social entities) who are particularly able leaders of espionage,
intelligence, and/or counter-intelligence projects. They are the covert
ops equivalents of graded officers and provide the projects under their
leadership benefits somewhat analogous to those graded officers provide
their ships, fleets, battalions, or armies. Graded spymasters are assigned
a seniority (sneakiness?) level, and the cost of the graded spymaster
depends on it. This determines the scope of operations over which they may
provide a bonus. Players are strongly encouraged to come up with “rank”
titles for their spymasters for game color purposes. Rank:
Span of administration:
RP cost: Spymaster Grade 1
1 covert operation
16 RP's Spymaster Grade 2
2-4 operations of the same type or target
32 RP's Spymaster Grade 3
5-16 operations, related or not
128 RP's Spymaster Grade 4
17 or more operations, related or not
500 RP's Spymaster-4's are not baseline technology, and any
spymaster-4 must be an spymaster-3 trained up to that grade. Graded spymasters have a 1d10 skill roll, and add
that percentage to the effective funding of the operations to which the
spymaster is assigned. Spymaster operation bonus is capped at 20%
baseline; this cap may be increased with research. Spymasters may be
trained up to a higher grade with the skill roll retained with 1 new
successful operation, 1 turn spent in current rank working, and the cost
of the new grade. The time in new grade requirement may be waived in case
of an especially dramatic operation success; in that case, a spymaster-1
might be bumped right up to spymaster-3 with the expenditure of 128 RP's.
Skill roll may be improved with a turn spent training and the base cost
paid again; another skill roll is made and the new skill roll is used if
and only if it is better than the previous skill roll. Graded spymasters may also be assigned to run one or
more Bureaus or Spy Networks. Each Bureau or Spy Network counts as one
operation in determining how many or which Networks or Bureaus a given
spymaster may oversee. For purposes of being a related “operation”,
Bureaus are related to Bureaus and Networks are related to Networks. For
example, a Spymaster Grade 2 could run 4 Bureaus or 4 Networks, but not 2
Bureaus and 2 Networks. A graded spymaster running a Bureau or Spy Network
increases the OP’s per turn the Bureau or Network generates by a
percentage equal to skill roll. Ground attack bomb bays: Ground attack bomb bays are a
baseline capability. Ground attack bomb bays are internal fighter or
gunboat systems. A fighter ground attack bomb bay carries four bombs; a
gunboat ground attack bomb bay carries ten bombs. Ground attack bombs are
built, paid for, and treated in ground combat as one point missiles.
However, any ground attack bomb bay may unload bombs at any fire rate, and
it can be used exclusively for ground combat. Bombing attacks are possible
only in the third or later stage of an invasion, and only when no enemy
aircraft, fighters, or gunboats are operating. Ground forces: These are units used to take
and hold colonies or other ground assets, and occasionally for boarding
party combat. Ground forces may be mechanized units, with some 900
personnel and 80-100 vehicles per hull point, or non-mechanized, with
approximately 4500 infantry per hull point comprising the unit. Ground
forces are described in detail in rules section 6.6.0; ground combat is described in rules
section 9.2.0. Ground
force academies: These
are facilities used for the training of graded officers for ground combat
duty. Each academy costs 40 RP's and can graduate up to 20 officers per
turn. Gunboats: Gunboats are a form of
spacecraft intermediary between the smaller fighter and the larger
starship. FTL gunboats (available as a baseline capability at 2nd gen tech levels but not at 1st gen) enjoy a cruising speed advantage over
starships. Any gunboat is tied to tending facilities. Gunboats are
described in detail in rules section 6.3.0;
gunboat movement details and tending requirements can be found in section
4.2.0. Gunboat hangars: Each gunboat hangar bay is a size-1 system designed
to house, launch, and recover gunboats. Each 2nd gen starship gunboat hangar bay is capable
of handling up to 8 gunboat Hl points at one time (the rest of the space
being taken up by gunboat launch/recovery/maintenance systems). Naturally,
gunboat hangar bays may not be mounted on fighters or gunboats. Hangar
bays cost 3.33 RPs each. Heavy industry: Heavy Industry facilities are required before a
planet can begin producing any actual physical constructions such as
bases, shipyards, starships, etc. Heavy Industry consists of factories,
machine shops, power plants, and the personnel to operate these
facilities. Heavy Industry supplies the steel, plastics, computer chips,
cable, and all the actual physical materials needed to build things.
Players’ homeworlds are assumed to have heavy industry complexes to start.
Heavy Industry costs 400 RPs to place on any world. Improved/diminished base signature
masking: This
is a baseline capability for any space-faring state, but it can be
increased with additional research. FOTS bases, being immobile, derive no
defense from mobility; in fact, they suffer a base DEFENSE penalty of -30.
Bases may be built with improved signature masking, for a price. For a 5%
surcharge per level, bases may lose 10 points of DEFENSE penalty, up to no
penalty for a 15% surcharge. After that, the masking effect may be
increased for +5 DEFENSE per 5% unit surcharge paid, up to 3 levels, but
research may increase the allowed levels by one per Development success.
Improved/decreased tactical
mobility: This is a baseline capability
for any space-faring state, but it can be increased with additional
research. A tactically mobile unit – i.e., typically, one without a NO
MOVE tag – may be built with increased mobility. In FOTS each such level
provides the unit one additional point of thrust or speed and a 5 point
DEFENSE bonus. Each level carries a 5% unit surcharge. This is limited to
three levels, but research may increase the allowed levels by one per
Development success. A unit may also be built with decreased mobility.
Each such level carries with it a 5 point DEFENSE penalty in FOTS and a
loss of one point of speed or thrust. The unit gets a 5% unit discount per
level. This is limited to three levels, but each Development success can
increase this by one level. The point of such research would be to create
ever cheaper units with ever less mobility, which might be handy for
(e.g.) units you never plan to see come under fire, or survive it anyway
if they do. Tactical mobility describes movement in real space, not FTL
movement. Baseline 2nd and 3rd Gen tactical mobility is 6 for all
starships, 9 for gunboats, and 12 for fighters. Tactical mobility improves
by +2 pts at each successive technological generation above 3rd and
decreases for each successive technological generation below 2nd. Improved/decreased tactical FTL
mobility:
This is
a baseline capability for any space-faring state, but it can be increased
with additional research. A tactically mobile unit (ie, any unit capable
of FTL flight) may be built with increased ability to drop out of FTL
flight deeper into or farther out from a star system’s primary star.
Baseline 2nd and 3rd Gen capability begins at 3 light hours (ie,
3 light hours from a primary star any baseline 2nd or 3rd Gen
FTL-capable unit must drop out of FTL flight to sublight speed into real
space). Each level of improved tactical FTL mobility allows the unit to
drop out of FTL flight 1 light hour deeper into a system (ie, at 2 light
hours from the primary star for the first level, at 1 hour for the 2nd level, and at 30 minutes for the third
level). Each level carries a 5% unit surcharge. This is limited to three
levels, but research may increase the allowed levels by one per
Development success. A unit may also be built with decreased tactical FTL
mobility. Each such level provides a 5% unit discount. This is limited to
3 levels, but each Development success can increase this by 1 level. Each
level of decreased tactical FTL mobility at 2nd and 3rd Gen
levels increases the point at which a unit must drop out of FTL flight by
1 light hour (ie to 4 light hours for the first level, to 5 light hours
for the 2nd level, etc.). Tactical FTL
mobility describes where in real space, in relation to the system’s
primary star, a unit must drop out of FTL flight. Improved fire control: Improved fire control
provides weapons a target bonus in exchange for a large increase in cost.
Weapons may receive up to a 20 point target bonus from improved fire
control. The cost of the weapons is increased by triple the target bonus
as a percentage. For example, weapons with the full 20 point bonus would
cost 60% more than they would normally. Improved fire control is a
baseline technology. Non-baseline technologies, such as battlecomputers,
will provide similar bonuses at lower or no cost. Increased firing arcs: This is a baseline capability
for any space-faring state. The baseline firing arc for any normal,
non-spinal-mount weapon is 60-degrees forward along a unit’s line of
travel. Each level of increased firing arc improves a unit’s firing arc by
+30-degrees to either side (ie, from 60-degrees forward to 120-degrees for
the first level, 180-degrees for the second level, etc.) for double the
cost of the weapon. Each level of improved firing arcs allows a TARGET 5
tag for that weapon system alone. For example, a 1-pt beam weapon (3.33
RPs standard) with the a full 360-degree arc (5 levels) of fire would have
an additional 16.67 RPs (5*3.33) added to its cost for a total of 20 RPs
cost. Spinal-mount weapons may not have their firing arcs increased
(baseline firing arc for a spinal-mount weapon is through a line directly
ahead of the ship (ie a single hex row in the direction the unit is
facing); Exception: Continuous beam weapons allow a spinal-mount weapon to
“sweep” through an arc targeting multiple units and are a specific
application of this technology (ie, CBW technology)). Missile launchers do
not require improved firing arcs and may not benefit from them as the
missiles are individually-targeted systems on their own. Missiles may
possess their own improved targeting systems and advantages. Intel
academy: This facility costs 40 RP’s and may train up to 20
graded spymasters per turn. Laboratory Bays: Lab bays are specialized compartments assisting
scientific research and development. The computer systems are specialized
to handle large amounts of data being processed by up to several dozen
scientists simultaneously. Laboratory bays function to increase the number
of RPs spent on R&D by 1% each for the specific project to which they
are assigned. Each laboratory bay is a size-1 system with a cost of 3.33
RPs. Long-range Scanner: Also known as long-range sensors, LR scanners are
devices that improve detection range and reduce survey time requirements
(see Survey Rules). Each LR scanner is a size-1 system and costs 3.33
RPs. Magazines: A magazine is a size-1
automated system used to increase the ammunition capacity of a unit's
missile launchers or other ammunition based systems. Each magazine costs
3.33 RPs and increases the number of combat rounds of ammunition available
to a starship's missile launchers by its base hull size. For example, a Hl
10 ship normally has 10 rounds of ammunition for its missile launchers,
but adding a single magazine doubles this to 20 combat rounds worth of
fire. Maglocks:
A maglink (or
maglock) is a mechanical magnetic hookup for attaching something to a
starship (such as a gunboat or cargo pod). Each maglink is a size-1 system
with a cost of 3.33 RPs. A starship's maglink has a tow capacity of 5 hull
pts (i.e. each maglink can have up to 5 hull pts of starship hull attached
to it). Maglinks are most commonly found on tugs, and gunboat tenders.
Maglinks can be "ganged" to handle larger capacities. Medical centers: Medical Centers increase the base SRP output of a
world that produces the SRP Drugs/-Medicinals by 10%. Medical Centers cost
400 RPs each. Medical Centers can only be constructed on previously
colonized worlds. Minefields: Minefields consist of
hundreds or thousands of small or large mines that deploy beam or torpedo
weapons that actively seek their targets. Mines are built and function as
individual missiles. Each mine has a cost based on the total of its beam,
shield, torpedo, and hull values beginning at 0.125 RPs for a 1-pt warhead
mine. Essentially, mines are loiter-mode missiles. As such, they are
vulnerable to point defense and so use a MIS/mis#### tag. Mines are
expended as they are used. A typical 1-pt mine would be modeled in the BE
as follows, Mine,0,0,0,0,1,1,0,0,0,[1 mis0011 ammo 1] MINE Minelayers:
A minelayer is a
size-1 system capable of storing, deploying, and retrieving mines. Each
minelayer costs 3.33 RPs. Essentially, a minelayer is a missile launcher
for mines. Minesweepers: A unit built as a minesweeper has fire control
systems optimized for the quick discovery and rapid elimination of hostile
minefields. A minesweeper pays a 15% unit surcharge for the capability,
and loses its first normal round of fire when using it in combat. Instead
of normal fire, these weapons are assumed to be blasting away at mines,
with exquisite selectivity, precision, and speed. One hostile mine packet
is simply removed from the fleet file before it is entered into the BE per
fire packet of minesweeping weaponry. For example, a minesweeper using 20
missile launchers and one main volley of 5 points of beam weaponry will
sweep 21 mines prior to standard combat. The GM may select these randomly,
perhaps with a single round of BE combat with nothing but those mines in
the enemy fleet. Weapons used for minesweeping must be long range or
standard range, since the minesweeping effect occurs just prior to normal
fire. Minesweepers will be most effective when their fire is divided into
many packets, even though this is not a strict technical requirement.
Weapons with flak targeting may be counted as firing in flak mode for
minesweeping purposes, even though there may be nothing with a FIGHTER tag
in the enemy fleet file after minesweeping. Minesweepers are a baseline
technology for 2nd gen states. Mining Stations: Mining Stations increase the base RP output of a
world by 10% reflecting massive strip-mining operations. Mining Stations
cost 400 RPs each. Mining Stations may be positioned on any type or class
of planet (exception: only Mining Stations belonging to gas giant natives may be
placed on gas giants, at least initially) regardless of whether or not
that planet has been colonized. It would require 10 Mining Stations to
bring the output of a planet up to its maximum RP potential. An additional
10 Mining Stations could then be emplaced to double the planet's RP
output; this additional use of mining stations constitutes strip-mining.
Stripmining a planet will result in the production of twice the maximum
output of RPs from the planet being stripmined. For example, a planet that
produces 200 RPs per turn normally would produce 400 RPs per turn when
strip-mined. Stripmining may be continued for a maximum of 6 turns. On the
7th turn, the production of the planet falls to 0 RPs per turn and the
planet becomes devastated. Any mining stations or colonists that are not
removed from the planet during the 7th turn are automatically destroyed at
the start of the next turn, the one that would have been the 8th turn of mining. Mining Stations may not be
used to enhance the output of the SRP Oil/Plastics, Food/Agricultural
Products, Drugs/Medicinals, Fuel/-Energy Sources, or Antimatter. Missiles: Missiles are expendable
offensive weapon systems which carry warheads. Each missile is a 1-time
use only system (i.e., a missile launcher fires 1 missile which cannot be
re-used after it has been fired). Each missile is rated according to the
number of damage points its warhead can cause to a target; a player might
be able to build missiles which have 1, 2, or 3-pt warheads. Missiles are
constructed by Missile Factories (a 40 RP facility). Each missile's cost
is calculated as follows,
0.125 RPs per 1-pt of warhead strength Thus, a missile with a warhead yield of 3-pts would
cost 0.125x3 =0.375 = 0.38 RPs each. Damage specials such as MESON, VIBRO, DIS, or HEAT
increase missile cost by 100% each. Missile factories:
These are
facilities used in missile production. Each missile factory can produce
200 RP’s of missile per turn as a 2nd gen
baseline capability. Missile Launchers: Missile launchers are offensive weapon systems which
fire missiles. Each missile launcher is a size-1 system. Missile launchers
are paid for according to the number of launchers carried, not by the
rating of the warheads (which are paid for separately). Thus, a ship which
carries 10 missile launchers firing missiles with 3-pt warheads would have
a Tp rating of 10 which would have a cost of 10x3.33 =33.33 =33 RPs. Each
missile launcher has a rate of fire of 1 missile per combat round per
missile launcher. Starships carry a number of rounds of fire for each of
their launchers equivalent to their hull size (e.g., a Hl 10 ship would
carry 10 combat rounds of ammunition for its missile launchers).
Ammunition capacity can be increased by adding a Magazine system to a
starship. Mobile bases: This is a baseline technology for starfaring
nations. A mobile base is one built to be towed and put back into service
rapidly thereafter. A mobile base pays a 15% unit surcharge for the
capability. The base can be towed. After towing, it can be made ready for
normal functioning in 2 weeks per turn of normal build time. For example,
with 6 hull per turn build rate, a 12 hull mobile base would be ready to
operate 4 weeks after release from towing. Naval
academies: These
are facilities used for the training of graded officers for shipboard
duty. Each academy costs 40 RP's and can produce 20 officers per turn. Passenger liners: These are ships specifically
designed to move private citizens about, for business or pleasure. A fleet
of passenger liners can contribute to the simple happiness of a nation
with the interstellar travel they encourage, and can serve to give people
a more tangible sense of national unity. Passenger liners are built around
liner quarters. Liner quarters occupy two equipment spaces each and cost
6.67 RP’s base. In wartime, passenger liners may be pressed into military
service; in this case, each liner quarters may serve as one barracks. In
normal peacetime use, the number of liner quarters on passenger liners a
nation operates determines whether or not the passenger liners provide an
SR bonus. If a minimum of one liner quarters per 500 RP’s of base RP
production is operated by an empire, that empire gets a +5 SR bonus. The
movements of the passenger liners are pretty much under GM control; they
are unlikely to go through uncontrolled space or near war zones (although
Kahs vacationers might positively like that sort of thing), and they
normally will visit nearby nations with which you have trade agreements
and decent (public) diplomatic relations. Movements of passenger liners
can create opportunities for various covert operations, and the
destruction of a passenger liner should be considered a serious diplomatic
incident. Passenger liners may take advantage of dedicated transport
architecture if it is a known technology. Power
Systems Tech: Each
advance in PST makes for an increase in equipment spaces per hull size.
The way to go up from 1st generation 1.5 equipment spaces per hull size to
2nd generation 2 equipment space per hull size is to advance up the Power
Systems Tech branch. This represents the smaller space requirements of
various power systems for the drive and for the other systems (shields,
weapons, scanners) that come with power tech advance. Each
Discovery-Research-Development effort in Power Systems Tech gets you an
advance in your equipment space per hull size ratio of +.25. So, 0 Gen Power Systems Tech - 1.25 equipment spaces
per hull size (starship rate) 1st Gen PST - 1.5 equipment spaces per hull size
(starship rate) Late 1st Gen PST - 1.75 equipment spaces per hull
size (starship rate) 2nd Gen PST - 2.0 equipment spaces per hull size
(starship rate) Late 2nd Gen PST - 2.25 equipment spaces per hull
size (starship rate) 3rd Gen PST - 2.5 equipment spaces per hull size
(starship rate) Late 3rd Gen PST - 2.75 equipment spaces per hull
size (starship rate) 4th Gen PST - 3.0 equipment spaces per hull size
(starship rate) Late 4th Gen PST - 3.25 equipment spaces per hull
size (starship rate) 5th Gen PST - 3.5 equipment spaces per hull size
(starship rate) and so in principle on. Gunboat rates for equipment spaces are as per
starship rates times .75. Fighter rates for equipment spaces are as per
starship rates times .5. Base rates for equipment spaces are as per
starship rates times 1.5. Power Systems Tech also establishes the maximum
amount of energy-based systems a unit can effectively power. With 1st gen
power systems, a unit may power beams, shields, and torpedoes with ratings
up to 8 times its hull size. This increases by 2 per PST advance, or by 4
per whole generation, up to 4th gen PST. After that, power limits are at
GM discretion. Railguns: Railguns are weapons that
function through the use of very high velocity shells that slam into a
target and do damage through the release of kinetic energy, essentially
like bullets. Each railgun takes one equipment space and costs 1 pt (3.33
RPs base). The damage done per railgun depends on the damage rating of its
shells. Railgun shells are priced exactly as missiles are. The initial
rating of railgun shells is 1 pt. A ship using railguns stores one
complete round of fire per base Hl point; this may be increased through
the use of magazines as for missiles. Refineries: Refineries increase the base
SRP or SSRP output of a world that produces Unrefined Fuels, Power
Generation/-Focusing Crystals, Explosive Materials, Abrasive Materials,
Lubricant Materials, Acids/Acidic Materials, Volatiles, Organics,
Oil/Plastics Sources, Fuel/Energy Sources, or Gasses/Life Support
Materials SRP's, or Special Gasses, Synthetic Materials Sources, Naturally
Explosive Materials, Special Abrasive Materials, Special Lubricant
Materials, Special Acidic Materials, Naturally Refined Fuel/Energy
Sources, or certain Extraordinaries SSRP's, by 10%. Refineries cost 400
RPs. Refineries can only be constructed on previously colonized
worlds. Repair
bays:
Repair bays
function in a similar manner to shipyard bays, but are specialized to
handle the repair of battle damage to ships. They may not be used for
starship construction except under extremely special circumstances (judged
by the GM on a case-by-case basis). Each repair bay is a size-1 system
with a cost of 3.33 RPs. Reserve fleets: Reserve fleets are ones that
are not kept fully available for duty all the time. These fleets are
typically mothballed, with their crews serving off-ship or as reserve
military personnel. Reserve fleets are not able to move or fight without
one turn spent mobilizing when called to service. While they are not
mobilized, reserve fleets do not count when determining the size of navies
for SR purposes. Mobilization of reserve fleets outside of wartime may
cause an additional SR penalty, as the populace normally expects reserve
fleets to be reserved for that sort of emergency; reserve fleets aren’t
something intended for “police actions”, exploration, or simply showing
the flag. Reserve fleets have no relation to RESERVE tags in the BE. Reserve ground forces: Reserve ground forces are
ones that are not kept fully available for military duty all the time.
Reservists maintain military careers only part-time, at least outside
wartime. Reserve ground forces are not available for transport off the
planet to which they are assigned without one turn spent mobilizing when
called to service. They are available for defending the planet, although
the GM may rule that they aren’t available in time in case of especially
sudden attacks. While they are not mobilized, reserve ground forces do not
count when determining the size of ground forces for SR purposes.
Mobilization of reserve ground forces outside of wartime may cause an
additional SR penalty, as the populace normally expects the reservists to
be left to their peacetime lives barring that kind of national emergency.
Reserve ground forces have no relation to RESERVE tags in the BE. Shields: All shield systems are rated
according to the amount of damage that they can "absorb" before flaring.
Shields are electromagnetic systems that require projectors in order to
function. Each shield projector is a size-1 system capable of absorbing a
specific amount of damage. Shields are paid for "by rating" (e.g., a ship
equipped with 10x1-pt shield projectors would have a shield rating of 10
pts which would cost 10/3=3.33x10=33 RPs). Shields of this type are
"ablative" in nature. Resistant shields are discussed elsewhere. Ships: Starships are the standard
interstellar vehicle in FOTS. They are described in detail in rules
section 6.2.0. Shipyard Bays: Shipyard bays allow for the
construction of starship, gunboat, and fighter hulls. Shipyard bays can be
"ganged" to handle many different sizes of hulls (e.g., 10 shipyard bays
could be ganged together to handle the construction of a single Hl 10
ship, 2 Hl 5 ships, 3 Hl 3 ships, 10 fighters, etc.). Each shipyard bay is
a size-1 system with a cost of 3.33 RPs. Free-standing shipyard capacity
may also be purchased independently or added to an existing independent
shipyard or base, at 5 RP’s and 1 hull point of build time per 1 hull
additional capacity. Simulator craft: Crew grade bonuses earned by
crews of simulator craft can be carried over to other craft, to which the
former crew of the simulator craft move at the end of training. As a
result, ships can have the benefit of a shakedown cruise on their first
turn in action, if the crew spent the turn(s) of construction training on
simulator craft. A ship to be used as a simulator craft must have all but
one or two equipment spaces occupied by military systems – including at
least weapons, hangars, sensors, not including barracks or cargo bays.
These systems needn’t be the latest and most expensive systems, and many
training vessels are likely to be built (or taken out of active service)
with old-fashioned one point per space weapons after newer ones become
available. A simulator craft provides trained crews for ships equal to
their total hull ratings. Bases can also be used for simulator craft, but
the otherwise unneeded systems for ship crew training force the base to
take a 15% unit surcharge. However, given the larger crews bases have,
every 2 hull of simulator-equipped base provides training for 5 hull
points of ship. Whenever a crew is shipped off the simulator craft, the
simulator craft is reset to Green crew grade itself. Spy Networks: A Spy Network is an organization set up by a
government for Specified covert operations of whatever type against a
particular foreign state. Each turn the Spy Network generates Operation
Points (OP’s) equal to the amount of RP’s invested in the Network to date
for Specified operations against that target state. Spy Networks require a
minimum 100 RP investment. Additional details on the use of Spy Networks
are in rules section 17.0.0. Strong Points: This is a ground-based base
fitted with barracks and troops; also known as a fortification. Structural reinforcements: Structural reinforcements are size-1 systems that
cost 3.33 RPs each. They act to add 1-pt to a starship's hull rating, but
do not increase hull size (e.g., a size-15 hull with 3 structural
reinforcements would have a hull rating of 18 pts in combat and for
armoring purposes, but would have remaining equipment spaces reduced by 3
pts as well). Structural reinforcements are also sometimes known as
bulkheads, though this can be misleading, as the reinforcements do not
normally consist of heavy steel doors. Subassembly plants: A Subassembly Plant is a specialized facility for
boosting a shipyard's building rate. Subassembly Plants are attached
directly to shipyards and function by assembling subsystems and modules
for bulk installation on starships. Each Subassembly Plant costs 200 RPs.
A maximum of 1 Subassembly Plant can be attached to any base or shipyard.
Subassembly Plants can be constructed according to the rules for heavy
industrial facilities in 5.1.0. Submersible wet naval units: This is a baseline technology for any FOTS state.
Submersible wet naval units pay a 15% unit surcharge for the ability. They
receive a first strike effect in ground combat, except during the initial
attack to secure a planethead. In addition, a submersible unit not
involved in the initial phases of defense of its world may remain
undetected underwater until either (1) it attacks, (2) the colony has a
standard garrison occupying it at the beginning of the turn, or (3) the
colony is assimilated. Survey bays: Survey bays are systems that
optimize a ship’s survey capabilities. They include dedicated survey data
processors, facilities for landing teams, laboratories for analysis of
atmospheric and soil samples, and other equipment for similar purposes. A
survey bay costs 2 pts (6.67 RPs) and occupies either 2 spaces aboard a
ship or 4 internal spaces aboard a gunboat. Survey information can be
found in rules section 12. Tractor beams: A tractor beam is a ranged
magnetic "beam" that functions in a similar manner to maglinks, but
without the actual mechanical connection. Tractor beams are size-1 systems
with a cost of 3.33 RPs per 5 hull pts of capacity (e.g., a single tractor
beam could be constructed to handle 15 hull pts, for example, for a cost
of 3.33x3=9.99 (10) RPs - this tractor beam would still be a size-1
system). Training camps: The facilities for building ground forces and space
forces are called Training Camps. One Training Camp may train or house
1500 ground force personnel per hull point. Training Camps cost 120 RPs
and have stats of 0,0,0,24. Training Camps also require time to build and
are constructed as industrial facilities are. The homeworld of all players
is considered to possess a single size-48 Training Camp on it. Training
Camps may be constructed on planetary surfaces or in space. Tug
modifications:
A tug is made a
tug by getting special engine reinforcements for heavier loads. This takes
a 25% surcharge on the tug’s cost. A tug may also get additional
reinforcements, for one equipment space and 3.33 RP’s each. A tug is
capable of towing a greater amount of hull points than a non-tug towing
other units, and unlike non-tugs is capable of towing at maximum warp
speed. Tug reinforcements increase towing capacity by 5 Hl each. Very Long Range Sensor (VLRS): A VLRS provides ship detection and space monitoring
capabilities out to the range of an empire’s comm/scan range. The
comm/scan network is defined by an empire’s comm/scan range and the
locations of its colonies and any units that deploy both a communications
center and a VLRS. A VLRS costs 1 pt (3.33 RPs base) on a base and
occupies one equipment space there. On a ship, a less suitable platform
for extending the regular comm/scan network, a VLRS costs 5 pts (16.67 RPs
base) and occupies 5 equipment spaces. Relevant rules sections for supply,
communication, and ship detection rules include sections 4.4.1, 14.0.0, 14.4.0, and 14.5.0. Warp Drive: The standard
faster-than-light (FTL) drive system in FOTS. Warp drive functions by
generating a bubble of warped space/time around the generating ship. This
bubble allows the ship to slip through normal space at rates which, to an
outside observer, appears to be several multiples of the speed of light,
but which has no relativistic effects upon the crew or the way they view
the rest of the universe. A similar system is used for realspace drives.
In the FOTS system, FTL and realspace drives are already taken into
consideration when determining hull sizes and equipment spaces available.
Standard movement rates in the game are a cruiser speed of warp factor
(WF) 5 and maximum of WF 7. These are 384 times and 1536 times the speed
of light, respectively. Its use is described in rules section 4.0.0. Weapon batteries: This is a 0 gen, baseline
capability, the spacecraft descendent of the turret. Weapons in a battery
constitute a fire packet distinct from all other fire packets of that
unit, and use some combination of battery tags to reflect this. For
example, a ship with 10 2 point beams might organize them into a standard
16 point volley, and 2 2 point batteries. Typically, this would mean
weapon tags of [16][2][2], assuming no other tags for these weapons. The
cost for putting weapons into a battery equals the cost of the weapons
themselves. In the example above, the ship would pay 4 points - 2
batteries of 2 points of weapon rating each - for this battery
arrangement. Wet naval forces:
These are
planetary combat forces for use on water. They are not generally suitable
for invasions – dropping an aircraft carrier from orbit is more of an
expensive and eccentric form of orbital bombardment than planetary
invasion – and receive a 25% cost break as a result. Wet naval units are
described in additional detail in rules section 6.6.0. Wet naval yards:
Wet navy
forces must be raised in a wet navy yard, which costs 5 RP’s per ship Hl
capacity. The build rate at wet naval yards is identical for that of space
shipyards.
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Graded
administrators: These are
individuals (or, for some species/cultures, teams, cabals, families, or
more abstract social entities) who are particularly able leaders of
sub-national governments and/or bureaucracies. They are civilian (or
semi-civilian) equivalents of graded officers and provide the districts
under their administration benefits somewhat analogous to those graded
officers provide their ships, fleets, divisions, or armies. Graded
administrators are assigned a seniority level, and the cost of the graded
administrator depends on it. This determines the scope of colonies over
which they may provide a production bonus. Players are strongly encouraged
to come up with “rank” titles for their administrators for game color
purposes.
Graded
scientists: These are
individuals (or, for some species/cultures, teams, cabals, families, or
more abstract social entities) who are particularly able leaders of
research projects. They are civilian (or semi-civilian) equivalents of
graded officers and provide the projects under their supervision benefits
somewhat analogous to those graded officers provide their ships, fleets,
divisions, or armies. Graded scientists are assigned a seniority level,
and the cost of the graded scientist depends on it. This determines the
scope of projects over which they may provide a R&D bonus. Players are
strongly encouraged to come up with “rank” titles for their scientists for
game color purposes.
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