An outline of the rules is given below. There are still some fine points which were not worked out, noted by (?)'s in the text.
Worlds are classed according to their number of Ground Combat Locations. Ground Forces will be used, and can be used to garrison worlds. Forces beyond the listed marine battalions such as Tanks or AFU's should organize them into units and buy them as such.
Mining worlds do not have atmosphere; Colony and Homeworlds do. GBDP's may be set up on usable hexsides, buy no more than two Ph-IV's can be installed on any one GCL.
LO's: Captain, Engineer, Science Officer, Weapons Officer, Navigator, Doctor, Marine Major, Ground Forces Commander.
Number of turns = (Economic BPV) / (10 * Size Class)
. +50% to time to make a CV/SCS variant
. +33% to time to make any other variant
. Round to the nearest turn, 0.5 rounds down
During this time, the EP's must be applied as evenly as possible each turn. Production may be halted at any time, but the shipyard slip is still occupied during that time.
Bases are produced in sections at the shipyard, and then shipped
out to their final location. Each base under production occupies
one shipyard slip, and takes the following times to produce:
SB 12 turns (or 4 turns to upgrade from a BATS)
BATS 8 turns (or 4 turns to upgrade from a BS)
BS 4 turns
Bases being upgraded may/may not (?) operate normally.
Each shuttle type (GAS, MSS, HTS)
Each fighter type
Each PF type
Each type of ground vehicle (APV, GCV, ...)
Modules for Rom ships
Defsats
Mines (only produced in 100pt packages; see Mines)
Ground troops (including BP, HW, & Commando)
Factories are placed on a planetary GCL, and take 10 damage to
destroy. It costs 1 EP per damage point to repair a factory, and
takes one turn. During that turn nothing can be produced.
2-3 ... No more requests for 1 Year (12 turns)
4-6 ... Request denied
7 ... Get your 10 EP back
8 ... 15 EP one-time grant
9 ... 20 EP one-time grant
10 ... 25 EP one-time grant
11 ... 5 EP permanent increase in budget
12 ... 10 EP permanent increase in budget
The EP's received may/may not (?) be used on that turn for production.
The costs are as follows:
Espionage Level 1 5 EP's Level 2 15 EP's Level 3 50 EP's Counter-Intelligence: 10 EP per level
At the end of the turn, the player attempting espionage then rolls on one of the following tables, depending on the level attempted. There is a -1 to the roll for each level of counter-intelligence the target has allocated that turn, and a +3 if the espionage concerns one of your original worlds.
Level 1: 1-2 Fails 3-6 Succeeds Level 2: 1-3 Fails 4-6 Succeeds Level 3: 1-4 Fails 5-6 SucceedsIf successful, the player then chooses *one* of the listed results for that level and type of espionage.
Level 1: - EP last turn
Level 2: - EP last 5 turns
. - Items produced last turn
. - Map of supply routes
Level 3: - Total EP expenditures during game
Level 1: - Number of ships at a star
. - Types of defenses at a star
Level 2: - Presence of Leg. Off. and type on ship/in fleet
. - Number & type of ships at a star
. - Number & type of defenses at a star
Level 3: - Map of world's defenses (incl. bases & factories)
Level 1: - Number of ships in 3 hex radius (no positions)
. - Last Interesting Time result (not currently used)
Level 2: - Locate 1 random enemy world
. - Current Fleet OAB
Level 3: - Current Fleet OAB & position of all ships
. - List of all military assets
Level 1: - 5 BP appear on enemy world
. - 10 internals to enemy ship/base
. - 1d6 damage to factory
Level 2: - 10 BP + 1 GCL on enemy world
. - 30 internals to enemy ship/base
. - Destroy 1 factory
. - Set back production in a slip 1d3 turns
Level 3: - 30 BP + 2 tanks on enemy world
. - 60 internals
. - Destroy 3 factories
. - Blow up 1 slip in shipyard
Ships in supply automatically replenish any lost items that come with the ship: fighters, shuttles, drones, T-bombs, BP's, etc. Ships not in supply do not receive these, but may otherwise function normally for a number of turns depending on their size class, known as their 'supply status'.
Size Class Supply Status
1 12
2 6
3 4
4 2
5 1
For each turn out of supply, a ship loses 1 turn from its supply status. After its supply status reaches zero, each turn out of supply the ship suffers a breakdown, repairable as if battle damaged. Ships that are in supply and do not move for their turn recover 2 turns of supply status.
Bases which still have non-zero supply status can support ships out of supply, with total BPV of up to 2x the base's BPV. Fighters based on the base do not count towards this total.
Max Warp 30+ 6 hexes/turn 25-29 5 hexes/turn 20-24 4 hexes/turn 15-19 3 10-14 2 <10 1
Ships which end their movement in the same hex automatically detect each other. Any ship may opt to evade opponents - its strategic move is then reduced by one hex/turn.
1 hex Auto
2 hexes 2+
3 hexes 3+
4 hexes 4+ (Maximum patrol zone)
Modifiers: +2 ... Ship with scout channels
. -1 ... Enemy evading (see movement, above)
. -3 ... Cloaked enemy
Reserves arrive at WSIII, Speed Max, 20 hexes in a random direction from the enemy.
2 Enemy Colony world 3 Enemy Mining world 4-10 Nothing 11 Neutral Mining world 12 Neutral Colony world
An 'Enemy' world is defended by Klingon ships: 400 BPV of ships for a Colony world, 120 BPV of ships for a Mining world. Another player's worlds are considered 'Enemy', as well. A 'Neutral' world does not defend against takeover.
Once taken, the world's production adds to your economy - as long as a sufficient garrison must be maintained on the world. A basic garrison unit is 60 Combat BPV of ships or 30 BP attack factors. The following shows the required garrison size:
Neutral Mining: 1 Garrison Unit Neutral Colony: 3 GU's Enemy Mining: 2 GU's Enemy Colony: 6 GU's Enemy Homeworld: 12 GU's
10 ... DN, BCH, SCS, CV, SB, Homeworld
9 ... BC, CC, BATS
8 ... CA, CLL, CVS, Colony World
7 ... CL, DDL, CVL, BS
6 ... DD, FFL, Mining World
5 ... FF
4 ... Pol
3 ... PF
In order for repairs to be done, 1 EP must be allocated for every 10 repair points used. Immediately after allocation, units under repair have damaged boxes permanently repaired according to the Cost of Repair chart. They then may/may not (?) move and conduct other operations on that turn.