COLONISER'S HANDBOOK
CONTENTS
| Introduction |
Sequence of Action |
The Map |
Fighting |
| Team Structure |
Movement |
Startup Resources |
Technical Developments |
| Time, Distance & Location |
Terrain |
Structures and Buildings |
|
| Economy |
Reconnaissance |
Vehicle and Unit Statistics |
|
| Share Prices |
Surveying |
Colony Morale and Recruitment |
|
Introduction
Humankind has finally worked out how to travel between the stars. Colonisation
has become a real possibility, and mankind, being the sort of species
it is, has engaged in sometimes violent competition over the resources
of newly discovered worlds.
This game is about the colonisation of the third planet of the Dubhe
system (known as New Edo). There are a number of human groups wishing
to colonise the habitable and resource-rich third continent.
The continent is broken down into a series of areas - each with its
own map. Player teams will control a single map to start with and explore
additional zones in search of resources. Their maps will generally be
on different tables. The relationship between these tables is shown on
a master map of the continent.
Players will not be entirely free to act as they wish, however.
Their expensive colonising technology and the cost of the trip to New
Edo have been funded by their parent company or government. These parent
organisation will be expecting a return.
Successful teams will be those who are able to function well as a team,
and plan, delegate and negotiate well.
Those of you with time and enthusiasm, and internet access can find
out a lot more about the Universe in which this game is set at www.pastpers.co.uk/universe.
We hope you enjoy a grand day out on New Edo.
John Rutherford and Jim Wallman
October 2000
Team Structure
Each team has the following three key members:
|
Chief Executive
|
- In charge of the team.
- Responsible to the home government or owning mega-corporation
for the well being and efficient operation of the colony.
|
|
Head of Resources and Planning
|
- Assists the CE in planning the growth of the colony
- Manages the effective use of its resources.
- Organising exports
|
|
Security Chief
|
- Ensures that the colony is protected and its area secured
from hostile or criminal elements.
- Defines security policy
- Reports to owning corporation on security of the colony.
- If there is no Chief Surveyor, the Security Chief is expected
to co-ordinate survey activity.
|
If there are more than three players then one could usefully add these
important roles:
|
Head of Internal Affairs
|
- Responsible for reporting to the home corporations (in addition
to any reports the CE makes) and to act as an internal auditor.
- Responsible for keeping track of colonists morale.
- Responsible (with the CE) for negotiations with other colonies.
|
|
Chief Surveyor
|
- Responsible for planning and conducting resource surveys
- Responsible for organising mining activity.
- Exploring and mapping
|
Players might choose to rearrange duties, though there should always
be one player who is Chief Executive or the equivalent.
Time, Distance And Location
The scales are deliberately vague however, if you want to get
a sense of the time scale this game represents, think in terms of each
turn being around 100 days.
This means, using the Universal Time system, that there are about 4
turns per year.
All the colonies are on the same continent, because this is where orbital
surveys have indicated the greatest likelihood of a high concentrations
of Red Mercury and other suitable minerals.
Economy
There are a number of valuable things that can be found on the surface
of new Edo, and the colonists have the technology to exploit these quickly
and easily.
- BIOMASS (Food and a raw material for other things). BIOMASS is collected
most usually from the jungles by mobile Biomass collectors and processed
in factories.
- RED MERCURY (Essential for advanced technology). This has to be extracted
from the ground from certain suitable sites.
- MINERALS (The continent is rich in useful minerals). These can be
extracted from suitable mineral-rich sites.
Share Prices - NEW EDO STOCK MARKET
Player teams represent a subsidiary (that is a wholly owned subdivision)
of a much bigger company; this parent is represented
by the Umpires.
You should be careful to treat the parent company as a real entity that
can both reward good performance and penalise poor performance.
Whilst the Board of the parent company usually realise that immediate
profits might not be possible, failure to export after a reasonable period
of time might result in the colony be closed down as unprofitable.
A regular series of shuttles will land near the colony, and the team
can decide how much of their surplus they export.
The more they export, the more well disposed their financial backers
will feel towards them and the more likely they are to provide additional
support, such as professional military support, or improved technology.
Each turn, the Team Control calculates and gives a move
number to Game Control who keep track of the share levels. Factors that
might influence share prices are:
- Export Production levels all material can be exported and
levels might be higher if exports include unusual, valuable or unique
items.
- Quality of Management good administrative procedures, regular
reporting to the parent company, rapid and effective response to problems.
- Diversification the extent to which the company protects itself
from catastrophe by avoiding putting all its eggs in one basket
e.g. by building extra cities, redundant systems.
- Vision the extent to which the company has a clear and well-explained
idea of its own future plans, and is able to promote a common purpose
and boost morale with teambuilding and use of symbols.
Of course, none of this is a precise process, and so there will also
be some small random fluctuations caused by external factors in the interstellar
markets. The overall share values of each company will be posted for all
to see each turn.
Sequence Of Action
Each turn will take 20 minutes to process. It is essential that you
think and plan ahead and this will only be possible when teams
delegate and divide their effort between themselves.
Typically we will conduct activities in this order:
- Game Control Announces next turn. Share prices posted.
- Player teams plot movement, and place moveable units on the map where
they want them to go, in this order:
- Place units on your home map.
- Place units on the next adjacent map
- Place units on the next furthest map - and so on until youve
placed all your units. Once deployed there should be no further movement
unless combat occurs. If there is likely to be a conflict, players
may be asked to write down their deployments in advance.
- Place units under construction this turn on the factory concerned.
- If a combat or conflict arises, work it out now (EXCEPTION: Flyer
overflights must be resolved immediately they occur)
- Team works out production/gathering of resources (supervised by team
control)
- Work out new builds or construction.
- Team allocates resources for export (if any) and passes them to team
control.
- Team Control gives share move value to Game Control.
- Team control reports the results of surveys to the players.
- Routine Company shuttle lands with potential immigrants and to collect
exports.
Movement
Because each turn represents a considerable period of time, we do not
have unit movement in the conventional sense. Instead, each turn has a
deployment phase, in which units are allocated to parts of the map (see
above)
In the event of an emergency or the unlikely event of combat, units
can be re-deployed in stages, according to their agility and the intensity
of the combat or emergency.
In theory it might be possible for every unit on the planet to assemble
for a single huge combat in one turn though there might be very
good reasons why players might not want to do this.
Terrain
There are a number of different types of terrain that will be shown
on the map zones. Each type has different characteristics:
|
Type of Map Zone
|
Volume of
Biomass
|
Chance of
Minerals
|
Chance of Red Mercury
|
Operational Difficulty
|
| Jungle |
Abundance
|
Average
|
Low
|
Moderate (x2)
|
| Savannah |
Some
|
Average
|
Average
|
Easy
|
| Marsh |
Lots
|
Low
|
Low
|
Moderate (x2)
|
| Lake / Ocean |
Some
|
Low
|
Negligible
|
Hard (x3)
|
| Escarpment |
Little
|
Excellent
|
Average
|
Hard (x3)
|
| Mountains |
Little
|
Good
|
Good
|
Hard (x3)
|
| Regolith / Desert |
None
|
Good
|
Excellent
|
Moderate (x2)
|
Operational Difficulty means the effect that the terrain
has on activities.
Easy Everything takes the normal amount of time
Moderate Double the time taken to do things in this
terrain
Hard x3 time taken to do things
The effect of the chance of results will be reported by
Team Control depending on survey team activity.
Reconnaissance
Players may visit other maps on foot or in a ground or air vehicle.
Players will be individually represented by a marker or flag - and when
moving around the exact location of a player must be indicated.
This may result in some personal risk (local Team Umpires will inform
you when this is likely).
You can also send flyers to check out other areas without a player in
attendance.
Information you can gather is as follows:
- You can always stand and look at another teams colony layout if you
are on the same map (unless forced to withdraw by their security teams).
- If you have a flyer and manage to overfly their base, you may look
closely and do things like count numbers of counters etc.
Fake testing:
If you move a unit within the same map zone of them, or overfly, you
may demand a test on up to 2 structures per turn to see if they are fake.
Roll 1d6 score 5 or 6 and the owner MUST say whether it is fake
or real.
Attacking a structure will always reveal whether it is real or fake.
Surveying
Survey units can survey any zone, sometimes several times per turn.
It depends on the operational difficulty of the zone the number
in the table below is the number of attempts at a survey you can do in
a turn.
|
Operational Difficulty
|
Survey Team
|
ATV Survey Team
|
Flying Survey Team
|
| Easy |
3
|
4
|
4
|
| Moderate |
2
|
3
|
4
|
| Hard |
1
|
2
|
3
|
Players will say whether the survey attempt is looking for Red Mercury
or Minerals for each attempt.
Results will be reported by the Team Control and will be one of the
following results:
Definitely YES you found a potential mining site
of the type you are looking for at co-ordinates that will be given to
you by the Team Control. Once you install an extraction unit, you will
be told how much can be extracted. A definite YES does not rule out the
possibility that more than one site of the type you are looking for might
exist. You can keep looking until you get a definite NO to be sure.
MAYBE there might be something here, but the survey
team cant be sure. You can try another attempt if you have one in
the same turn - or on subsequent turns otherwise.
Definitely NO There is positively no potential
source of the type you are looking for in this zone. You might as well
give up looking.
The Map
Each map represents a segment of the Main Continent. This will typically
be divided into 16-25 zones, which are used to help administer the economic
system.
Typical Startup Resources
Unless detailed otherwise in your team briefing, the initial landing
will have the following buildings and resources:
- Command Centre
- Structure Manufacturing Centre
- Biomass Factory
- Power Plant
- 2 Habdomes (and the 10 colonists that go with them)
- 1 Construction vehicle
- 1 Security Team
- 1 DPSR Link
- 25 x Biomass, 15 x Red mercury and 30 x Minerals
OPTIONAL EXTRAS: Choose any Two of the following:
- Security Team
- Security Team
- Survey Team
- Survey Team
- 1 Power Plant
- 1 DPSR Link
- 1 Habdome
- 1 Bulk Carrier
- 1 length of security perimeter fence
Players can lay out their initial base how they please
to start with. Bear in mind that the layout, once placed cannot be easily
changed. Think carefully about this.
Structures and Buildings
The sequence of construction is:
First Turn : Build Prefabricated Structure at the Structure
Manufacturing Centre (SMC). It can be stored there on subsequent turns
if required. (EXCEPTION: DPSR Link and Security Perimeter
which are not made at and SMC)
Second Turn : Load on to construction vehicle and move to
site. If the site is on the same map, assembly can take place this turn.
Third Turn : Assemble structure on site.
Structures MUST be linked to nearby structures by data/power/services/road
(DPSR) link to work.
Structures in direct contact may be assumed to be linked.
Structures must be assembled by a construction vehicle.
Advanced Structures listed below cannot be built until you receive the
plans from your home corporation (or equivalent) and they will
only invest in this way if they feel your colony is profitable.
Dont expect to access all the advanced structures in the course
of the game.
Costs of constructing structures are expressed in terms of Biomass,
Red mercury and Minerals
(consumed when the structure is first made in prefabricated form at the
SMC)
Other requirements are Power and Colonists
- these are represented by counters, which must be placed on the structure.
Insufficient power or colonists means that the structure isn't functioning.
|
Structure
|
Costs to build
|
Time to build
|
Power / Colonists Required
|
What it does
|
Basic Buildings
You can select from this list from the inception
of the colony
|
| Automated Mining Unit |
1B
2R
3M
|
1
|
1P
1C
|
Allows mining of minerals or Red Mercury
at a rate of 3 per turn until the mine is exhausted. This must be
linked to the processing centre by a DPSR link |
| Biomass Processing Plant |
2B
1R
5M
|
1
|
2P
2C
|
Central collection and processing point
for Raw Biomass into usable material. The collection vehicles are
factored in, and it can collect biomass from anywhere within its map
zone or zone that it can track a route to via a DPSR link
Collection rates are:
Abundant = 30,
Lots = 20,
Some/Little = 10.
A zone can only supply biomass for a limited time before it is
stripped.
The amount of biomass in a given zone is marked on the map.
|
| Command Centre |
0B
1R
5M
|
1
|
1P
1C
|
Allows communication off world and on-world.
Players will be able to use a radio on an open net.
This is an essential element of each colony, since it represents
your main headquarters. Dont lose it.
|
| Data/Power/ Services/Road (DPSR)
Link (approx 20cm) |
2B
0R
2M
|
Doesn't need to be made at an SMC
|
0P
0C
|
This links buildings together,
and provides a conduit for materials of various sorts. Allows buildings
etc to function properly. |
| Fake Structure |
1B
|
1
|
0P
0C
|
Can be made to look like any standard structure. |
| Flyer Factory |
1B
1R
10M
|
1
|
2P
2C
|
Allows the manufacture of all flying vehicle
types. |
| Guard Missile Turret |
1B
1R
2M
|
1
|
1P
0C
|
Provides fixed defences esp. against air
units. Defends its own map zone. |
| Guard SCA Turret |
0B
2R
1M
|
1
|
1P
0C
|
Provides fixed defences esp. against ground
units. Defends its own map zone. |
| HabDome |
1B
0R
2M
|
1
|
1P
10B per turn
|
Provides habitation for 5 Colonists. |
| Power Plant |
0B
1R
2M
|
1
|
0P
0C
|
Provides 10 power to the colony. |
| Security perimeter (approx 20
cm) |
0B
0R
2M
|
Doesn't need to be made at an SMC
|
0P
0C
|
May not be crossed by vehicles
or foot. |
| Structure Manufacturing Centre (SMC) |
1B
1R
10M
|
1
|
2P
2C
|
Allows the manufacture of prefabricated
versions of main structures listed here. It is essential for making
buildings.
Prefabricated buildings made by an SMC can be stockpiled prior
to assembly by a Construction Vehicle.
|
| Training Centre |
2B
2R
5M
|
1
|
1P
2C
|
Converts Colonists into security teams
and survey teams |
| Vehicle Factory |
1B
1R
8M
|
1
|
2P
2C
|
Allows the manufacture of all surface vehicle
types. |
| Warehouse |
2B
0R
3M
|
1
|
0P
1C
|
Can store, in reasonable security, up to
20 prefabricated buildings or the equivalent. (Otherwise structures
awaiting assembly are open to the elements, sabotage or other risks). |
|
Structure
|
What it does
|
Advanced Structures
|
(Only when blueprints
released from Corporate HQ - see 'tech development' below) |
| Advanced AMU |
Double the extraction rate from a normal
mine. Increased extraction efficiency means that it can continue to
extract from a depleted mine at a rate of 1 per turn after it is depleted. |
| Advanced CommCen |
Allows players to talk privately when they
wish. |
| Advanced Power Station |
Power output is 20 |
| Biological Research Station |
Conducts pure research into the local flora
and fauna and native biosystems. Not much direct economic value to
this though. In fact its a bit of a waste of time. I wouldnt
bother if I were you. |
| Commercial Zone |
Open air trading area, shops etc. Improves
Colonist Morale and increases values of exports. Can only be built
if the colony has a Biosystem Safety Certificate |
| Deep Cover |
Digging underground bunkers for a building.
Makes the type of building invisible to recce. Also provides some
cover against attack (+5 hit points).
The existence of a building cannot be hidden.
This must be built before the building it houses. Needs a construction
vehicle to do it.
|
| Education & Training Facility |
Maintains and improves colonists
skills. +1 to colonist morale |
| Farm |
Feeds 5 colonists permanently.
Can only be built if the colony has a Biosystem Safety Certificate
|
| Hi-Density Hab-Dome |
Provides habitation for 10 Colonists. |
| HSD construction facility |
An orbital facility. Must have Industrial
Unit, Tech Centre and Orbital Trading Station first. Does not require
construction vehicle. Requires some colonists to manage. Has internal
power and is supplied from planetside. With a shipyard and HSP allows
construction of interstellar ships. |
| Hyperlynium Synthesis Plant |
Must have Industrial Unit and Tech Centre
first. Allows the construction of Hyperspace Field Generators (HSFG).
It takes 1 turn to make enough Hyperlynium to make one HSFG |
| Industrial Unit |
Allows construction to happen more rapidly
an SMC on the same map can make any structure in 1 turn. New
structures may become available. |
| Medical Centre |
Retains colonists health at a higher
level. +1 to colonist morale |
| Military Training Centre |
Must have Industrial unit and Tech Centre
first. Allows production and training of military grade ground force
troops and vehicles (not Pacifiers or Marines though). |
| Militia Armoury |
Permits the arming of all colonists in
the zone as a peoples militia in time of crisis. Obviously if
the militia are called out, all other functions of the colony cease.
The colony must also stop work for one turn initially, to organise
basic training to allow colonists to be armed. |
| Orbital Shipyard |
Does not require construction vehicle.
Requires some colonists to manage. Has internal power and is supplied
from planetside. Allows construction of orbital shuttles, small interplanetary
ships and Starship Marines. |
| Orbital Trading Station |
Must have spaceport first. Does not require
construction vehicle. Requires some colonists to manage. Has internal
power and is supplied from planetside. During construction all exports
are reduced by 50%. Once constructed DOUBLE value of all exports. |
| Recreation Dome |
Pleasures 40 colonists. +1 to colony morale |
| Residential Zone |
Open air housing for 30 colonists. Improves
colonist morale. Makes habdomes obsolete (so once you start on these
colonists wont live in habdomes any more). Can only be built
if the colony has a Biosystem Safety Certificate |
| Security Station |
Provides internal security and policing
equivalent to 6 security teams (see Colonist Morale & Recruiting) |
| Shuttle Landing Field |
Increases the efficiency of shuttle activity
allows exports and imports to be made more effectively. Add
30% to value of all exports. |
| Spaceport |
Must be an upgraded Shuttle Landing Field.
Massively increases exports efficiency. Add 60% to value of exports. |
| Technology Centre |
Allows technologies to be accessed without
reference to the home corporation.
Instant access to plans for all available options for vehicles
and structures.
|
| Space Defence System |
Can shoot down military flyers, shuttles,
and attack low orbit shipping or orbital facilities. |
Population growth occurs mainly by immigration. There is therefore as
much population as there are habdomes to support it. Colonists arrive/leave
on the Company Shuttle.
Damage to Structures
Basically, if the enemy has unrestricted opportunity to attack your
base, in the 100 days of a game turn they can do extensive damage and
destroy many buildings. In the combat section below, the table will show
how many structures a unit can damage in a turn of trying. Units that
fought against defending units in a turn cannot attack buildings in the
same turn. A building damaged twice is deemed destroyed.
Deconstruction
Most structures can be dismantled and moved by a construction vehicle.
Obviously it loses its function, and it takes 1 turn to deconstruct, and
1M and 1 turn to rebuild at the new site.
(EXCEPTIONS: DPSR link, shuttle landing fields, spaceport, pleasure
dome, farm, deep cover).
Vehicle & Unit Statistics
|
Vehicle(s)
|
Cost
|
Build time
|
Movement Agility
|
Pop Requirement
|
What it does
|
Basic Units
|
| AirTrans |
2B
2R
3M
|
1
|
Flyer
|
1C
|
Can transport one foot team by air. |
| Bulk Carrier |
1B
0R
1M
|
1
|
Lumbering
|
1C
|
Can transport 20 units of any type. Or
2 foot teams. |
| Construction Vehicle |
1B
0R
2M
|
1
|
Lumbering
|
1C
|
Assembles prefabricated structure kits
and builds certain items. Capacity 1 structure. |
| Piloted Flyer |
1B
2R
2M
|
1
|
Flyer
|
1C
|
More effective than RPV. |
| Piloted Security Flyer |
2B
2R
2M
|
1
|
Flyer
|
1C
1 Sec team
|
Armed flyer. A security team is needed
as crew. |
| Repair Vehicle |
1B
0R
2M
|
1
|
Lumbering
|
1C
|
Can repair damaged buildings quickly. |
| RPV Flyer |
0B
2R
1M
|
1
|
Flyer
|
0
|
Useful for surveying the terrain for new
R or M mines. |
| Security ATV
|
1B
0R
1M
|
1
|
Agile
|
1C
|
Transports Security Team |
| Security GCV
|
1B
0R
1M
|
1
|
Mobile
|
1C
1 Sec team
|
Heavily armed combat vehicle. A security
team is needed as crew. |
| Security Team (foot) |
1B
1R
1M
|
1
|
Mobile
|
1C
|
Defends colony. Counts as an extra colonist.
Can only be made in a training centre. |
| Survey team (foot) |
0B
0R
1M
|
1
|
Mobile
|
1C
|
Detects sites likely to be good for R or
M mining. |
| Survey Team ATV |
1B
1R
1M
|
1
|
Agile
|
1C
|
Detects sites likely to be good for R or
M mining. |
|
Vehicle(s)
|
What it does
|
Advanced Units
(need technology import from Sponsors)
|
| Advanced Survey Team (flyer) |
Can find mining sites that may have been
missed by standard survey teams.
In an unsurveyed area they have a higher chance of finding normal
mines. New Deep mines require a construction vehicle
to spend 1d6 turns digging out before the Extraction Unit can be
deployed.
|
| Heavy Airtrans |
Can transport 1 vehicle of any type (with
its contents). Or 3 foot teams |
| Riot Squad |
Can capture rather than kill. Very effective
at keeping order in the colony. Not very effective in conventional
combat. |
| Transformer |
This is a method of converting a vehicle
so that it appears to be a different type. For example, you might
convert a Security GCV to look like a Bulk Carrier. The disguise is
undetectable until they transform. Transformation takes time, so they
cannot be used to shoot someone without warning or the opportunity
to move away. |
Demanufacture
Vehicles can be scrapped. This is an activity conducted at the Vehicle/Flyer
factory and takes one turn.
You recover half their mineral value (rounded up) or 1M whichever is
greater.
Colony Morale & Recruitment
The colonys morale is significant because it affects the population.
In any turn that you are recruiting more colonists to fill new habdomes,
roll 1d6 for the number of colonists that arrive that turn.
This is modified:
-1 for each colonist or security team lost at any time during
the last turn.
-1 if the colony is chaotic. This means that there
is insufficient law and order. If the colony has less than one security
team (or the equivalent) per 20 colonists allocated to internal security
only (i.e. not wandering about the place picking fights with other
colonies), then the Saturday night bar fights get seriously out of hand.
-2 if the colony is deemed demoralised. The team
control will warn you if this is likely to happen but you can probably
work out for yourselves what is likely to make the colony demoralised.
-1 if the colony is deemed to disadvantaged. The
team control will explain if this has happened usually if life
in another colony on the planet is substantially better than in your colony)
Because immigrants arrive on ships, the die roll, once made, cannot
be unmade. If the resultant score is negative, it means that this number
of colonists leave.
If you recruit more colonists than you have space for, the unaccommodated
ones leave immediately (you cant save them up!)
Fighting
|
Unit(s)
|
Combat Power
|
Defensive Power
|
Movement
Agility
|
Number of buildings damaged per turn
|
|
Vs Grnd
|
Vs Air
|
| AirTrans |
0
|
0
|
2
|
Flyer
|
0
|
| Bulk Carrier |
0
|
0
|
6
|
Lumbering
|
0
|
| Construction Vehicle |
0
|
0
|
6
|
Lumbering
|
0
|
| Ground Force GCV(1) |
15
|
6
|
12
|
Agile
|
20
|
| Ground Force Section (1) |
12
|
6
|
10
|
Agile
|
12
|
| Guard Turret |
8
|
2
|
10
|
Fixed
|
8
|
| Military Pacifier (1) |
10
|
20
|
12
|
Flyer
|
20
|
| Missile Turret |
2
|
8
|
10
|
Fixed
|
4
|
| Piloted Flyer |
0
|
0
|
1
|
Flyer
|
0
|
| Piloted Security Flyer |
1
|
1
|
1
|
Flyer
|
4
|
| RPV Flyer |
0
|
0
|
1
|
Flyer
|
0
|
| Security All Terrain Vehicle |
2
|
1
|
2
|
Agile
|
4
|
| Security Ground Combat Vehicle |
4
|
1
|
6
|
Mobile
|
8
|
| Security Team (foot) or Peoples Militia |
2
|
1
|
2
|
Mobile
|
4
|
| Starship Marine Section (2) |
10
|
2
|
10
|
Mobile
|
10
|
Advanced Units
|
| Advanced Survey Team |
0
|
0
|
1
|
Flyer
|
0
|
| Heavy Airtrans |
0
|
0
|
4
|
Flyer
|
0
|
| Riot Squad |
1+
|
0
|
3
|
Mobile
|
0
|
(1) Military and certain specialised units cannot be built only
imported.
(2) Riot Squad can KO and capture units on foot rather than kill.
DECOY UNITS
Each team is permitted to create 3 decoy units. These are marked on
the back clearly as DECOY and can be of any mobile
type.
However, once called out in a combat, the real nature of the decoy must
be revealed and the decoy unit is removed from play that turn.
It can be returned to play again the next turn.
COMBAT SEQUENCE
If two (or more) colonies have forces in a given map zone, they may
choose to face off. Each player can add to their forces until
their opponent is ready to fight, or backs down.
The order in which forces can be added are:
- Flyers on the same map
- Agile units on the same map
- Mobile units on the same map
- Flyers on any other map
- Agile units on the next adjacent map
- Mobile units from next adjacent map
- Lumbering units from the same map
- Everything else that can move
- Any units manufactured this turn
SPECIAL RULE: Transformers can join the action by transforming
on the phase they would otherwise join in, and actually joining in on
the next phase.
It goes like this:
Player 1"You leave"
Player 2 "No, you leave"
Player 1 "No"
Control "This is a face off player 1, will you up the ante?"
Player 1 "Yes" moves all three of his security teams on the same
map.
Control "Player 2 back down or up the ante?"
Player 2 "Up the ante" moves two security teams in.
Control "Player 1, up the ante?"
Player 1 "No, Ill fight"
Combat is then resolved. In this example, Player 2 is forced
out of the zone.
COMBAT RESOLUTION
Total the combat power and defensive power for each side.
Air combat power can be used if there are any air units on the opposing
side.
Ground combat power can be used if there are any ground units on the
opposing side.
If the defensive power is exceeded then that force must withdraw into
the next zone.
If the defensive power is exceeded by a factor of 2 or more, that force
must withdraw to the next map.
It is possible for both sides to be forced to withdraw.
Losses
Roll 1d6 for each unit in the fight
Winner score 1 for it to be destroyed
Loser score 1 or 2 for it to be destroyed
+1 to die roll if regular military unit
If a destroyed unit has a C value then lose a colonist as
well.
Tech Development
There are no new technologies created during the game (or at least very
few).
However the better technologies are expensive to import to the colony
and the corporate sponsors want to know that their investment will be
worthwhile before allowing you to deploy the higher tech stuff.
Some technologies (such as the farm) cannot be deployed straight away
because of the investment needed in analysing the local biological conditions.
This is simulated here by an analysis of the exports each team makes
to its patrons. Depending on how successful at exporting you are perceived
to be, you will be awarded technology credits. These can be traded between
teams.
You can use technology credits to access the following technologies:
|
Technology
|
Tech Credit Value
|
| Advanced AMU |
9
|
| Advanced CommCen |
4
|
| Advanced power plant |
1
|
| Barracks |
100
|
| Biological Research Station |
7
|
| Commercial Zone |
20
|
| Deep Cover |
30
|
| Farm |
20
|
| Heavy Airtrans |
2
|
| Hi-density habdome |
8
|
| HSD Factory |
150
|
| Hyperlynium Plant |
150
|
| Industrial Unit |
60
|
| Medical Centre |
11
|
| Militia Armoury |
5
|
| Orbital Shipyard |
120
|
| Orbital Trading Station |
50
|
| Recreation dome |
15
|
| Residential Zone |
20
|
| Riot Squad |
10
|
| Security Station |
6
|
| Shuttle Landing Field |
2
|
| Space Defence System |
150
|
| Spaceport |
17
|
| Technology Centre |
75
|
| Training Facility |
12
|
| Transformers |
20
|
|