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Introduction

The game Starwar was designed first to be a companion to Starguard, which would enable the players to move troops
through interstellar space, engaging in ship to ship combat whenever necessary, and then moving over to Starguard rules
when the troops are landed.

Secondly, Starwar was designed to be a component in a larger comprehensive science fiction game system, which will
include a role-playing game. As such Starwar players are in the position of individual starship commanders, deciding
whether to shunt available power to weapons or engines. It is a complex game requiring skill and a cool head. A skillful
player in a small ship can often beat a less skillful player in a larger, more powerful ship.

Speed of play is another advantage to Starwar. The average engagement seldom lasts more than ten turns, which can be
played in one to one and a half hours. Starwar can be played either as a two-dimensional game or as a three-dimensional
game utilizing the cast starships available from McEwan Miniatures.

Historical backgrounds of the races mentioned in the rules will be found in the Starguard and Orilla rules.

Strategic Map

The strategic map is made on an 8 1/2 x 11 sheet of 1/4" graph paper. This is cubed into an area 30x30x30 squares since
this is to be a three dimensional map. This will represent 27,000 cubes, each cube being 10 light years on a side. Each
square on the map will be considered a sub-sector containing 1000 cubic light years.

The master map will be lettered from A to DD across the top and numbered from 1 to 30 down the side. Each one of the
27,000 sub-sectors can be exactly described by its coordinates; for instance, 15-B-10 would be found 15 lines down, 2
lines over and up to the 10th level. Since this master map should have about 135,000 stars in it, obviously no attempt
should be made to show all the stars. The map should show only about 40 Go class suns and a few O, B or A class suns
for landmarks. Maybe you might want to throw in a Dark Nebula or other large landmark (Space Mark?). When a player
wishes to explore a sub-sector, the sub-sector map must be made. An area of graph paper 20 x 20 should be squared off.
This should be labeled 1 through 20 across the top and A through T down the side. Also, numbers 1 through 20 should be
placed along the side for convenience. Now determine the number of stars in that sub-sector by rolling one percent die.
So there will be from 1 to 10 stars in that sector.

To randomly determine the positions of each star, roll one percent die with one six sided die as a control die. If the six
sided die shows 1, 2 or 3 add nothing to the percent die. If the six sided die shows 4, 5 or 6 add 10 to the percent die.
This way a flat 1 to 20 generation may be obtained. For each star in the sub-sector, roll this combination of dice 3 times.
The first roll is read across, the second down and the third gives the level.

Example: If the rolls were 8, 5 and 9, the star would be then described as 8 E 9 and could be easily located thereafter.

The spectral class and planetary types may then be discovered from the following charts.

Spectral Classes of Stars

(1-73) M class Roll one percentile die to establish spectral number Read the 0 as Zero
(74-88) K class
(89-95) G class
(96-98) F class
(99-100) Roll on rare star chart

Rare Star Chart


(1) Class O
(2) Class A
(3) Class B
(4-56) Red Giant
(57-81) White Dwarf
(82) Blackhole
(83-87) Gaseous Nebula
(88-95) Double System
(96-98) Triple System
(99) Dark Nebula
(100) Nova Star

Whenever a Nebula is rolled, check the size by rolling one six sided die for each side and the depth.

Planetary Types

Once the spectral class of a star is determined, it is necessary to determine the number and type of planets orbiting the
star. The following chart shows the procedure for each type of star:

Spectral Type Number of Dice Rolled

All O, B and A Classes 2-2


F Class 3-5
G Class 3-1
K Class 3-6
M Class 2-4
Red Giants 4-4
White Dwarf 1-3
Blackhole None

Use of the chart is as follows: A K class star is being rolled for (the first number given is the number of six sided dice to be
rolled). Three six sided dice are rolled. The roll is 9. The next number is the number to be subtracted from the roll. 9-6
equals 3; therefore, the star has three planets. If the resulting number is zero or a minus number, the star has no planets.

Once the number of planets is discovered, the type of planets and number of satellites can be discovered from the
following charts: (use 100% dice)

Spectral Class Planetary Types


1. 0, B and A a(1-65) b(66) l(67-80) m (81-90) o(91-99) s(100)
2. F0 and F1 a(1-60) b(61) c(62) j(63-70) l(71-80) m(81-90) o(91-99) s(100)
3. F2 a(1-60) b(61) c(62) g(63) j(64-70) k(71) l(78-80) m(81-90) o(91-99) s(100)
4. F3 a(1-40) b(41-44) c(45) e(46-62) g(63) j(64-70) k(71) l(72-80) m(81-90) o(91-99) s(100)
5. F4 and F5 a(1-30) b(31-35) c(36) e(37) g(38) j(39-45) k(46) l(47-60) m(61-80) o(81-99) s(100)
6. F6 and F7 a(1-30) b (31-35) c(36) d(37) e(38) f(39) g(40) h(41) j(42-50) k(51-70) l(71-80)
m(81-86) o(86-99) s(100)
7. F8 and F9 a(1-30) b(31-35) c(36) d(37) e(38) f(39) g(40) h(41) i(42) j(43-50) k(51-60) l(61-70)
m(71-80) o(81-99) s(100)
8. Go through G4 a (1-10) b (11-20) c (21) d (22-28) e (29) f (30) g (31) h (32) i(33) j(34-40) k(41-50)
l(51-70) m(71-80) o(81-99) s(100)
9. G5 through G6 a(1-10) b(11-20) c(21) d(22-27) e(28) f(29) g(30) h(31) i(32) j(33-40) k(41-50) l(51-70)
m(71-80) n(81) o(82-99) s(100)
10. G7 a(1-10) b(11-20) c(21) d(22-23) e(24) f(25) g(26) h(27) i(28) j(29-35) k(36-45) l(46-59)
m(60-70) n(71) o(72-99) s(100)
11. G8 a(1-10) b(11-20) c(21) d(22) e(23) f(24) g(25) h(26) i(27) j(28-35) k(36-45) l(46-59)
m(60-70) n(71) o(72-99) s(100)
12. G9 a(1-10) b(11-20) d(21) e(22) f(23) g(25) j(26-30) k(31-40) l(41-56) m(57-70) n(71)
o(72-99) s(100)
13. Ko a(1-5) b(6-10) d(11) e(12) f(13) g(14) j(15-20) k(21-30) l(31-45) m(46-60) n(61)
o(62-99) s(100)
14. K1 a(1-5) b(6-10) d(11) h(12) j(13-20) k(21-30) l(31-45) m(46-60) o(61) n(62-99) s(100)
15. K2 through M2 a(1-5) b(6-7) h(8) j(9-20) k(21-30) l(31-50) m(50-80) o(81-99) S(100)
16. M3 through M9 a(1-3) b(4-5) h(6) j(7-20) k(21-25) l(26-30) m(31-80) o(81-99) s(100)
17. Red Giants a(1-40) b(41-50) c(51) e(52) j(53-60) k(61-62) l(63-70) m(71-80) o(81-99) s(100)
18. White Dwarf Q only
19. Variables a(1-65) b(66) l(67-80) m(81-90) o(91-99) s(100)

Planetary Types
A. Very hot molten blob (Mercury), surface temperature 800degF to 2000degF., no atmosphere, heavy metals
readily available, Amcrys chance 1%, surface gravity .1 to .3, Orbit .2 to .4 A.U., Rotational period 1-36 minus 5 hours
(zero or minus rotation means planet keeps the same surface toward the star all the time, see note #) satellites 1-6 minus
5, life chance 1%.

B. Hot, dry (Venus), poisonous atmosphere, extreme winds and dust storms. Surface temperature 100degF to
600degF, Amcrys chance 5%, surface gravity .6 to 1.6, orbit .5 to .8 A.U., rotational period 1-36 minus 3 hours, satellites
1-6 minus 4.

C. Hot, wet (Tellus), breathable atmosphere, most of planet low swampy except around poles, little or no ice cap.
Surface temperature 20deg-140degF, Amcrys chance 3%. Surface gravity 1.2 to 2.0, orbit at .8 to 1.7 A.U., rotational
period 12-36 hours, satellites 1-6 minus 2, life chance 60%.

D. Earth type. Breathable atmosphere, planet basically earthlike. Surface temperature –50deg to 120degF, surface
gravity .68 to 1.25, Amcrys chance 20%, orbit .9 to 1.2 A.U., rotational period 1-36 minus 1 hour, satellites 1-6 minus 2.

E. Hot, dry (Novatexas), large diameter, low density planet, poor in heavy metals, breathable atmosphere, small
oceans, surface temperature 20deg-140degF, Amcrys chance 10%, surface gravity .8 to 1.2, orbit .9 to 1.2 A.U., life
chance 99%, rotational period 1-36 minus 2, satellites 1 to 12 minus 4, life chance 90%.

F. Earthlike but wet (Nekton), no large land masses, mostly ocean, surface temperature –20degF to 100degF,
Amcrys chance 3%, surface gravity .8 to 1.2, orbit .8 to 1.7 A.U., rotational period 1-36 minus 1, satellites 1 to 6 minus 2,
life chance 99%.

G. Earthlike but dry (Dune), little or no surface water, surface temperature –50deg to 140degF, Amcrys chance 30%,
surface gravity .8 to 1.2, orbit .8 to 1 A.U., rotational period 1-36 minus 1, satellites 1 to 6 minus 4, life chance 60%.

H. Earthlike but cold and wet (Pinsk IV), large ice caps will cover most of the planet. Oceans will be mostly frozen.
Surface temperature –70deg to 85degF (note subtropical areas may exist as a result of geothermal heat as on Pinsk IV),
Amcrys chance 1%, surface gravity .8 to 1.2, orbit 1 to 1.7 A.U., rotational period 1-36 minus 4, satellites 1 to 6 minus 4,
life chance 30%.

I. Earthlike but heavy gravity (Orilla). Oceans will occupy 25 to 65% of surface area. Mountains will be generally low
and worn down. Surface temperature –50deg to 110degF, Amcrys chance 20%, surface gravity 1.5 to 2.5, orbit .8 to 1.7
A.U., rotational period 1-36 minus 1, satellites 1 to 12 minus 1, life chance 60%.

J. Asteroid Belt. Broken up planet. There will be 1 to 6 larger asteroids. The larger Asteroids will have a 1% chance
of being large enough to have a breathable, but frozen atmosphere. Otherwise, there will be no atmosphere. Surface
temperature will be –200deg to +40degF. Surface gravity will be .01 to 0.2, orbit from .4 to 10 A.U., Amcrys chance 15%,
rotational period 1 to 12 minus 1, satellites (note large asteroids may have many smaller asteroids as satellites). All other
asteroids in Belt will be very small having surface gravity of less than .01, life chance 0%. Note: 10% chance of fossilized
life forms.

K. Low gravity, thin atmosphere type (Mars). Little or no surface water, surface temperature -1000 to +100degF,
Amcrys chance 10%, surface gravity .2 to .6, orbit 1.2 to 2 A.U., rotational period 1 to 36 minus 1, satellites 1 to 6 minus
3. There is a 50% chance that atmosphere will be breathable with the aid of a compressor. Life chance 20%.

L. Jovan type world (Jupiter, Saturn). Heavy gravity, high pressure and poisonous atmosphere make these worlds
unaccessable for all ordinary purposes. Amcrys chance 0%, satellites 1 to 12 minus 1. Orbit 5 to 10 A.U., life chance 3%.

M. Very cold poisonous atmosphere worlds (Neptune, Uranus). Atmosphere may be frozen no free water except in
the form of ICE. Amcrys chance 3%, surface gravity .8 to 2, orbit 15 to 40 A.U., rotational period 1-36 minus 4, satellites 1
to 12 minus 3, life chance 2%.

N. Extreme conditions type planet (Trenco). Poisonous atmosphere combined with very volatile free liquid results in
the oceans evaporating during the day and the liquid condensing out of the clouds during the night. This would result in
furious wind storms during the day as the oceans dry up and stupendous rain storms during the night, filling the oceans
back up. There would be no permanent features on the landscape inasmuch as the constant storms would scour the
planet's surface smooth. Amcrys chance (none) , surface gravity . 8 to 2, orbit to 1.7 A.U., rotational period 1-36 minus 1,
satellites 1 to 6 minus 2, life chance 5%.

O. Airless rock (Luna). No atmosphere, no water other than ice. Amcrys chance 3%, surface gravity .01 to .1, orbit .7
to 50 A.U., rotational period 1-36 minus 1, satellites 1 to 6 minus 3, life chance 1%.

P. Peculiar conditions. This type of planet has a very elliptical orbit ranging from .7 A.U. to 1.7 A.U., causing extreme
weather and temperature changes as the planet reaches aphelion and perihelion. Surface gravity .8 to 1.2, Amcrys
chance 10%, rotational period 1 to 36 minus 1, satellites 1 to 6 minus 4, life chance 10%.

Q. Burnt cinder. This type world is usually found near white Dwarfs or as wanderers blown loose from Novas. Most
of the lighter elements are gone resulting in small size but high mass. Surface gravity .8 to 2, no atmosphere, Amcrys
chance 20%, rotational period 1 to 36 minus 1, orbit 4 to 50 A.U., satellites 1 to 6 minus 5, life chance 0%.

R. Volcanic world. This type planet is basically earthlike but has a 50% chance of the atmosphere being so polluted by
the smoke and poisonous gases from the volcanic activity that the atmosphere will not be breathable. Frequent
earthquakes and violent earth shifts will be characteristic of this type planet. Violent storms and electrical discharges will
be common. Surface temperature –50deg to 120degF, surface gravity .8 to 1.2, Amcrys chance 20%, orbit .8 to 1.2 A.U.,
rotational period 1-36 minus 1, satellites 1 to 6 minus 2, life chance 10%.

S. Double planet. If this one comes up the planets should be very similar in mass though they could be of different
type. Roll again to find out what types. These two will orbit around a common center.

T. Rings. There will be 1 to six rings.

Satellites

Satellites should always be smaller in mass than their primary. Satellites will be of the following types: (Roll on 100%
dice.)

Planet Type Satellite Type


A. A(100%)
B. T(1-2) j(3-43) k(44-46) O(49-99) Q(100)
C. O(1-45) T(46-58) B(59) d(60) f(61) j(63-99) Q(100)
D. O(1-65) T(66-68) B(69) f(70) g(71) h(72) j(73-100)
E. O(1-75) T(76-80) d(81) f(82) g(83) h(84) j(85-90) k(91-100)
F. O(1-65) T(66-68) B(69) f(70) g(71) h(72) j(73-99) k(100)
G. O(1-65) T(66-68) B(69) f(70) h(71) j(72-99) k(100)
H. O(1-65) T(66-68) B(69) f(70) g(71) j(72-90) k(91-100)
I. O(1-65) T(66-70) d (71) e(72) f(73) g(74) h(75) j(76-90) k(91-100)
K. O(1-85) T(86-87) j (88-99) Q (100)
L. O(1-85) T(86-90) j (91-99) Q(100)
M. O(1-85) T(86-87) j(88-100)
N. O(1-85) T(86-87) j(88-100)
0. O(1-90) T(91) j(92-99) Q(100)
P. O(1-90) j(91-98) T(99) Q(100)
Q. Q(1-100)
R. O(1-89) T(90-93) d(94) e(95) f(96) g(97) j(98) k(99-100)

Once the planetary type is determined, the presence of life forms needs to be determined. The following chart shows the
chance of finding life forms on any given planet, and what type of life forms are dominant.

Planetary Type Chance of Life Type of Dominant Life Forms

a. 5% 1(1-2) 2(3-5)
b. 5% 1(1) 2(2) 3(3-4) 23(5)
c. 60% 4(1) 5(2-6) 6(7) 7(8) 8(9-30) 9(31-40) 15(41) 16(42-50)
18(51-53) 23(54-60)
d. 99% 1(1) 4(2) 5(3-10) 6(11) 7(12) 8(13-15) 9(16-18) 10(19-25)
11(26-35) 12(30-39) 13(40) 14(41) 15(42) 16(43) 17(44)
18(45-49) 19(50) 20(51-55) 21(56) 22(57) 23(58-100)
e. 90%. 1(1) 4(2-6) 5(7-20) 6(21) 7(22) 10(23-25) 11(26-35)
12(36-45) 13(46) 14(47-50) 17(51) 18(52-64) 19(65)
20(66) 21(67) 22(68-75) 23(76-90)
f. 99% 4(1) 5(2-6) 6(7) 7(8) 8(9-40) 9(41-50) 10(51-60) 11(60-65)
12(66) 13(67) 14(68) 15(64-80) 16(81-85) 18(86-90)
23(90-100)
g. 60% 1(1) 4(2-6) 5(7-15) 6(16) 7(17) 10(18-20) 11(21-26)
13(27) 14(28-35) 17(36) 18(37) 19(38-50) 20(51-55)
22(56) 23(76-90)
h 30% 4(1-5) 6(6-15) 7(16) 10(17-20) 11(21-25) 23(26-30)
i. 60% 4(1-6) 5(7-12) 6(13) 7(14) 8(15) 9(16-20) 10(21-23)
11(23-25) 12(26-40) 13(41) 14(42-44) 17(45) 18(46)
20(47) 21(48) 22(49-50) 23(51-60)
j. 0% Note: Asteroids have a 10% chance of having fossilized
life forms or remnants of former worlds.
k. 20% 1(1) 4(2-6) 6(7) 10(8-10) 11(11-13) 13(14) 14(15)
23(16-20)
l. 3% 1(1) 2(2-3)
m. 2% 2(1) 3(2)
n. 5% 2(1) 3(2) 23(3-5)
0. 1% 1(1)
p. & r. 10% 4(1) 5(2) 8(3) 9(4) 10(5) 11(6) 13(7) 17(8) 21(9) 23(10)
q. 0% no life at all

Life Forms

1. Non material, primarily energy life forms. Having no physical bodies, this type of life form may be invisible (25%
chance) or appear as a glowing light or if they have Psionic powers (80% chance) able to appear as anything they want
to. They may be energy vampires feeding on the life energy of other living beings if such are available (20% chance) or
they may draw energy from the sun or from electrical equipment, shorting it out (25% chance) or they might not have any
effect on humans or their machines. Chance to be able to communicate 20%.

2. Silicon base life forms, basically they are living rocks and may appear as rocks (1 to 50%) or as anthropomorphic blobs
(51 to 90%) or with basically humanoid bodies (91 to 100%) . Chance to communicate 10%.

3. Poisonous atmosphere breathers: These creatures may look like almost anything from anthropomorphic blobs to
fish-like creatures swimming in seas of frozen methane. The umpire should use his imagination here and match the
creature to the conditions of their home world. Base chance to communicate 15%.

4. Insectoid. In this case, if the technology level is G (space age) then these insectoids will be Dreenoi. Otherwise, there
is a 35% chance they will be hive minded instead of individuals. Base chance to communicate is 25%.

5. Reptiloid. In this case, if the technology level is G, I or J these reptiloids will be Ralnai. Base chance to communicate is
85%.

6. Ursinoids. Basically bears, these types will generally be large, strong and hairy. Base chance to communicate is 90%.

7. Felinoid (cat people) . These types will tend to be somewhat smaller than humans and somewhat faster on their feet.
Base chance to communicate 80%.

8. Amphibians. They will be like the Nektons. If the technology level is G or I, they will probably be Nektons; otherwise,
they might be like frogs or salamanders. Base chance to communicate 80%.

9. Ickthyoids, water breathers, basically fish. Base chance to communicate 70%.

10. Humans of Earth origin. These can be of almost any technological level, and would probably be descended from
people who left Earth during the First Exodus (2051 to 2071), or the Minority Exodus (2093 to 2114). They may have
been accidentally, or deliberately, cut off from Earth or other human society for several generations. Base chance to
communicate 100%.

11. Humans of Eli origin. The technological level of these will always be I. Base chance to communicate 100%.

12. Other Humanoid Types. If the technological level is G, these will be Orilla; otherwise, they could be almost any type of
humanoids. Base chance to communicate 100%.

13. Robotoids. These are basically creatures with metal bodies. They may be relics of former civilizations such as
Saberhaugen's Beserkers or living beings who have replaced their bodies a part at a time with metal bodies. Base chance
to communicate 90%.

14. Rodents. These may be like rats or beavers or even porcupines. Base chance to communicate 90%.

15. Cephalopod (critters with tentacles), basically like an octopus or nautlus. Base chance to communicate 50%.

16. Nereids. Basically swamp, dwellers or sea shore amphibian having basically worm-like bodies. The Terrellians will fall
into this class. Chance to communicate 80%.

17. Gestalt. A creature comprised of two or more separate creatures who interact in close symbiosis. Base chance to
communicate 70%.

18. Two or more life forms are competing for dominance, or one has been enslaved by the other. Roll again twice to see
what types.

19. Ornithons. Basically bird people and could be feathered or batlike. Base chance to communicate 80%.

20. Arachnids. Spiders or scorpins. Base chance to communicate 40%.

21. Chameleoids. Creatures with the ability to take upon themselves the looks or shapes of other races. Base
communication chance 90%.

22. Marsupial Types. Similar to Kangaroos, wombats or opossums. Base communication chance 80%.

23. Plant life only. Base communication chance 5%.

Note: Base chance given for communication is for sub-human intelligence. Low intelligence means no communication.
Human intelligence adds 10% to base chance and high intelligence adds 20% to base chance.

Once the dominant life forms on a planet is discovered, the intelligence level must be determined.

Life Form Intelligence Level


Type Low Sub-Human Human High
1 (1-40) (41-50) (51-60) (61-100)
2 (1-60) (61-70) (71-80) (81-100)
3 (1-25) (26-60) (61-99) (100)
4 (1-50) (51-75) (78-99) (100)
5 (1-25) (26-50) (51-99) (100)
6 (1-25) (26-50) (51-99) (100)
7 (1-30) (31-60) (61-99) (100)
8 (1-30) (31-60) (61-99) (100)
9 (1-40) (41-60) (61-99) (100)
10 (1-5) (5-99) (100)
11 (1-5) (5-99) (100)
12 (1-5) (5-99) (100)
13 (1-5) (5-90) (91-100)
14 (1-40) (41-60) (61-99) (100)
15 (1-50) (51-70) (71-99) (100)
16 (1-20) (21-50) (51-99) (100)
17 (1-80) (81-98) (99) (100)
18 ---- ----- ----- --
19 (1-20) (21-50) (51-99) (100)
20 (1-50) (51-70) (71-99) (100)
21 (1-40) (41-60) (61-99) (100)
22 (1-20) (21-50) (51-99) (100)
23 (1-80) (81-98) (99) (100)

Once the intelligence level has been discovered, the technology level needs to be determined.

Technology Intelligence Level


Level Low Sub-Human Human High
A (1-80) (1-60) (1-5) (1-10)
B (61-70) (6-10)
C (71-75) (11-5) (12)
D (16-20) (13)
E (21-50) (14-20)
F (51-70) (21-30)
G (71-80) (31-40)
H (81) (40-90)
I (76-78) (82-90) (91-95)
J (81-100) (79-100) (91-100) (96-100)

Technology Levels

A. None
B. Stone Age (tools and fire)
C. Iron Age (edged weapons and primitive metalurgy)
D Machine Age (gunpowder and machine tools)
E Electronic Age (primitive computers and radar, etc.)
F Atomic Age (interplanetary flight)
G Space Age (hyperdrive and cyberbrains)
H Magic (psyonic powers highly developed)
I Civilization in decline
J Civilization in ruins

Note: If "I" rolled, roll again once to determine the former level of civilization and then again to determine the level it is
now.

Physical Characteristics

Size: If it is necessary to determine the size of a subject race, the following- chart will be helpful. (Use 100% dice)

SIZE RANGE
Life Very Small Small Dwarf Human Large Giant
Forms 6" to 10" 1’ to 2' 2’ to 4.5' 4.5’ to 6.5’ 6.5’ to 8’ 8’ to 20’
1 (1-8) (9-24) (25-40) (41-72) (73-88) (89-100)
2 (1-8) (9-24) (25-40) (41-56) (57-90) (91-100)
3 (1-8) (9-24) (25-40) (41-56) (57-73) (74-100)
4 (1-8) (9-24) (25-40) (41-72) (73-88) (89-100)
5 (1-8) (9-24) (25-40) (41-72) (73-88) (89-100)
6 (1-8) (9-24) (25-40) (41-56) (57-90) (91-100)
7 (1-8) (9-30) (31-40) (41-72) (73-99) (100)
8 (1-8) (9-24) (25-40) (41-72) (73-88) (89-100)
9 (1-8) (9-24) (25-40) (41-56) (57-88) (89-100)
10 (1-3) (3-90) (91-100)
11 (1) (2-85) (86-98) (99-100)
12 (1-8) (9-24) (25-40) (41-72) (73-97) (98-100)
13 (1-3) (4-5) (6-8) (9-72) (73-97) (98-100)
14 (1-16) (17-32) (33-64) (65-80) (81-99) (100)
15 (1-3) (4-5) (6-8) (9-70) (71-90) (91-100)
16 (1-3) (4-5) (6-40) (41-72) (71-90) (91-100)
19 (1) (2-5) (6-50) (51-79) (80-98) (99-100)
20 (1-5) (6-30) (31-70) (71-85) (86-98) (99-100)
21 (1-2) (3-4) (5-6) (7-90) (91-99) (100)
22 (1-2) (3-10) (11-50) (51-80) (81-99) (100)
23 (1-16) (17-32) (33-48) (49-64) (65-80) (81-100)

If “J" is rolled, roll again to determine the level the civilization was before it was destroyed or was abandoned. If "H" is
rolled, go to the Psychic abilities chart to determine the type and number of Psychic abilities.

Psychic Abilities Chart (use 12 sided die)

1. Psychokinesis: (movement of physical objects by the mind without use of physical means.)

2. Psychometry: (divination of facts concerning an object or its owner through contact with or proximity to the object.)

3. Psychotropic assault: (attack on the mind by mental power).

4. Psychorestorative powers: (ability to heal physical injury or sickness by mental power.)

5. Pyrogenicisum: (ability to start fires by mental energy alone.)

6. Psychogenic electronihilism: (ability to stop, short out, destroy or control electronic devices by mental energy.)

7. Psycho vampirisum: (ability to feed on the life energy of other beings.)

8. Telepathy: (ability to communicate mind to mind.)

9. Teleportation: (ability to instantaneously transport oneself from one place to another.)

10. Psychopropulsion: (ability to propel objects by mental power in normal space or hyperdrive.)

11. Electrogenisis: (ability to generate a powerful electric shock as an electric eel.)


12. Subject has several abilities. Roll one 6 sided die to find out how many.

Use of Psychic abilities chart:

When the subject race or individual has one or more of these powers, roll one six sided die to determine the extent of
these powers, as follows:

1. Psychokinesis - (die roll) - (1) - can move small objects (1 oz.) only 1/6 of the time; (2) - can move objects weighing up
to 2 lbs. 2/6 of the time; (3) can move objects weighing up to 50 lbs. 3/6 of the time; (4) - can move large objects 200 lbs.
4/6 of the time; (5) - can move objects weighing up to 10 tons 6/6 of the time. (Note: This represents the maximum effort
and can only be done once per day.) Range by visibility.

2. Psychometry. In this case, the initial die roll is an indicator of whether the ability will work or not on a given object. The
trial die roll must be less than or equal to the initial die roll for the ability to function.

3. Psychotropic assault. In this case, the initial die roll is the combat factor. (See Starguard rules, pp. 27) Note that no
modifiers apply and that in a psychotropic assault the attacker need not be in contact with the defender. Maximum range
is limited by visibility.

4. Psychorestorative powers. The initial die roll must be equal or greater than the test die roll for this ability to function.

5. Pyrogenicisum. (Same as #4.)


6. Psychogenic electronihilisum. Initial die roll is a measure of the subject's ability: (1) can stop electrical equipment for
1-6 turns; (2) can stop electronic gear for 1-6 days; (3, 4 and 5) can destroy electronic gear; (6) can reprogram or control
electronic equipment.

7. Psycho vampirisum. Initial die roll is the vampire's initial combat factor. Each hit on the victim removes 1-6 combat
factors from the victim and adds it to the vampire Is combat factor. (See Starguard rules pp. 27). Vampire's maximum
combat factor is never higher than 6 times the initial die roll. Vampire must be in melee range to initiate combat. This
ability has no effect on robots or other mechanical types. Vampire will loose accumulated combat factors above its initial
combat factor at a rate of one per hour and, if unable to feed on some type of life form, will loose its initial combat factor
at a rate of one per day until all combat factors are exhausted at which point it will either die or go into hibernation
(umpire's choice).

8. Telepathy. (Same as #4.)

9. Teleportation. (Same as #4.) Note, the subject teleport must have been to the place where he is trying to teleport to or
the ability will not work.

10. Psychopropulsion. Initial die roll is measure of subject' s ability as follows: (1) can maintain 3 vector 1-6 hours; (2)
can maintain 3 vector 1-12 hours; (3) can maintain 6 vector 1-6 hours; (4) can maintain 6 vector 1-12 hours; (5) can
maintain 10 vector 1-6 hours; (6) can maintain 10 vector 1-12 hours. Note, this is the maximum effort in one day and is in
addition to the ship's normal vector factor. (See the Witches of Karres by James H. Schmitz, for a further explanation of
the Sheewash Drive.)

11. Electrogenisis. Initial die roll is measure of subject's ability. (1 or 2) can stun for 1-6 turns, 1-6 times per day. (3 or 4)
can KO for 1-6 turns, 1-6 times per day. (5 or 6) can kill 1-6 times per day. Note: Victim must be in direct contact or in
contact with a conductor in order to shock.

once the technological level is found, the governmental type can be found from the following chart. (Use percent dice)

TECHNOLOGY LEVEL
Government A B C D E F G H I J
None (1-90) (1-10) (1-5) (1) (1-20)
Tribal (91-100) (11-50) (6-10) (2) (1-2) (21-25)
City State (51-70) (11-30) (3-5) (3-5) (26)
Democracy (31-35) (5-15) (5-15) (1-10) (1-10) (27-60)
Oligarchy (36-40) (16-25) (16-25) (11-20) (11-20) (61-70)
Monarchy (71-80) (41-70) (26-50) (26-50) (21-30) (21-30) (71)
Matriarchy (81-90) (71-80) (51-60) (51-60) (31-75) (31-75) (72)
Dictatorship (81-85) (61-75) (61-90) (35-90) (35-90) (73)
Theocracy (91-100) (86-90) (76-90) (91-93) (91-95) (91-95) (74-99)
Feudal (91-100) (91-100) (96-100) (96-100) (96-100) (100)

one more thing is needed to complete the outline of the subject planet. How will the inhabitants react to visitors from
beyond the stars? Are they going to worship the sky gods? Will they feign friendship to learn the secrets of hyperdrive?
Will they fling themselves in mad Banzi charges against the invaders or just be completely indifferent, ignoring the visitors
as much as possible? To answer these questions we have provided the Xenophobia level chart.

(Die roll) use 1 six sided die

TECHNOLOGY LEVELS
A B C D E F G H I J
1 a a g g g g a a - -
2 b b a a a a d d - -
3 c c b c e e g d - -
4 d d e e h h h e - -
5 e e h h h h h h - -
6 f f c d d g h d - -

Results:
a. Insane fear and rage; subject race will do everything in their power to destroy the invaders from the stars.

b. Fear; subject race will flee and avoid contact wherever possible with star people.

c. Timid curiosity; subject race will be shy but open to contact with star people.

d. Indifference; subject race will ignore star people as much as possible.

e. Helpful, friendly; subject race will be looking to advance themselves by helping the star people.

f. Worshipful; subject race will worship the Star Gods.

g. Resentment; subject race will feign friendship looking for an opportunity to destroy the invaders.

h. Commercial interest; subject race will be cooperative and helpful to the extent that they feel that they are receiving
commercial and/or scientific gain.

Danger Factor:

In some cases, it could be necessary to determine just how dangerous any given race would be to the player's race. For
instance: A race of twenty foot tall lizards with a highly advanced civilization could obviously be pretty dangerous if they
were mad at you. However, what if the dice roll indicates a Reptiloid race of subhuman intelligence, no technology, six
inches tall and with a Xeno level of (a)? Is a six inch lizard biting and snapping at your boot really going to be that much of
a problem? Probably not, unless they have a poison bite or come in huge numbers. It would be well to remember, at this
point, that the life form charts show only the dominant life form. There may very well be other life forms on a planet, and if
the dominant life form is a six inch subhuman lizard with no technology then of necessity all other life forms an the planet
must be smaller and weaker or else the tiny lizards must be pretty nasty in some way. Use the following chart to
determine the danger factor (use a single six sided die):

1. None
2. Very slight
3. Little
4. Moderate
5. Dangerous
6. Very dangerous

Here again, this chart is meant to serve only as a rough guide and should be modified by the umpire in accordance with
known facts about the subject race.

Movement

Movement in the strategic game is done according to the ship's vector factor. Roughly speaking, a ship with a one vector
capability can cross one 10 light year sub-section in one 20 hour day. Therefore, a ship with a four vector capability could
go through four sub-sectors in the same time. Since this a three dimensional game, all movement must take into account
the third dimension. Therefore, the star map must be provided with some type of directional indication. So we have
chosen to make the sides of the map as North (N), East (E), South (S) and West (W). The up direction is referred to as
plus (+) and the down direction as minus (-). We could just as easily have used W, X, Y and Z for the directions, but we
felt that the players natural familiarity with the cardinal compass points would be helpful in avoiding movement errors. For
the benefit of those who would like to make a more accurately representative star map, the plane of the sector is aligned
with the Galactic plane, the North direction points toward the galactic center.

A ship can move through the space of the sector map one square per turn in any direction, or combination of directions,
for each vector factor it is capable of. For example, a four vector ship wishes to move from sub-sector 15 B 10 to
sub-sector 11 D 14. A notation of the move would look like this: 4 N 3 E 4+, and that is the way it is counted. The ship's
actual course is a straight line from 15 B 10 to 11 D 14, but it is counted so many North, so many East, so many plus
because it simplifies record keeping and calculation of movement distances. By the same token, a ship moving from 15 B
10 to 15 F 9 would have a vector noted as 4 E 1-.
Movement on the sub-sector maps is accomplished in the very same fashion except that each move takes only one hour
instead of one day. Not e that ships move from center of sub-sector to center of sub-sector. Thus, if a ship begins
movement turn and wishes to go to hourly movements on the sub-sector map, then his initial position is considered to be
10 J 10, and his hourly moves begin at that point. Note that we have also chosen to ignore the fact that our space is a
little warped and that ships can move faster along the diagonals than along the straight lines of the grid. Ignoring this fact
seems to make no difference to the play of the game.

Communication and Detection

Detection: When a starship is in hyperdrive, the constant flicker as the ship pops in and out of hyperdrive results in a
wake or ripple on the fabric of the space time continuum. This wake is detectable up to 30 light years away
instantaneously. Therefore, any starship moving in hyperdrive can be detected 30 light years away by any other starship
or detector station, whether that starship or detector is moving in hyperspace or normal space. Detectors mounted on
planetary bodies must be on airless planets. Atmosphere envelopes tend to shield the detectors. Keep in mind that the
planetary bodies will also shield the detector in the direction of the planet. A ship moving in normal space can be detected
at ranges up to 10 light years. Note that long range detectors only give the speed and course of the Blip. The size and
type of vessel or number of vessels, if it is a fleet, cannot be discovered from long range detectors. This information
cannot be discovered until the two vessels have come within 25,000 miles (100") of each other. Ships in close proximity
to planetary bodies will be able to hide from the long range detectors.

Communications are facilitated by this hyperdrive wake. When ships communicate they use a hyperdrive engine which is
pumping just enough to cause a wake. This wake is then modulated to carry a signal. Obviously then this signal is only
strong enough to carry 30 light years; therefore, if communications are to be extended over a large area signal relays
must be placed to form a communication link. There are several types of communication links possible; the first simply
being another starship which can relay messages. However, having a starship just sitting out in the middle of nowhere
waiting to relay messages is kind of wasteful. A somewhat better solution would be a Comm. heater. This small robot
starship can relay messages or move itself to another location or even go out to investigate any intruders it locates in its
detector range. A cheaper solution is to put out an idiot communicator. This type unit is not self propelled and must stay
where it is placed. It also rebroadcasts any signal within its 30 light year detector range. This makes it rather vulnerable to
being detected by any starship entering its detection range.

The addition of a robot brain to the communicator station will enable it to be programmed to shut down its transmission
when its detector space is penetrated. This makes it extremely hard to locate, but having the unit shut down could result
in your communicators being interrupted for days.

Ships out of communication range will be under the control of the player but all sub-sector charts turned into the umpire
will not have any master map coordinates on them. The umpire will place the coordinates on the sub-sector maps and
return them to the player after the ship returns to base or to communication range (assuming, of course, that it returns at
all). Should the survey ship fail to return for some reason, the umpire will place the unmarked sub-sector maps in his file
of maps to be used later.

Note: For the purposes of the game, we ignore the fact that the distances across the diagonals are farther than the
distances across the straight lines. Thus, a ship 3 squares diagonally away and 3 levels lower is still inside detector
range.

Amercrys Mining

Amcrys is, as you will know, that rare and marvelous crystalline catalyst which makes the starship matter-antimatter
engines possible.

Amcrys chances shown in the information on planet types is a base chance of discovering Amcrys by making a quick
survey of the Planet from space (Ball of String orbit). The base chance can be increased by building a small prospecting
base (6 men) and making a careful survey of the planet taking one week. This increase will add 10% to the base chance
and will allow another roll. A long search (one month additional) will add another 10% to the base chance.

Once Amcrys has been discovered, the amount can be determined from the following chart (use two six sided dice)

No. of Units Per Day No. Units Per Day


Amcrys Deposit From Small Processing Plant Large Processing Plant
2 small pocket deposit no refining necessary 1 - 10 x 10 units
3 poor grade 10 20
4 low grade 20 40
5 scattered deposits 30 *
6 good grade 60 120
7 better grade 100 200
8 high grade 150 300
9 very high grade 200 400
10 very very high grade 250 500
11 best grade ore 300 600
12 pure Amcrys 600 600

*large processing plant not feasible because of necessity of moving frequently

Where pure Amcrys is indicated in 2 and 12, the Amcrys needs no refining and can be gathered by the ships crew without
any special equipment other than digging tools.

Periodically, the umpire. should analyze the working Amcrys deposits, rolling for each one to determine if the Amcrys
runs out or is deteriorating in quantity. (Roll a 6 sided die.)

1. Ore pocket exhausted


2. Ore quantity moves down to 6 points
3. Ore quantity moves down 1 point
4. No change
5. No change
6. Ore quantity improves 1 point

Fuel Consumption

The Amcrys consumption of any vessel is equal to one unit of Amcrys for each power bank for each day. That is, a ship
which required 30 power bank units to move at a three vector would use 30 units of Amcrys each day moving at a three
vector. The same ship could move at a one vector and only use 10 units of Amcrys but the trip would take 3 days and use
the same amount of Amcrys. One full day or part thereof, maneuvering in normal space consumes one unit of Amcrys no
matter how many power bank units are in use. Example: A Federation Heavy Cruiser moves 20 light years (2 squares)
and engages an enemy vessel. After the engagement, the cruiser goes back into hyperdrive and completes his 30 light
year move by going another 10 light years (1 square) . His total cost in Amcrys is 31 units. Note: No starship can change
its vector (direction of movement) while in hyperdrive. They must pop out, make the necessary corrections and then go
back into hyperdrive. This few minutes of normal space operation costs one point of Amcrys; so each directional or vector
change requires one unit of Amcrys: operation of life support systems exclusive of either hyperdrive or normal space
drives also costs one point per day. For instance, a ship landed on an airless or otherwise uninhabitable planet where the
life support systems are required will cost one point per day. Note: Outposts and advance bases on such uninhabitable
planets are generally powered with the cheaper and more readily available atomic power. Therefore, if a starship is going
to be landed on such a world for any length of time near a base, it could be more economical to move the crew into the
base to save the extra point a day.

The fuel capacity shown on the ship status pad is the normal amount carried by that particular ship. The maximum
amount of Amcrys that can be carried by any ship is determined only by the cargo capacity. Up to 2000 units of Amcrys
can be carried without a weight penalty. Each additional 2000 units or part thereof, will have one point of mass.

Colonies

There are three types of bases that can be set up on a planet: outposts, advance bases and colonies. Of the three,
colonies are the most useful. To start a colony, first a suitable planet must be located. Colonies can be located on c, d, e,
f, g, h and i type worlds; however, in the case of the federation, all colonies on worlds other than d class will be made of
political dissidents and other criminals. In other words, a penal colony. All Ralnai colonies are penal colonies because of
the high proportion of slaves.
Once a suitable world has been located, the main base is contacted and a colony ship is sent out. These colony ships are
supplied by the home government and cost the players nothing in points. Even though a player pays nothing for a colony
ship, its cost will be assessed against him if it is lost or if the colony is lost through rebellion or enemy action. Each colony
ship is a large ship vectoring at 1/2 vector and designed to land on a planet and then be taken apart to form the buildings
and. factories of the new colony. Keep in mind that the colony ship can be diverted from its original destination if
circumstances require, but that it only has fuel enough to reach its original destination so if it is detoured the detour better
not be longer than the original trip or you will have to refuel and resupply the colony ship. Once the colony ship is landed,
it will require one week to set up. After the initial week, the colony can manufacture replacement weapons, engines and
power bank modules. Arland mono wheel and other types of utility robots can also be manufactured, as well as small
arms, tools and supplies. This initial colony can also repair damaged ships at a rate of 100 points of structural damage
per day and replace 25 modules of weapons, engines and power banks per day. Note, however, that although this will
save you a trip back to Main Base, you will still have to pay for all repairs, supplies and replacement parts at the going
rate.

The second colony ship to land in the same colony will carry equipment enough to make possible the construction of new
vessels in that colony. Note that you still have to pay for them in points, however.

Colonies are also a source of personnel. Each colony ship will have about 1000 workers aboard (exclusive of children and
other non-productives). Of this thousand, 3% will be semi-trained soldiers, colonial militia in other words. These colonials
will come equipped with helmets, cone rifles and communicators. Any additional equipment you must pay for. Additional
colonial militia can be drafted from the colonies but these must be paid for at 3 points each plus the cost of their weapons
and equipment. Also, no more than 6% of any colony can be called into the colonial militia or the production will suffer.
(Umpire's option as to how much.)

Ralnai colonies are set up somewhat differently due to the fact that they are all penal colonies. The repair and
replacement factors are the same, but no troops can be drawn from the body of the colony. Each colony ship has 10
marines and 6 Thog squads to guard the prisoners.

In the case of Federation penal colonies, the colony ship will include 30 colonial militia guards.

Note also that Ralnai do not use robots; therefore, their colonies do not have the ability to construct them. Ralnai find
Thogs much cheaper than robots, but all new or replacement Thogs must be shipped in from the main base.

If the game seems to be slowing down or if the umpire feels perverse, he should check all the penal colonies in the sector
to see which ones will revolt. One six sided die should be rolled for each one. If a one comes up, then that colony will
revolt. If a colony revolts, there is an automatic one week loss of production no matter what the outcome.

The procedure for determining the outcome of a revolt is as follows:

(1) The guard points must be determined. Because the guards are armed and have the advantage of position, guard
towers, locked gates, etc., each colonial militia guard will have a value of 5 points and each marine, robot or Thog will be
10 points. Starguard powered armor will be 20 points and warbots 40 points. For example, a federation penal colony
having 10 marines, 20 colonists, 5 robots and a warbot for guard would have a total of 290 guard points.

(2) Find the rebel points by rolling 2 percent dice and times the result by 100 if it is a one ship colony or by 200 if it is a
two ship colony. The resulting number represents the number of people involved in the revolt. In our example, let us say
that the colony was a one ship colony and that the percent roll was 49. This would mean that 490 people were involved in
the revolt.

(3) Find the odds. Divide the larger by the smaller. In our example, the odds would be 1.6:1 or 2:1 if we round the nearest
whole number.

(4) Check the chart for the results.

Odds 1:4 1:3 1:2 1:1 2:1 3:1 4:1


1 0 5 10 20 30 40 60
2 0 10 20 30 40 60 80
Die 3 0 20 30 40 60 80 WF
Roll 4 5 30 40 60 80 WF WF
5 10 40 60 80 WF WF WS
6 60 60 80 WF WF WS WS

Roll one six sided die and read across the chart for the results. The numbered results are the percent of casualties taken
by the garrison. In the event of a numbered result, the rebels are considered to have lost. Roll the percent dice again to
find the number of casualties and the balance are considered to be prisoners. In our example, the die roll was 4 at 2 to 1
odds. The result means that our garrison has lost 80% of its strength; casualties should be highest among the colonials
and robots or Thogs. So since an 80% loss from 290 points leaves 58 points, we probably have 2 colonials, 1 badly shot
up robot and 4 marines left out of the garrison. Another percent roll gives us the number of prisoners. In our example, say
the percent roll was 56%; this would mean 274 prisoners and 216 rebels killed. Obviously, where the margin of victory
was to thin, the rest of the people may try to finish the job before help can arrive. There is a 1 in six chance the first day
and every day thereafter that they will revolt again until help for the garrison arrives.

If, in our example, the colony was to revolt again, this time the percent roll, would be the percent of the remainder that are
not dead or in jail. If the result of the first revolt was a WF, that means that the rebels won, and the garrison is wiped out.
Roll a percent to find out the rebel’s losses. WF means that the rebels won and that they fled from the colony. Any
partially completed vessels or ships under repair or visiting ships will be seized by the rebels and used to flee in, after
they have blown up all the colony's installations, effectively destroying that colony. If they can't leave the planet, they will
take as much as possible from the colony and hide in the wilderness.

A WS result means that the rebels will stay in the colony capturing every ship that lands there, automatically, and if
humans escaping from the Ralnai, will try to control the Federation forces. Federation prisoners, who have successfully
revolted and have a WS result, will set up defenses and try to hold the planet for their own.

A colony which has revolted successfully and has been resettled after the rebels fled to the wilderness will always be
more likely to revolt again because the rebels in the wilderness will encourage the prisoners to revolt. This type of
situation or one where the other side has gotten a few troops on the planet to help the rebels will result in a 50% chance
of rebellion every time the umpire checks. Recapturing a colony that has successfully revolted is difficult, but not
impossible. (See rules on ground attack in colonies.)

Outposts

In some cases, an outpost or advance base will be preferable to a colony, most particularly in cases where inhospitable
(C, E, F, G, H and I) worlds or inhabitable (J, K, 0, P and R) worlds are involved. The basic outpost consists of 6 men, 4
buildings, 6 points of tools and 6 points of supplies (1 point per man per week). Should this outpost become unsupplied,
the personnel will not die, just cease whatever function they were sent there for. They will be able to start operations
again as soon as they are resupplied. Note: Buildings for D class planets cost 4 points each.

Outposts on inhospitable planets require: 6 men, 6 buildings (each costing 8 points), 12 points of tools and 12 points of
supplies. Outposts of this type may be destroyed if unsupplied. Umpire should consider the type of planet.

Outposts on uninhabitable planets require 6 men, 8 buildings (16 points each cost), 24 points of tools and 24 points of
supplies (4 points per man per week). If unsupplied, the crew of this type of outpost will die.

You can add to the basic outpost a small Amcrys processing plant, which costs 30 points and has a mass of 8 points.
This plant also requires 1 point of supplies per day to continue operation and a power plant, which costs 10 points and
has 4 points mass.

In order to run a large Amcrys processing plant, an advance base is needed. The minimum size of an advance base is
four times the size of an outpost, and the large processing plant is four times the size and cost of the small processing
plant.

An advance base can also serve as a supply dump or repair facility. If operating as a repair facility, the advance base will
need the following items in addition to the base, itself: repair equipment, repair tools, repair supplies. one point of
equipment plus one point of tools plus one point of supplies plus one man or robot can repair one point of structural
damage, or replace one engine, power bank unit, or weapons module in one day. All items must be shipped in from a
colony planet, none can be manufactured at an advance base. The equipment, robots' tools or men are one time costs,
but each point of damage must be paid for by one point of supplies. Each weapon or power bank module must be
shipped in or stripped off a scrapped out ship. No damaged modules can be repaired at an advance base except for
repairable engines. An advance base may trade rebuilt engines for busted ones and fix them, but point cost must still be
paid.

Planetary Survey

Any ship passing in hyperdrive through a sub-sector can discover the number and spectral class of the stars in that
sub-sector. To discover the number and type of the planets orbiting a sun, one hour must be spent in survey. In order to
roll to discover Amcrys, one day must be spent orbiting the planet. The survey ship must land on the planet for one day in
order to find out the dominant life forms and other information. The umpire in accordance with the situation should modify
this rule. For instance, if the planet were populated by people with an F or G technological level, the first indication of their
presence could be in the' form of an attack on the orbiting starship. Another situation would be where a planet was
populated by large sand worms that were very shy. In such a case, the survey crew might not see them or detect them in
a short visit, resulting in the planet being reported as plant life only or uninhabited.

Taking Cover

When you are piloting an unarmed 3 vector cargo transport, unescorted and out of communication range, and you detect
a strange ship vectoring in at you at 4 vector, what do you do? You can't outrun him and you can't call for help. Your only
chance at avoiding capture is to hide. Remember that each sub-sector will have at least one star which hopefully will have
planets and satellites. These, planets and satellites make excellent places to hide from strange vessels which are
probably enemy raiders. The procedure for hiding is as follows:

(1) Switch to a sub-sector map. If the sub-sector has not been mapped, roll for the stars and spectal classes.

(2) Place your ship in the 10-J-10 position on the sub-sector.

(3) Determine the number of moves you can make before the enemy vessel appears on the edge of the sub-sector, by
consulting the following chart. Note that the vector factor in the top line is the vector of the pursuing vessel, and the
distance is the number of sub-sectors the pursuing vessel is away from you at the time you switch to one hour moves.

TIME-TO-INTERCEPT CHART

Distance PURSUING VESSEL'S VECTOR FACTOR


in sub-sectors 1V 2v 3v 4v 5v 6v 7v 8v 9v

1 10x 5x 3x 2.5x 2x 1.6x 1.4x 1.25x 1x


2 30x 15X 10x 7.5x 6x 5x 4.2x 3.75x 3.25x
3 50x 25x 17x 12.5x 10x 8.3x 7x 6.25x 5.4x

Now multiply your vector factor times the number shown in the appropriate box. This is the number of squares you may
pass through before the pursuing ship enters the sub-sector. Example: A 3 vector ship pursued by a 4 vector ship decides
to hide when its pursuer is 2 sub-sectors away. A 4 vector ship 2 sub-sectors away gives 7.5 times 3 means that the
fleeing vessel has 22 squares of movement before the pursuing vessel enters the sub-sector, which should give him
plenty of time to find a suitable planet to hide on.

(4) Once in a system, it takes a one hour move to determine the planetary types and land on one.

(5) The pursuing vessel will be able to tell from the hyperdrive wake which solar system the fleeing vessel is hidden in but
not which planet.

(6) Once hidden, the fleeing vessel's chances of being detected are determined by whether he is running his systems or
not and by what type of planet he is on.

After your ship is hidden, you have three options:

(1) Turn all power, including life support systems, off. This makes you very difficult to find, but after a day the air in the
ship gets very foul. Therefore this can only be done for one day at a time.
(2) Run minimum life support systems only.

(3) Keep full power up.

The less power used by the hiding ship, the lower the chances that a pursuer will be able to detect him.

The following chart shows the chance of detecting a ship hidden on a planet's surface.

Planetary Types Base Detection Chance Ship Damage

A, B, L, M, & N 5% 1-6 per day


C, D, F, H, & I 10% None
E&G 20% None
P&R 20% 50% 1-6 per day
K 30% None
J, O, & Q 40% None

Note that the base detection chance shown is the chance to detect a ship with all power off. Running basic life support
systems adds 10% to base detection chances. Keeping all systems powered adds an additional 10% to the detection
chances.

On all worlds other than types C, D, E, F, G, H and I, the crew must have basic life support systems functioning in order
to survive for more than one day. On world types A, B, L, M and N, all power must be kept up in order to protect the ship
and crew from the effects of the planet's surface conditions. In this case, the base chance shown is for all power and
systems operational. Even with all power and screens up full, the ship will take 1 to 6 points of damage per day from the
extreme surface conditions. Note that special damage should be rolled for at the usual rate.

A hidden ship with no power on or only basic life support systems on will not be able to detect the hunter unless they pass
within visual range. A ship with full power has the same chance to detect the hunter, as the hunter has to detect the
hidden ship.

Once a ship has been detected and located, the following procedures can be used:

(1) If the world on which the pursued vessel has taken refuge is an airless world, all weapons except pressor-tractor can
be employed. All weapons fired against a ship landed on an airless planet will be direct hits, as long as the range does not
exceed the normal range for such weapons.

(2) On planets with atmospheres the only effective weapons will be lasers which will be much reduced in range. Also, all
laser fire against ships vectoring in atmospheres or landed on a planet's surface will be automatic hits. For ground
attacks, using Starguard rules, consider starship lasers as laser cannon.

(3) The ship can be boarded by locking your ship to his so he can't take off and then sending your troops over according
to the boarding rules.

Boarding Rules

In order to board another ship, first you must either match vectors with the ship to be boarded, or get within one inch of
him and have at least one pressor-tractor locked onto the target vessel.

Once the two hulls are locked together, neither ship may fire any weapons. The larger ship may vector at 1/2 its regular
vector. The first turn, the hulls. are locked together, both captains must decide how many marines are to stay and defend
their ships and how many will attack the other ship. Once both sides have determined their troop dispositions, compare
their points to find the odds. Each crewman is worth 1 point, each colonial trooper is worth 2 points and each marine is
worth 3 points. Odds should be rounded to the nearest whole number. After two turns have passed, to allow the attacking
troops to gain access to the interior of the defending ship, the combat should begin by the attacker rolling one six sided
die and consulting the following chart. Note that the attacker's odds are shown first.

Die
Role 1-4 1-3 1-2 1-1 2-1 3-1 4-1
1 +50 L -50 +40 L -50 +30 L -40 +20 L -40 +20 L -30 +20 L -20 +20 L -10
2 +40 L -40 +30 L -40 +20 L -30 +10 L -30 +10 L -20 +10 L -10 -10W
3 +30 L -30 +20 L -30 +10 L -20 +0 L -20 +0 L -10 -10W -20W
4 +20 L -20 +10 L -20 +0 L -10 +0 L -10 -10W -20W -30W
5 +10 L -10 +0 L -10 -10W -10W -20W -30W -40W
6 -10W -10W -20W -20W -30W -40W -50W

If the chart shows a W, it means that the attacker has won. To determine the attacker's casualties, roll percent dice and
subtract the percentage shown. If the loser is a Ralnai or Dreenoi, they are considered to be all casualties. If the losers
are humans, roll percent dice to determine the percent casualties the others will have surrendered:

If the chart shows an L, it means that the attacker has lost the fight and his marines will retreat back to their own ship To
determine their casualties, roll percent dice and add the percentage shown. To determine the defender's casualties, roll a
percent dice and subtract the percent shown on the-right side of the L.

One six sided die should be rolled to determine the number of turns that it takes to resolve the action, because each turn
there is a fight going on inside a vessel there will be from 1 to 6 points of damage. It is suggested that this roll be made
prior to determining the outcome. Indeed, the outcome should not be determined until the end of the boarding action. This
should help prevent disgruntled combatants from self-destruction and blasting both ships out of spite. (Roll for special
damage as normal, except treat critical power bank hits as normal power bank hits.) If the losing vessel was programmed
for self-destruct the attacking crew has one turn after taking it, over to change the program by rolling a 3, 4, 5 or 6 on a
six sided die.

Once a ship has been captured, its captors may use it, or the Amcrys may be stripped out of its power banks. If the ship
is scrapped, its remaining structural damage points may be converted into repair supplies on a one for one basis. Note
that Ralnai weapon modules and human weapon modules are not interchangeable. The same is true for all other types of
modules. Captured ships may be used as combat vessels, but all replacement parts and missiles, must be captured also.

Obviously, if the defending ship, has a pressor-tractor locked into the attacking ship, it can negate the effect of the
attacker's pressor-tractor beam.

Also no ship can go into hyperdrive with another ship locked to its hull until the engines of both ships have been
connected to the same ship's computer.

Transition

Transition to the Tactical Game

Once an intercept has been made and both units are within the same 1/2 light year square (assuming that neither has
gone into hiding on a planet), they may agree to pop out and join combat or one may try to flee. In this case, the other
side will fire Hex missiles until a ship on the enemy side has been knocked out of hyperdrive. If the enemy fleet consists
of more than one vessel, they had better be programmed to all come out of hyperdrive if one ship is hit; otherwise, the
ship knocked out will be left to face as many enemy vessels as the enemy cares to leave behind to fight him.

When one or more ships pop out of hyperdrive, it is not possible to accurately predict the exact distance apart at which
they will pop out due to the fact that the flicker of one fleet will not be synchronized with the other. Therefore, roll a pair of
percent dice and add three inches to the result (read 00 as 100). This is the distance the nearest ships of each fleet will
be apart when the tactical game is set up. The initial vector of the ships will be the same as their vector fop the last
strategic turn.

The Tactical Game

Movement: 3 dimensional maneuvering in the game, Starwar is accomplished by the aid of a stand which is constructed
as follows: the base is made of 1/2" plywood cut to a square, four inches on a side and. should be weighted to provide
stability. The rod consists of 2 pieces of 3/8 inch x 36 inch wood dowel joined at the ends by a piece of 3/8 inch inside
diameter brass tubing. These rods should be marked in inches. A clip made from 1/32nd inch piano wire and a clothespin
should be made to hold the starship in position. Each ship should be identified on the stand base by a letter or number;
this is the ships code number and is used to indicate targeting on the other player's ship status pad.
Vector Chart

Now look on the ship status pad for the Vector chart. All movement in Starwar is based on Vector and Vector Factor.
Vector is defined as the direction of movement. Vector Factor is defined as the ability of a starship to change its Vector.
The letters across the top of the Vector chart mean: H, this stands for Hyperdrive and a dot in this column indicates that
the ship is pumping hyperdrive; an X indicates the ship is maneuvering under hyperdrive. N standards for north; S is
south;, E is east and W is west; + is up and - is down. The V stands for Vector and this column is used to record the
ship's Vector Factor during that turn. The numbers one through ten represent the movement turns. "T" stands for torpedo
tickler and is used to remind the players of impact turns for torpedoes, either his own hitting an enemy ship or vice versa.
It is recommended that a  be used to indicate incoming torpedoes and a + be used for outgoing torpedoes.

Some may object to the use of North, South, East, West, up and down or directional references inasmuch as there is no
up or down, North or South, East or West in deep space. It is necessary to have directional coordinates, however, and
while x, y and z would do just as well we feel that N, S, E, W, + and - are more easily remembered and less confusing.
The sample Vector chart shown demonstrates how the chart would be filled out for a Federation Heavy cruiser of the
Canopus Class having a Vector Factor of 3 after ten movement turns.

On turn number one, the ship' s initial Vector is shown: 5 E (east) and 4 (down); thus on the movement phase of the turn
the ship would be moved 5 inches (or centimeters if you have a small playing area) to the east and 4 inches down the
pole. On turn number two the figure three is indicated in the Vector column M. This shows that the ship captain has
elected to put all his available power. into the engines. Since the Vector Factor is 3 the captain can change any of the
numbers in his previous turns Vector by plus or minus 3, 2, 1 or zero.. Therefore, we see that he has elected to add 3 in
the North column, subtract 3 from the East column, and subtract 2 from the - (down) column. on turn three, he is still
programming a Vector Factor of 3; therefore, we see that he has added 3 to the North column, subtracted 2 from the E
column and added 3 to the - (down) column, bringing it across to the + (up) column of 2. By turn five we see that he had
reduced his Vector Factor to one in order to free up power for the weapons systems. In turn six he is pumping the
hyperdrive; therefore, his Vector Factor is zero and his Vector does not change. Turn seven shows the ship moving in
hyperdrive and each one of the directional Vectors is doubled. Turn eight, still in hyperdrive, directional Vectors double
again. On turn nine the ship comes out of hyperdrive. If no power were to be applied to the engines, the ship would pop
out of hyperdrive at the same Vector, which it went in. In this case, however, the captain is applying 3 Vector Factor
power modifying the Vector to N-7, W-1 and -1. You will see from our example that in tow more movement turns, the ship
could be back on a course exactly parallel to the original course.

Hyperdrive Movement

In hyperdrive, a ship flickers in and out of hyperspace, which is a dimension where nothing can move slower than light.
Therefore, in normal space the ship continues to move at normal sublight speeds but when it flickers into hyperspace it
falls right out again and in that few micro seconds it is in hyperspace it skips over many miles of normal space. Thus, the
terms "flicker" and "pop-out", because to the outside observer, drifting in normal space, the ship entering into normal
space within visual range would appear to pop out of nothing. "Flicker" because as the ship goes into hyperdrive the crew
is aware of a flicker much like a malfunctioning neon tube. As the ship picks up speed (i.e., the frequency of the jump
increases) the flicker becomes unnoticeable due to the persistence of vision. Because the ship never even approaches
the speed of light while in normal space, the crew never experiences the nasty side affects of relativity such as time
construction and spectral shift due to the Doppler effect of light. To the crew of a starship in hyperdrive, there is little
difference between hyperdrive and normal space, except that in hyperdrive the faster than light pseudo-velocity seems to
make the stars drift slowly past or grow swiftly into suns and flashing past, recede again to stars. Although a ship moving
in hyperdrive can be detected at ranges of up to 30 light years, they can't be hit by any weapons but a Hex (hyperdriven
explosive). Note that no two vessels can operate in hyperdrive closer than 3" apart. The proximity of two hyperdrive fields
operating that close together cancel each other out.

Tactical Hyperdrive

In order for a ship moving in normal space to go into hyperdrive in the tactical game, the ship must pump hyper for one
full turn (15 sec.). The amount of power and engines required to do this is the same as if the ship were moving at a one
vector. While the ship is pumping hyperdrive, it may use the leftover power to run screens or fire any weapons desired.
Once into hyperdrive, the ship may only fire or be fired at by Hex missiles. Screens may be operated while a ship is in
hyperdrive. When a ship goes into hyperdrive, its previous vector is doubled each turn (see example). When a ship
comes out of hyperdrive, whether voluntarily or not, it returns to the same vector is entered hyperdrive at. Said vector
may be modified, however, by engine power on that movement turn.

Note that vessels that have taken so many engine damage points they can no longer move at a one vector, can still
vector at fractional vectors. If a ship has 1/2 or more of the engines required to move at a one vector left, then it can
move at 1/2 vector. Which means that in the strategic game, it would move one square every other turn. In the tactical
game, it could modify its vector by one every other turn. Ships moving at less than one vector are considered to be
drifting For purposes of laser fire results. A 1/2 vector ship requires two turns to pump hyperdrive and in hyperdrive the
vector doubles every second turn.

Technically, any ship which still has one engine and one power bank intact can still vector. To simplify the game,
however, we will say that any ship that is not capable of 1/2 vector does not vector at all in the tactical game. In the
strategic game, divide the number of engines (or power banks if that is the limiting factor) by the number required to make
a one vector to discover the fractional vector. Example: a Federation Battle Cruiser with only one engine unit left could
vector at 1/12th. This means that it would take 12 days for this ship to move one square on the strategic map or 12 hours
to move one square on the sub-sector map.

Turn Sequence

1. Both sides program


2. Both sides move
3. HTRs launch and/or move (or vessels programmed to ram, move now)
4. Both sides fire Hex missiles
a. Roll for hits
b. Take any damage immediately
c. Roll for special damage (see Special Damage Chart)
d. Any weapon knocked out do not fire, even if programmed to do so
5. Both sides fire lasers
a. Roll for hits, etc.
6. Pressor tractor try for lock on’s
a. Adjustments to vector not made till next movement turn
7. Amps Fire
a. Check for hits and take any damage immediately
8. Splinter heads fire
a. Check for hits, etc.
9. Torpedoes fire or move
a. Check for damage, etc.
10. ATRs fire
a. All torpedoes within range Koed

Note: After all programming has been completed, any player may examine any other player's status chart. This right
continues until programming for a new turn begins. During programming, you may ask for the last turn's vector and vector
factor. It should also be noted that ranges may be measured at any time.

Weapons

1. Hex (hyperdriven explosive)


a. Strategic game range: 30 light years
b. Chance for near miss within 3" (750 miles) 1/6th
c. Effect: Knocks ship out of hyperdrive
d. Chance for direct hit -1/12th
e. Effect: 3 point damage and knocks ship out of hyperdrive
f. Tactical game range - 1/2 light year
g. Chance for near miss against a vessel operating in hyperdrive 1/6th
h. Chance for direct hit against a vessel operating in hyperdrive 1/12th
i. Chance for direct hit against a vessel operating in normal space - 4/6th
j. Effect: 3 point damage
k. Number of missiles per tube - 10
l. Number of missiles fired per turn - 1 per tube
m. Power required: 1 unit per tube
n. Firing procedure: Mark off expended round, write target code and penetration desired. After movement portion, check
for hit or near miss. If hit, compare penetration with number of screens put up by target vessel. If both numbers are the
same, a die roll of 1, 2, 3 or 4 indicates damage. If the numbers are not the same, subtract the difference from the points
on the dice. Example: the Hex penetration is set for three screens. The target vessel has only one screen up. The roll for
damage would then be 1 or 2. If the Hex penetration was set for three and the target vessel was programmed for seven
screens, this would be a difference of four and would mean that there was no chance of damage.

Against a ship operating in hyperdrive, the chance for a hit is 1/12th. If the 1/12th roll is made, then go through the same
procedure to determine damage as if the ship were in normal space (compare screens to penetration, etc.). Note: any
ship knocked out of hyperdrive by a hex missile is still considered to be in hyperdrive for the rest of the turn as far as the
weapon fire is concerned.

Hex fire against heaters and scoutships is a special case. Due to the lack of screens and the small mass of these types,
they are difficult for the hex missile to track. Therefore, the chance to hit a scout operating in normal space is 2/6th and
1/6th is required to damage the heater in normal space.

Note, that in the case of a ship which is pumping hyper a hit or a miss within one point will negate the effects of the
pumping. A ship so hit will need to pump again in order to go into hyper.

In the case of a convoy, where one ship is hit by a Hex and knocked out of hyperdrive, all the other ships in the convoy
must also pop out or else the one ship so knocked out will have to fight as many of the enemy ships as the enemy cares
to split off to fight him.

2. Lasers
a. Strategic game range: None
b. Tactical game range: Variable (see laser fire chart)
c. No fire against targets in hyperdrive
d. Types: Heavy (15 points damage - 3 points power), Medium (10 points damage - 2 points power), Light (5 points
damage - 1 point power)
e. Firing procedure: Program laser to fire indicating target. Measure range to target vessel and find out target vessel
vector factor, cross reference the two on the laser fire chart to find the to-hit-number. This number or less rolled on a 12
sided die will indicate a hit. Note that the ship's screens must be flared before damage can be done. A ship with 15 units
of screen can cancel out 15 points of damage; thus such a ship could absorb 3 light laser hits without taking any damage.

LASER FIRE CHART


VECTOR FACTOR 1V 2V 3V 4V 5V 6V 7V 8V 9V
RANGE 3 12 12 9 6 6 5 4 3 2
IN 6 12 10 7 4 4 3 3 2 1
INCHES 9 11 9 6 4 3 2 2 2 1
12 11 8 5 3 2 2 2 1 1
15 11 8 4 2 2 1 1 1 -
18 11 7 3 2 2 1 1 - -
21 11 6 3 2 1 1 - - -
24 11 5 3 2 1 - - - -
27 10 4 2 1 1 - - - -
30 10 4 2 1 - - - - -
33 10 4 2 1 - - - - -
36 9 4 1 - - - - - -
39 9 3 1 - - - - - -
42 7 3 1 - - - - - -
45 7 3 - - - - - - -
48 6 3 - - - - - - -
51 6 2 - - - - - - -
54 6 2 - - - - - - -
57 5 2 - - - - - - -
60 5 2 - - - - - - -
63 5 1 - - - - - - -
66 4 1 - - - - - - -
69 4 1 - - - - - - -
72 4 1 - - - - - - -
75 3 - - - - - - - -
78 3 - - - - - - - -
81 3 - - - - - - - -
84 2 - - - - - - - -
87 2 - - - - - - - -
90 2 - - - - - - - -
93 1 - - - - - - - -
96 1 - - - - - - - -
99 1 - - - - - - - -

3. Pressor tractor beams


a. Range 100" maximum
b. Not effective against targets in hyperdrive
c. Use laser fire chart against enemy vessels; automatic lock-on if used on your own ships. Friendly lock-ons must be
announced to all players.
d.Effect: A hit by a pressor tractor beam does no damage and screens do not effect the beam. Once a hit is indicated a
lock-on is said to have occurred. If a lock-on is indicated on the fire portion of the turn, then after the movement portion of
the next turn, and before the fire portion, the target vessel's vector can be altered. Should a vector alteration be
accomplished, the vector chart of the affected vessel must be modified to reflect the change. Each pressor-tractor beam
locked on to a target can alter 200 points of mass by one vector. Example: a ship with a mass of 420 points is locked-on
to by three pressor-tractor beams from a larger ship. The larger ship will be able to modify the smaller ship's vector by
one vector factor. Five pressor-tractor lock-on’s would enable the vessel's vector factor to be modified by two vectors, and
etc.

For purposes of simplification, the rule is that the ship with the greatest mass will move the ship with the lesser mass. If
the ships have the same mass, they will both move. If both ships move, they will move in opposite directions.

e. Breaking a lock-on: The pressor-tractor lock-on can be broken on the following conditions:
(1) The firing ship fails to program power to them, or otherwise voluntarily breaks the lock-on.
(2) The range between the two vessels increases to more than 100".
(3) Either vessel goes into hyperdrive.
(4) Note: that one pressor-tractor can cancel the effects of another PT beam, but such cancellation does not break the
lock-on. Also, whereas accidental collisions are not allowed by the rules, deliberate running and forcing of a ship into
another by means of pressor-tractor beams is allowed.

4. AMPs (Anti Matter Projector)


a. Strategic game range: None
b. Tactical game range: 50"
c. No fire against targets in hyperdrive
d. Firing procedure: Program Amp to fire by checking next to the box marked AMP(5). Ask the commander of the target
ship for his last vector and write this vector into the space marked with a *. Now your task is to try to guess his vector
on the next turn. The Amp fires five pods per turn so you have five chances to guess. Write these guesses in the
spaces provided for them, and write the target vessel's code or number in the space marked T. Now move vessels
and fire any Hexs, lasers or Pressor tractor beams. Ask the target vessel's final vector being shown to take into
account the effects of any pressor tractor beams. Write this vector in the space marked @. Now compare the actual
vector with each guess. If the vector is the same you got a direct hit which will result in 20 points of damage to the
target vessel. Compare all the guess vectors to the actual vector. If the difference is 2 or less, you have a near miss,
which will result in 10 point’s damage to the target. If the difference is 2 to 4, then you have a periphery miss which
will result in 5 point’s damage to the vessel. Check the difference as shown in the following example:

N - S - E - W - t - - #
Actual Vector 3 4 1
Guess Vector 3 5 1
Difference 0 1 2 3 total Difference

The difference from each column is added to find the total vector which
is written in the space marked In this case, we have a periphery miss.
N - S - E - W - t - - #
Actual Vector 4 2 2
1 5 2 2 9 (miss)
2 2 1 9 (miss)
3 3 1 1 3 (periphery miss)
4 4 2 1 2 (near miss)
5 1 2 2 5(miss)

It will be seen that this weapon is a ship killer and that its primary use is to finish off a vessel whose engines are damaged
and can no longer vector. Ships pumping hyperdrive are also very vulnerable to the AMP. Screens are effective against
all types of AMP hits.

Some heaters and light raiders carry a weapon called a mini-Amp. This is a small light weight version which fires only
once per turn, and requires one unit of power per turn to f ire.

5. Splinter Head Torpedoes


a. Tactical game range: 36"
b. No effect against targets in hyperdrive
c. Procedure for use: Program each tube to be fired; only one splinter head per tube per turn. Write the target code and
the distance to explosion point in inches in the space provided. On the firing portion of the turn in the splinter head
sequence, measure the distance from the firing ship to the target ship. If the explosion point is within 3 to 6" of the ship,
roll a 6 sided die to determine how many bomblets hit the target. Each one does 3 points of damage. If the explosion
point was within 3 inches, roll a 12 sided die to determine number of hits. Screens have not effect on splinter head
missiles.

Note: All ships in range of a burst will roll for hits, your own ship's included.

6. Torpedoes
a. Ranges: short 0-6", medium 6-18, long 18-36, very long 36-60, extreme 61-100
b. One torpedo per tube per turn
c. Procedure for firing: Program 1 unit of power for each torpedo to be launched, write target in space provided. Measure
distance to target vessel after movement portion of turn. Targets within 6" will be hit on the same turn, within 18" will be
hit on the next turn, targets within 60 inches will be hit on the 3rd turn, and targets within 100 inches will be hit on the 4th
turn. After measuring, write the turn of impact in the space provided. At this point, the target should be informed that "X"
number of torpedoes will hit him on "Y" turn.
d. Targets will always be hit unless: the torpedo is destroyed by laser fire, defected by a Pressor tractor beam or hit by an
Anti-Torpedo Rocket.
e. Ships trying to shoot torpedoes with laser fire can only shoot at them on the turn before they are to hit at a 1/12th
chance to destroy or on the turn they are to hit at 1/6th. The chance for pressor tractor hits is the same as for laser fire.
f. To evade a torpedo the target ship must be able to vector at least 8 on the turn of impact, or go into hyperdrive before
turn of impact.
g. Torpedoes do 10 points damage; screens are effective against them.
h. Leach torpedo's are the same as any other type except that they do not explode; they stick to the hull and bleed off 10
points of screen until the screens are shut down for one turn, depriving the leach of its source of power causing it to drift
off into space.

7. ATR (Anti Torpedo Rockets)


a. ATRs are a strictly defensive weapon. If programmed, they will not fire unless a torpedo approaches the ship. They will
always eliminate their target torpedo, when they fire. They may also be used against a heater attempting to ram. In this
case, they will do 10 points of damage to the heater.

8. HTR (Hyperdrive Torpedo Robotic) (Heater)


The heater is basically a small robotic starship which can fulfill most of the functions of a larger ship. They vector at nine
V, and have a cargo/weapons compartment which can hold any one of the following:
1. Four points of supplies
2. One person, plus sufficient supplies and life support gear for three days
3. One light laser, medium laser or heavy laser
4. One pressor tractor beam
5. One mini-Amp
6. One screen
7. One hex tube
8. One maxi-splinter head (contains the warheads of 4 splinter head torpedoes). The heater delivers the warhead to hit
range and then roll 4 six sided or four 12 sided dice, as per splinter head rules, to determine damage.
9. Planetary survey gear. (The heater so equipped can survey a solar system and tell what the number and type of
planets are, but cannot survey for Amcrys or make contact with native races, if any.)

Heaters can be used to extend communication links or as message carriers. They can be programmed to follow and
report the movements of enemy vessels. They can perform planetary surveys, or attempt to destroy enemy vessels by
ramming. These missiles may be carried externally on the following ships: battle cruisers carry three, heavy cruisers can
carry two and light cruisers can carry one.

Carried externally, they plug into carriers power banks and expend no Amcrys of their own. Carriers Amcrys drain is
unaffected.

9. Screens
Screens are an electro magnetic barrier to energy weapons or the energy burst effects of missile weapons such as
torpedoes. Each screen requires one unit of power to operate and each screen will absorb 5 units of damage. Thus, a
ship with eight screens up could take a total of 40 units of damage from lasers or other energy type weapon, before any
damage was done to the ship. Screens are effective against lasers, Amps and torpedoes. Note that although a screen
may be flared (i.e., overloaded) on one turn that does not mean that it is permanently damaged. On the next turn the
screen will be considered to be back to full strength. Screens will be permanently damaged only if the special damage
result shows the screen generator to be hit.

Damage Evaluation

After each weapon type has fired, hit points should be totaled and the roll of one six sided die should be added to the
total. If the screens provide protection against the particular type of weapon being fired, subtract 5 points for each screen
which has not already been flared. Mark each screen that was used to provide protection as flared. Flared screens
provide no more protection that turn. Mark down the total structural damage in the squares provided on the ship status
chart. Keep in mind that the numbered boxes represent ones and the unnumbered boxes represent tens. Thus, a
Federation Battle Cruiser has 230 damage points and a Ralnai Battle Cruiser has 240 damage points. Compare the
number of structural damage points to the following chart, and roll a 6 sided dice to find the number of special damage
hits. Note also that the damage from each ship is figured separately. Do not add the damage points from two or more
ships firing at the same target.

Special Damage Chart

Damage Die Roll


Points 1 2 3 4 5 6

1-5 0 0 0 0 1 2
6-10 0 0 0 1 1 2
11-15 0 0 1 2 2 3
16-20 0 1 2 3 4 4
21-30 1 2 3 4 5 6
31-40 2 3 4 5 5 6
41-50 3 4 5 5 6 6
51-60 4 5 6 6 7 7
61-70 4 5 6 7 8 8
71-80 4 5 6 7 8 9
81-90 5 6 7 8 9 10
91-100 6 7 8 9 10 11

If the damage is more than 100 points, roll on the 91-100 row and then roll for the remainder on the appropriate row.
Example: A vessel takes 150 points damage from laser fire. The ship has four screens which have not been flared so
subtract 20 points from the damage and flare the four screens. This leaves 130 damage points, so roll on the 91-100 row
and then on the 21-30 round and add the two results together. When the number of special damage hits is determined,
roll percent dice the number of times indicated to determine which vital items have been hit. Refer to the special damage
hit chart located in the lower left hand corner of the ship status chart. Each ship type has a special damage chart tailored
to its particular structure and weapons.

For each special damage hit, roll to find out crew and marine casualties. These should be marked off the appropriate
boxes, with each box representing one crewman or marine.

The abbreviations shown in the special damage section of the ship's status
charts are explained as follows:

1. CB Command Bridge hit


2. S Screen hit
3. PB Power bank hit
4. CR Critical power bank hit
5. E Engine hit
6. TC Troop compartment hit
7. RB Retrieval boat compartment hit
8. CD Capsule drop compartment hit
9. X Hex launching compartment hit
10. LL Light laser hit
11. ML Medium laser hit
12. HL Heavy laser hit
13. A Anti-matter projector hit
14. SP Splinter head compartment hit
15. PT Pressor-tractor hit
16. TL Torpedo launch compartment hit
17. AT Anti-torpedo rocket hit
18. HT Heater hit
19. RP Robot pilot hit (heaters only)
20. BB Bomb bay hit
21. HO Supply hold hit

ADDENDA TO SPECIAL DAMAGE

While it is true that ramming will usually result in the complete destruction of both ships it may be necessary to determine
the exact damage caused. This is done by comparing the difference in the ships Vector and multiplying that difference by
the mass of the smaller ship. Both ships then take that much structural damage and special damage is awarded
accordingly.
The simplest method of doing this is to treat the ram as an AMP hit and determine the difference in the vectors by
comparing the two.

A more detailed explanation follows:

1. Command bridge hit: When all command bridges have been knocked out, a ship will go to the program. If no program
has been checked, the ship will drift with no screens, weapons or vector programmed for the next turn. If the program is
flee, the ship will use most of its power to vector away from the enemy. It will pump hyper and run for its base as soon as
possible. If the program is self-destruct, the ship will overload its power banks and blow up one turn later. Selective attack
means the ship will continue to attack the last target it fired at. General attack means the ship will use all power for
weapons and will attack the most advantageous enemy target or targets. Board means the computer will attempt to
maneuver the ship toward the most advantageous enemy vessel with the intention of boarding. Power will be primarily
shunted to maneuver and pressor-tractor beams, with any left over going to weapons. Ram means the ship will attempt to
ram a specific enemy vessel which should be identified at the time the program goes into effect. Note that after the last
Command Bridge is hit, the ship will automatically go to program for one turn. The remaining crew (not marines), if any,
can change programs each turn thereafter if they wish to, but they may not con the ship except within the limits of the
program. Surviving marines may change programs during strategic moves but not during the course of the tactical game.

2. Screen hit means that one of the screen generators has been permanently damaged.

3. Power bank hit, roll one six sided die to find out the number of power banks permanently damaged.
4. Critical power bank hit, roll one six sided die. If the roll is 5 or less, count as a regular power bank hit. If the roll is 6, it
means the power bank has blown up completely destroying the ship.

5. Engine hit, roll one six sided die and divide by two, rounding up, to determine the number of engine units damaged.

6. Troop Compartment hit. If the ship has no troops aboard, count is the same as a structural damage hit. If troops are
aboard, there will be four troops in each compartment. Roll a six sided die for casualties, a 4, 5 or 6 means all are dead, a
1 means one killed, a 2 means two killed and a 3 means three killed. If supplies are in the compartment, use the same
procedure to discover damage to the supplies.

7. Retrieval boat compartment hit. If the retrieval boat is in the compartment at the time of the hit, it is damaged and out of
action.

8. Capsule drop compartment hit indicates that the capsule drop mechanism is damaged and out of action. If a drop was
programmed for within four turns or in progress, treat this hit as a TC hit also.

9. Hex compartment is knocked out.

10. Light laser, remove one light laser from action.

11. Medium laser, lose one medium laser.

12. Heavy laser, lose one heavy laser.

13. Anti-matter projector is knocked out.

14. Splinter head, lose one splinter head tube.

15. Pressor tractor, lose one pressor tractor.

16. Torpedo launcher, lose one torpedo tube.

17. Anti-Torpedo hit, lose all anti-torpedo rockets in compartment.

18. Heater hit only applies if heater is being carried, otherwise treat as structural damage. If the heater is hit, count 10
damage points against the heater and roll for special damage against the heater.

19. Robot pilot hit is found on heater status pads only and means the heater is no longer functioning and will drift or not
fire, if still attached to another ship.

20. Bomb bay hit. Only applies to ships specially equipped with space to surface missiles and means that the launcher
has been knocked out.

21. Supply hold hit only applies to ships which are designed to carry supplies. Each hold is divided into six areas. The
supplies carried in the hold are divided into these six areas by the player prior to combat. If a hit is scored on a hold, roll a
single six sided die to determine which area of the hold was hit and assume that all supplies in that area are destroyed.

When a ship has taken more structural damage hits than it has structural damage boxes, it becomes powerless hulk,
incapable of further movement or fire. It is not destroyed, however, and is still capable of repair. To completely destroy a
ship, you need to double its structural damage or get a critical power bank hit which blows the ship up.

This brings us to the subject of on board repair by crewmen. Obviously, the crew can make no repairs while the ship is in
combat; the battles seldom last more than a few minutes or so. However, a damaged vessel moving on the strategic
map, in one day turns, can have some repairs made by the crew. There is a 40% chance that any damaged module can
be repaired by the crew with the materials on hand. One crew man can repair one point of damage per day either to a
module (if it has been determine repairable) or to the structure of the ship. All missile weapons, if knocked out and
unrepairable, have a 60% chance that the magazine is still undamaged. Thus, the crew can move missiles from the
damaged section to the undamaged section, providing there is room in the undamaged section to receive them.
Example: A ship with two torpedo tubes has fired 2 missiles from tube #1 and 1 missile from tube #2, when tube #2 is hit.
Later, after the battle, tube #2 is determined to be unrepairable but the magazine is intact. Therefore, one crewman can
spend one day moving two missiles from #2 magazine to #1 magazine. A crewman can move four torpedoes or splinter
heads or 6 Hex missiles in a one day turn. In this case, there was only two spaces in magazine #1 so only two missiles
may be moved.

Ship Status Charts

Each ship in the game should have a permanent record kept of its fuel supply, crew, marines, battle damage, repairs and
any modifications made to its structure or weaponry. This record should be kept by the player and updated after each
combat or completed voyage.

The ship status chart is used during a tactical battle to program the Power flow and movements of the ship. The status
pads should be enclosed in a plastic document protector so they can be written upon with a china marking pencil (grease
pencil), and erased as needed.

As an example, we will use the Federation Battle Cruiser status chart. In the upper left hand corner of the page is the
vector chart. It is used to figure vectors and the ship's course. The use of this chart is described under the section on
movement. Directly below is the power bank and engine record. Note that for this ship 35 power bank units are required
to make a three vector. So, if this ship is moving at a three vector there is no power left over to power screens or
weapons. If moving at a two vector, the ship only needs 23 units of power, leaving 12 units available for powering
weapons or screens. When marking off damage to engines or power banks, mark from the last to the first. This way you
can see at a glance how many power bank or engine units are left. Below the engine chart is the special damage chart,
the uses of which are described in the section on damage. In the upper right hand corner of the page is a space to write
the ship's name, number or letter. Below this is shown the total mass of the ship and the point value of that type craft.
Next is the., record of the command bridge hits. Below that, are the crew and marine records. Each box in this section
represents one individual. Also in this area are the troop and retrieval boat sections, if any are carried. Each troop box
represents 4 troops and the four boxes labeled 1-4 may be used to indicate less than four casualties. Each retrieval boat
box represents one retrieval boat.

Next is the structural damage. The numbered boxes each represent one point, the unnumbered boxes represent ten
points of damage.

{Picture}

Example: This vessel has taken 48 points of damage.

{Picture}

The number (7) under the word screens means that seven units of power will power up the entire system. The number 1
in each box means that each individual screen requires one unit of power to run. The F, if checked, means that the
screen has been flared. The example shows a ship with 5 screens up, 3 of which have been flared.

The pressor-tractors are next. The T next to the (4) is for the target code if you wish to salvo. Lasers and pressor-tractors
can either be fired, singly (rolling a die for each laser fired) or salvoed (rolling one die for the entire system). The L
indicates a lock-on. The example shows three pressor-tractors programmed all for Target #6, one of which has already
been locked on.

{Picture}

The ATR shown in the example shows one having been fired and the other programmed.

The uses of the program chart are explained under the Damage section of the rules. The sample shows the Flee program
selected.

{Picture}
The light, medium and heavy lasers are all programmed the same way. The example shows the light lasers programmed
to salvo against Target #6. Two medium lasers are shown programmed to fire against Target #6.

Note that whatever weapon is programmed to fire, a target must be shown. Any weapon programmed without a target
does not fire. Target or weapon programming can not be changed during the fire portion of a move. If you have
programmed torpedo fire at a ship which is blown up during the laser fire portion of a turn, you can, if you wish, cancel the
torpedo fire but you may not change targets until the next programming turn.

Each Hex tube has a ten round magazine. You can program one missile from each tube per turn. The example shows
both tubes programmed to fire at Target #6 at a penetration of 3 and 4. Both tubes have expended 5 missiles.

{Picture}

Splinter heads are the only types of weapon not shown on the Federation Battle Cruiser chart, so we have borrowed one
from a Ralnai battle cruiser. Each tube has a 4 round magazine and can fire one round per turn. The example shows one
missile fired at Target #8 to burst at a range of 24 inches.

Torpedoes are shown next. Our example shows two torpedo tubes, both of which have fired two missiles each, aimed at
Target #6 to impact on turns 3 and 4. Note, if a torpedo tube is knocked out, just X it out; don't cross out the missiles
already fired because missiles in flight are not affected by the tube being hit.

{Picture}

The incoming torpedo chart is for you to record, on the left side the turn number, and on the right side, the number of
torpedoes coming at your ship. Incoming torpedo hit by laser fire or pressor-tractor can be checked off this chart.

In the lower right hand side of the chart is the Amp program. This requires five units of power to activate. The explanation
of this chart is found in the weapons section under Amps.

During the programming phase of the turn, the status pad should be completely filled out. No changes in the status pad
should be allowed after the programming phase of the turn. Note that all weapons must have a target programmed or
they don't fire.

The Starships

Federation

Description of Starships

Note: Weapons shown are for the standard versions.

Federation Battle Cruiser "Stonewall Jackson" Class


Total mass 455 Screens 7
Point value 5800 Light lasers 6
Command bridges 3 medium lasers 4
Crew 8 Heavy lasers 4
Marines 24 Torpedo tubes 2
Power banks 35 Hex tubes 2
Engines 63 AMP 1
Pressor-tractors 4 anti torpedo rockets 2
Max. Vector 3 Max. Speed 1.5 L.Y.P.H.

Federation Heavy Cruiser "Canopus" Class


Total mass 390 Screens 5
Point value 4480 Light lasers 6
Command bridges 2 Medium lasers 4
Crew 8 Heavy lasers 2
Marines 16 Torpedo tubes 2
Power banks 30 Hex tubes 2
Engines 34 Amp 1
Pressor-tractors 3 Anti torpedo rockets 2
Max. Vector 3 Max. Speed 1.5 L.Y.P.H.

Federation Frigate "Houston" Class


Total mass 218 Screens 4
Point value 2580 Light lasers 4
Command bridges 2 medium lasers 2
Crew 5 Pressor-tractors 2
Marines 8 Amp 1
Power banks 27 Hex tube 1
Engines 26
Max. vector 4 Max. Speed 2 L.Y.P.H.

Federation Destroyer "Sgt. York" Class


Total mass 230 Screens 3
Point value 2510 Light lasers 4
Command bridge 1 Hex tubes 2
Crew 4 Pressor-tractors 2
Marines 4 Power banks 35
Engines 15
Max. Vector 5 Max. Speed 2.5 L.Y.P.H.

Federation Scout
Total mass 100 Hex tube 1
Point value 1100 Power banks 20
Command bridge 1 Engines 10
Crew 1
Max. Vector 8 Max. Speed 4 L.Y.P.H.

Federation Heater
Total mass 147 Power bank 1
Point value 500 Weapon compartments 2
Robot brain 1 Engines 2
Max. Vector 9 Max. Speed 4.5 L.Y.P.H.

Ralnai

Ralnai Battle Cruiser


Total mass 658 Screens 8
Point value 7090 Light lasers 6
Command bridges 3 Medium lasers 6
Crew 10 Heavy lasers 4
Marines 10 Torpedo tubes 4
Power banks 35 Splinter heads 4
Engines 36 Hex tubes 2
Pressor-tractors 4 Anti torpedo rockets 4
Troops 32 Retrieval boats 2
Max. Vector 2 Max. Speed 1 L.Y.P.H.

Ralnai Heavy Cruiser


Total mass 410 Screens 3
Point value 4720 Light lasers 5
Command bridges 2 Medium lasers 4
Crew 6 Heavy lasers 4
Marines 12 Torpedo tubes 2
Power banks 35 Splinter heads 2
Engines 40 Hex tubes 2
Pressor-tractors 2 Anti torpedo rockets 2
Max. Vector 3 Max. Speed 1.5 L.Y.P.H.

Ralnai Light Cruiser


Total mass 310 Screens 4
Point value 3700 Light lasers 6
Command bridges 2 Medium lasers 2
Crew 4 Splinter heads 4
Marines 15 Hex tube 1
Power banks 35 Engines 36
Max. Vector 4 Max. Speed 2 L.Y.P.H.

Ralnai Frigate
Total mass 235 Screens 2
Point value 2910 Light lasers 4
Command bridges 2 Medium laser 1
Crew 3 Pressor-tractors 2
Marines 16 Hex tube 1
Power banks 35 Engines 32
Max. Vector 5 Max. Speed 2.5 L.Y.P.H.

Ralnai Scout
Total mass 100 Hex tube 1
Point value 1100 Power banks 20
Command bridge 1 Engines 10
Crew 1
Max. Vector 8 Max. Speed 4 L.Y.P.H.

Ralnai Heater
Total mass 147 Power bank 1
Point value 500 Weapon compartments 2
Robot brain 1 Engines 2
Max. Vector 9 Max. Speed 4.5 L.Y.P.H.

General Painting Instructions

A) Federation Vessels: Federation ships are painted an overall flat white with a black nose tip and black stern hole vents.
The laser blisters and view ports are dark green. Each fleet has a differentiating color for the wing bands (about three
fourths of the way in from the wing tips) and the nose band immediately behind the black nose tip The Federation
sunburst insignias is located on the top of the vessel at the center of gravity and is gold with a red center and outlined in
black. Most vessels also have a numerical or letter code on the wings or near the sunburst.

B) Ralnai Vessels: Ralnai ships are an overall blue gray with black torpedoes tube openings and black stern hole vents.
The laser blisters are white and the view ports (if any) are dark green. The Ralnai also use fleet color designations, but
these are found in the neckbands. The neck bands are found midway down the neck on all Ralnai ships except for the
Frigate of the "Egg Thief" Class which has them immediately forward of the laser blisters near the bow. The neckbands
are of a color chosen and all have white piping. The Ralnai insignia is the infamous clawed arrow. The arrow is red with a
white outline and is found only on the upper wing surfaces. Again Ralnai ships commonly have their own numerical
designation on the top surface of the hull.

During the Starwars and the period of the commercial wars which followed, the combatants moved even more toward
standardization and interchangeability of their starship components. The requirements for vast numbers of starships to be
constructed by poorly equipped colonies resulted in a standardization of hull design, insomuch that ships constructed in
2285 were (outwardly at least) indistinguishable from ships constructed as much as one hundred years earlier. Individual
vessels varied widely, however, in their internal layout. In order to reflect this fact, we have provided a weapon
substitution chart which will tell you what weapons can be substituted for which. Please note that although more extensive
alterations are possible they would destroy the balance between power banks, engines and mass. These relationships
are the result of a complex mathematical formula.
Weapon Substitution Chart

Weapon Size Mass Power Requirements

Lt. Laser 1 5 1
Med. Laser 1 10 1
Hv. Laser 2 15 2
Torpedo 3 25 2
AMP 4 20 1 to 5
Mini AMP 2 5 1
HTR External 30 NA
Pressor Tractor 1 5 1
ATRs 1 1 1 per rocket
Screen 1 5 1
HEX 2 20 1
Ret. Boat 4 10 NA
Bomb Launcher 1 5 1
Bombs 1 1 NA
Capsule Drop 1 5 1
Troops 1 1 NA 4 troopers or two horses per compartment
Vehicles 2 2 NA
Supplies 1 1 NA
Splinter Head 3 20 2
Cargo Compartment 1 0 NA

Use of the weapon substitution chart is as follows: Let us assume that we wish to replace the AMP in the Federation
Heavy Cruiser with pressor-tractors for some reason. We see that the AMP masses 20 units and requires the area of four
compartments. Since each pressor-tractor requires the area of one compartment and has a mass of 5 units, we can
exactly substitute four pressor-tractor units for one AMP unit without disturbing the power to mass ratio.

Landing

Troops may be landed from space three ways. The quickest way is to simply land the starship and disembark the troops.
The highly streamlined federation shops can get down from space to the planet's surface in two turns (30 sec.). The
Ralnai ships require four turns (1 minute) . Once the ships are down to within 100 meters of the surface, the troops can
drop on their jet belts. One turn (15 sec.) is required to get the troops out.

The disadvantage of this method is that your ship can become subject to the effects of ground fire. All shots fired by
ground based laser cannon against starships will be automatic hits (see Starguard rules).

One very common method is to land the troops by retrieval boat or equivalent (scout lander or downship). These require
ten turns (150 sec.) to make atmospheric penetration. Troops can then bail out as the retrieval boat passes over the
target area.

The slowest method of dropping troops is by drop capsule. These require 20 turns (5 min.) to make penetration. 'The
advantage to utilizing drop capsules is that the chaff and electronic counter measures produced by the drop capsules
confuse the ground fire and reduce the chances for a hit by laser cannon to 1/12th. Utilizing drop capsules also keeps
your retrieval boats and ships out of the ground fire.

The umpire should determine, based on the circumstances, whether a surprise attack has occurred. Generally speaking,
a surprise attack will occur when the colony's sensor satellite has been destroyed or is blocked by the primary or one of
its moons, or if the attack is made by troops which were previously landed secretly on some other part of the planet, and
are attacking over land.

No colony or base will always have all its assigned troops available and on duty at all times. Therefore, in a surprise
attack situation only one half of all the troops assigned to the defense of the base or colony will be able to react on the
first turn of the attack. (Note: no covering fire allowed on first turn of the attack when in a surprise situation.) The umpire
should then roll percent dice to determine the number of the remaining one half of the defenders who are off the board
(on leave, drunk, on sick call, etc.). These troops will not be available to the defender during this battle. The remainder of
the troops are on board but asleep or off duty in barracks or other buildings. The umpire should determine how many
turns it takes for these troops to react and their initial placement. Once the battle is begun, the Starguard rules should be
used.

Point Sheets

Campaign Point Sheets

The following point sheets will be useful in planning and running a campaign. Additional point sheets showing costs of
individual weapons and troops is available in the Orilla supplement to Starguard. Note that there is an apparent
discrepancy in that this point sheet lists a light laser module as 5 points and the Starguard point sheet lists its ground
equivalent the laser cannon, at 25 points. There is no contradiction here, however, if you realize that the laser module
does hot include robot targeting mechanisms or power plant.

(A) Starship Modules Replacement Cost


(1) Hex 10 (10) CB 20
(a) Missile 1 (11) PB 10
(2) LL 5 (12) Eng. Repairable 5
(3) ML 10 (d) unrepairable 10
(4) HL 15 (13) Bomb Bay 5
(5) PT 5 (c) bombs 1
(6) AMP 20 (14) Troop Compartment 1
(7) SPH 4 (15) Capsule Drop 5
(a) Missile 4 (16) RB Hanger 1
(8) Torp. 5 (17) Screens 5
(b) Missile 5 (18) Cargo Compartment 1
(9) ATR 0
(c) Missile 10

(B) Starships

Federation Ships Ralnai Ships

Colony 18,000 Colony 18,000


BC 5,800 BC 7,090
HC 4,480 HC 4,720
FG 2,580 LC 3,700
DD 2,510 FG 2,910
SC 1,100 SC 1,100
HTR 500 HTR 500

(C) Ground Troops

(1) Starguard Element 691


(2) Starguard Strike Force 1332
(3) Starguard P.A. Element 1921
(4) Starguard Regiment 4585
(5) Ralnai Knot 468
(6) Ralnai Assault Group 936
(7) Rep-Com Company 451
(8) Rep-Com Legion 926

Note: Ships not normally equipped to carry cargo can do so by leaving marines behind and putting cargo in their place.
For purposes of simplification, four points worth of cargo is equal to one point of mass; therefore, four points worth of
cargo can be put in place of each marine or in each troop compartment. The general rule is that one point of mass will fill
up one troop or cargo compartment. For instance: A Norgal Destroyer would not require four compartments in room, but
its mass requirements are equal to four compartments.
(D) Miscellaneous

Mass
(1) Amchris/unit 10 0
(2) Buildings @
(a) Hospitable planets 4 1
(b) Inhospitable planets 8 2
(c) Uninhabitable planets 16 4
(3) Tools 1 pt. .25
(4) Supplies 1 pt. .25
(5) Small Amchris processing plant 30 7.5
(6) Small Amchris plant supplies 1 .25
(7) Small Power Plant 10 2.5
(8) Large Amchris processing plant 120 30
(9) Idiot comm. satellite 26 4
(10) Robot comm. satellite 40 4
(11) Personnel
(a) Army troops 3 pts. + weaponry .25
(b) Starship crewmen 4 pts. .25
(12) Robots
(a) Norgal destroyer 174 + weapons 4
(b) Mark VIII Jungle Patrol 114 + weapons 4
(c) Monowheel 18 + weapons .25
(d) Philot 19 + weapons .25
(e) Krell 17 + weapons .25

Includes -4 armor, -5 shielding, plasma gun and heavy infantry laser.

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