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Stellar Inferno is an easy to learn two player game of battle between the ships and armies of interstellar empires.
The first player, known hereafter as the Defender, is responsible for protecting a location in space. Usually this location is a planet or base, but it can also represent a fleet of transport ships, a worm hole, or some other possession that the Defender finds valuable. The second player, called the Invader, is attempting to use force to reach the protected location, and thereafter capture or destroy it.
Combat between the two fleets of ships takes place on the combat map. This map is a two-dimensional representation of the three-dimensional space between the two fleets. The map is oriented along an axis that stretches between the two opposing fleets, and consists of a series of pancake-like volumes of space, each a fixed distance in depth. The pancake layers are further divided into a set of half-rings, each represented by a hex. Thus, the greater the distance in hexes from the central column, the more volume that is represented by each hex.
Each hex represents a distance of 0.5 Astronomical Units, or one half the distance from the Earth to the Sun. Each complete turn represents four Earth days. Moving one hex per turn is equivalent to a velocity of nearly 1/2 million miles/hour.
The game includes these rules, tables and charts; a standard section of the combat map; and a copy of the counters and markers needed for the scenarios. The counters need to be mounted on cardboard stock for proper use. You will also need at least two six-sided dice.
Figure 1. Combat Map Section
Figure 1 above shows a section of the combat map. The central rows of hexes represents the core cylinder stretching between the two fleets. Note that the rows of hexes are different shades of blue to distinguish the distance of the cylinder from the core. Multiple battle maps are stacked together by aligning the core hexes in a single column.
A specific hex on a map section is determined a column letter and diagonal row number. Hence, H6 is three columns from the core, and three hexes from the top. The large number on each double-row is used to determine the number of additional ships required before ship defense values can be combined.
Front Back Ship Marker Squadron Marker Ground Unit Bombardment Pack Stealth Mine Terrain Marker Fleet Maneuver Figure 2. Sample Counter Types
Each ship is represented by a single cardboard counter that displays information about the vessel. The color of the counter distinguishes the species that owns the vessel.
Figure 3. Ship counter
Ground combat units display information about their combat capabilities. These counters remain off the combat map until they are deployed on a planetary surface.
Figure 4. Ground unit counter
Various additional markers are used as game aids, including a turn marker; fleet movement markers; ground supply counter; squadron markers; and strategic bombardment step-loss markers.
The following sequence is completed during each turn of play. Each step in the sequence is referred to as a phase.
- Fleet Movement
- Reinforcements Arrive
- Individual Ship Maneuver
- Ship Combat
- Landing Actions
- Ground Supply
- Ground Combat
- Ship Damage Recovery
- Check Victory Conditions
The sequence is completed a phase at a time, with the Invading player completing all their actions for a phase, followed by the Defending player. The player currently executing their actions for the phase is referred to as the phasing player. At the end of the turn sequence, the turn marker is advanced one box on the track.
[5.1.1] Each ship is described by several numerical factors which represent their various weapons, defenses, sensors, and other capabilities. Each factor is given a rating of zero or more, depending on the current capabilities of the ship. The various ratings and their purpose are described below:
Attack The overall effectiveness rating of a ship's total weaponry. This includes any beams, missiles, and guns. Cargo Capacity The amount of cargo that can be carried by the ship. The cargo can include ground units and supplies. Defense The ship's ability to avoid, withstand and recover from damage by containing the blast, shielding key components, and employing damage control teams. The types of shielding includes ablative, reflec, composite, and reactive armor. Maneuver The power of the ships' non-linear quantum-recoil drive relative to the overall mass of the ship. Planetary Gear The relative ability of the ship to land on a planetary surface and operate in a planetary atmosphere. Heavier planets require a higher planet gear rating. Range The ships' effectiveness when performing long range attacks. Long range is dominated by missile weapons, medium range by gunnery, and short range by beam weapons.
[5.2.1] Ships with a non-zero cargo capacity can store ground units, supplies, and even small ships in their cargo bays.
[5.2.2] Each ground unit or supply point transported requires a single point of cargo capacity.
[5.2.3] Every 10 points of ship cost being transported requires a single point of cargo capacity.
[6.1.1] There is no limit to the number of ships that can occupy or pass through a hex during any turn.
[6.1.2] To ease the clutter on the map, a stack of ships in the same hex can be replaced by one of the squadron markers. The ship counters are stowed off map, adjacent to the matching squadron marker. [6.1.3] A player can only examine the top ship in the opponent's stack.
[6.2] Fleet Movement
[6.2.1] Fleet movement is determined by the fleet velocity rating. The current fleet velocity is indicated by a marker on the movement track.
[6.2.2] To perform fleet movement, advance every ship marker a number of hexes on the combat map in parallel with the central axis. The number of hexes moved is equal to the fleet velocity rating, with positive values being toward the defender.
[6.2.3] Ships that occupy a hex containing a planet or star marker are considered in orbit, and are not required to perform fleet movement.
[6.2.4] Once a player has completed fleet movement, the fleet velocity can be adjusted by one in either direction.
[6.3.1] When ships arrive during the reinforcement phase, they are placed in a hex adjacent to the designated map edge. Once on the map, they can be moved normally.
[6.3.2] Unless so indicated by the scenario, ship arrival can not be delayed.
[6.4] Ship Maneuver
[6.4.1] The maneuver rating determines the number of hexes in any direction that an individual ship can maneuver each turn.
[6.4.2] This individual movement can be made in any direction, but must be tracked through contiguous hexes.
[6.4.3] If a ship leaves the map for any reason, it is considered removed from the game. However, neither the Invading player nor the Defender receive any victory points for ships which leave in this manner, unless called for by the scenario.
[6.5.1] Cargo can only be loaded or unloaded during the Individual Ship Maneuver phase.
[6.5.2] Ships loading or unloading cargo are unable to perform a maneuver during the current turn.
[6.5.3] Ships loaded or unloaded as cargo are unable to perform a maneuver during the current turn.
[7.1] Determining Attacks
[7.1.1] To damage or destroy enemy ships, an attack must be performed.
[7.1.2] Ships occupying the same hex can only be attacked once during a turn.
[7.1.3] Each ship can only attack a single hex: attack factors can not be split among several hexes. However, individual ships in the same hex can perform separate attacks against different hexes.
[7.1.4] The phasing player must identify the ships to perform each attack. The attack must then be completed before moving on to the next attack.
[7.1.5] If all attacking ships occupy the same hex then it is called a closed order attack. If the attacking ships occupy at least two different hexes then it is called an open order attack.
[7.1.6] The attacks are resolved in the order determined by the phasing player. Once the phasing player announces that he has no further attacks to be made, no more ship attacks can be performed by the phasing player until the following turn.
[7.2] Effects of Range
[7.2.1] Each ship performing an attack uses its attack factor to determine the outcome.
[7.2.2] The attack factor of a ship is modified by the range to the target. The range is determined by counting the shortest number of hexes from the attacking ship to the target hex, including the final hex.
[7.2.3] Attacking ships occupying the same hex as the target have a range of zero. Ships with a range factor of zero can only attack when they occupy the same hex as the target.
[7.2.4] To determine the modified attack factor for a ship, compute the number of multiples of the ship's range factor separating the attacking ship from the target hex. For each such whole multiple, the attack factor is divided by two, rounding down fractions. If the modified attack factor is less than or equal to zero, the ship is unable to participate in the attack this turn.
[7.3] Executing Attacks
[7.3.1] Attacks are always made against the ships with the lowest defense ratings in a hex.
[7.3.2] In the core hexes, a maximum of three ships with the lowest defense ratings in the hex can combine their scores to determine the total defense rating.
[7.3.3] For every two hexes distance from the core, another ship must be below the stack, in addition to the ships that combine their defense ratings. Thus, a stack of four ships that is three hexes from the core row can only combine the two lowest defense ratings.
[7.3.4] Regardless of the location, the stack is always defended by the ship with the lowest defense rating.
[7.3.5] Once the total modified attack factors and defense ratings have been determined for an attack, divide the total modified attack factor by the defense rating. Drop any fractions. The result determines the combat odds.
[7.3.6] If this is a open order attack use table 3 to determine the combat results. If this is a closed order attack use table 4 to determine the combat results.
[7.3.7] Consult the appropriate combat results table and find the highest odds row that is less than or equal to the result. Roll a six-sided dice and consult the corresponding column to determine the result.
[7.3.8] The value is the number of step losses that must be taken by the defending ships.
[7.3.9] The non-phasing player determines which ship within the target hex will suffer the step losses.
[7.3.10] If a ship is destroyed as a result of the damage, then a different ship must be chosen to suffer the remaining step losses.
[7.3.11] Damage assignment continues in this manner until all step losses have been satisfied, or all the non-phasing player's ships in the target hex have been eliminated.
[7.3.12] To indicate ships that have already engaged in combat, turn the markers at right angles to their normal position. When the ship combat phase is finished, return the ship markers to their normal position.
[7.4.1] Ships being transported as cargo can not be used for attack or defense until they are unloaded.
[7.4.2] If a ship loses a step as a result of damage, and any cargo is being transported aboard the damaged ship, then the owning player must eliminate cargo points at least equal to the reduction in capacity.
[7.4.3] If a ship is being carried aboard a transport, and the transport suffers damage, the owning player can elect to reduce the stored ship by a step in order to satisfy the lower cargo requirements.
[7.5] Damage Recovery
[7.5.1] If a ship suffered step losses during the current round, but was not destroyed, then an attempt can be made to repair some or all of the damage during the Damage Recovery phase.
[7.5.2] If the total of two six-sided dice are rolled at or below the current defense rating, one step loss suffered during the current round is repaired.
[7.5.3] On a roll of six from either dice, the repair automatically fails and the ship is crippled for the duration of the scenario. No further repair attempts can be made on this ship.
[7.5.4] If a crippled ship survives further combat, it will need to put into dock for repairs.
[8.1.1] Ships with a Planetary Gear rating greater than or equal to a planet's gravity rating are capable of operating within the planetary atmosphere.
[8.1.2] To enter a planetary atmosphere, a ship must first be in orbit about the planet. A ship is considered to be in orbit if it occupied the same hex as the planet at the beginning of the current turn, and during the planetary operations phase.
[8.1.3] Ships can either enter or leave a planetary atmosphere during the Landing Actions phase. Place all ships that enter a planetary atmosphere underneath the planet marker. Ships that leave a planetary atmosphere are then placed on top of the planet marker.
[8.2] Atmosphere Effects
[8.2.1] All attacks made into or from a planetary atmosphere have their effective range doubled.
[8.2.2] Ships operating in a planetary atmosphere add their planetary gear rating to their defense factor.
[8.3] Surface Deployment
[8.3.1] If a ship is carrying a combat unit, the ship must normally enter the atmosphere to deploy the troops.
[8.3.2] Drop-capable troops can be deployed from space, even from a ship that lacks a Planetary Gear rating.
[8.3.3] To drop such troops, the transporting ship must be in orbit about the planet.
[9.1] Supply Effects
[9.1.1] In order to operate on a planetary surface, a combat unit must have a source of supply.
[9.1.2] Players must track the amount of supply available.
[9.1.3] Each ground unit requires a point of supply at the beginning of combat, or it is considered to be out of supply.
[9.1.4] All units which are out of supply must lose a single step prior to combat.
[9.2] Terrain Supply
[9.2.1] Each planet has a number of Industrial, Settled, and Native terrain points, representing the economic utilization of the surface by the inhabitants.
[9.2.2] If one player controls all remaining Industrial and Settled points on a planet, then that player has economic control of the planet.
[9.2.3] For the defender, each point of industrial terrain can provide two ground supply points. Each point of settled terrain can provide one ground supply point. Native terrain does not provide any supply.
[9.2.4] If an industrial terrain point is captured by the invader, it can supply a single supply point per turn.
[9.2] Ship Supply
[9.3.1] Normally, all the invading player's ground units must be supplied by supply points carried as ship cargo.
[9.3.2] On the first turn that a drop-capable unit is deployed to a planetary surface, it is automatically in supply.
[9.3.3] A ship can either orbit the planet or enter the atmosphere in order to supply a ground unit. Ships do not require Planetary Gear in order to provide supply.
[9.3.4] If a player controls at least one industrial terrain point, then ships that land on the surface can offload and stockpile their supply cargo during the Landing Actions phase.
[10.1] Ground Unit Deployment
[10.1.1] To resolve ground combat, the units must first be deployed for battle. Deployed units should be arranged in a line on a clear area of the table so that matched units face each other.
[10.1.2] The defender first deploys a ground unit, which the invader must match with one of his own. Next, the invader player deploys an uncommitted ground unit, which the defender must match. Deployment alternates in this fashion until one or both sides run out of ground units to commit.
[10.1.3] When a player runs out of ground units to deploy, the other player has the option to add any of the remaining units to the existing matchups.
[10.1.4] Any uncommitted units are then placed in the player's reserve pool.
[10.2] Ship Deployment
[10.2.1] Once all ground units have been deployed, each player has the option to add surface ships (located under the planet marker) to any of the matchups.
[10.2.2] The ships are deployed in the same manner to the ground units, with ships being added to ground unit matchups. However, the invader must deploy the first ship, followed by the defender. The deployment alternates between the players until all supporting ships are deployed.
[10.2.3] Once a player declines to add a ship to a combat matchup, the remaining ships for that player are placed in the reserve pool.
[11.1] Determining Odds
[11.1.1] Once the units have been deployed, the phasing player has the option to perform ground attacks in any of the matchups.
[11.1.2] To determine the combat odds for a matchup, divide the total attack points of the phasing player's units by the total defense points of the non-phasing player's units.
[11.1.3] If any ships have been added to the combat, use their Planetary Gear rating for the attack or defense points, as appropriate.
[11.1.4] Ground units with a superior Maneuver rating perform better against slower units. If all a player's units in a matchup have a higher maneuver rating than any of the opponent's units, a +1 is added to the dice roll when those units are attacking.
[11.2] Combat Resolution
[11.2.1] Find the highest odds row on table 5 that is at or below the ratio, then roll a six-sided dice.
[11.2.2] The number after the slash is the total step losses that the phasing player must remove from the attacking units.
[11.2.3] The number before the slash is the total step losses that the non-phasing player must remove from the defending units.
[11.2.4] Combat continues in this fashion, with each matchup being resolved separately. When, as a result of combat, all units on one side of a matchup are eliminated, then any victorious surviving units are placed in the owning player's reserve.
[11.3] Step Losses
[11.3.1] The non-phasing player must decide first which of his defending units will absorb the step losses, before the phasing player decides which attacking units will accepts step losses, if any.
[11.3.2] At least one point from the total step losses must be absorbed by a ground unit.
[11.3.3] If ships are involved in the combat, they can be used to absorb step losses taken by the owning side.
[11.3] Surrendering Terrain
[11.4.1] Both players also have the option to surrender economic terrain points in exchange for step losses.
[11.4.2] The phasing player is always the first to declare how much terrain will be surrendered in exchange for step losses.
[11.4.3] The maximum number of terrain points that can be surrendered by a player is equal to the lowest maneuver rating of the player's ground units in a matchup.
[11.4.4] Any surrendered terrain must first be taken from the remaining Industrial total. When no Industrial points remain, terrain losses must then be taken from the Settled point total.
[11.4.5] If no Settled points remain, any remaining step losses must be absorbed by reducing or eliminating units.
[11.4.6] If both players decide to surrender terrain, the land points are exchanged. Note that no net terrain will change hands if both sides surrender equal types and amounts of terrain.
Any of the following optional rule sections can be added to a scenario with the agreement of both players at the start of the game.
[12.1.1] Any ships performing individual maneuver through a hex containing an asteroid field marker risks damage from collision.
[12.1.2] After a ship has completed its maneuver, determine the number of hexes entered that contained asteroid markers. For each asteroid hex entered, roll a six-sided dice. If the roll is less than the total hexes moved, the ship suffers a damage step loss.
[12.1.3] Ships never suffer asteroid damage from fleet movement.
[12.1.4] Due to the interference of the dust and heavy bodies, ships attacking into hexes that contain asteroid markers have their effective range doubled.
[12.1.5] Planets with a ring system are considered to be an asteroid hex for game purposes. Ships within the planetary atmosphere of a world ignore the effects of the rings for game purposes.
[12.2] Grazing Orbit Maneuver
[12.2.1] Any ships that move through a hex containing a star marker have the option to perform a gravity-assisted maneuver.
[12.2.2] This gravity maneuver must be executed immediately upon entering the star marker hex.
[12.2.3] The number of maneuver points gained is equal to the star's rating. Thus, if a ship enters a hex containing a +2 star, it can immediately perform an additional two maneuver movements.
[12.2.3] This grazing orbit maneuver can cause radiation damage to a ship. If a six-sided dice roll is at or below the star rating, the ship suffers a damage step-loss result.
[12.3] Stealth Mines
[12.3.1] Some scenarios allow ships to carry mines as cargo. The owning player must determine which ships contain the mines prior to the start of a scenario.
[12.3.2] Mines can only be deployed during the Landing Action phase. The mines are initially placed in the same hex as the ship on the combat map.
[12.3.3] The maneuver rating of a mine is always zero. However, they can perform fleet movement each turn.
[12.3.4] Whenever, as a result of fleet movement, a mine enters or passes through a hex containing an opponent's ship, an attack is made.
[12.3.5] For each point of Mine, roll a six-sided dice. On a roll of 1, a Mine has struck a ship, causing a single step loss.
[12.3.6] If multiple ships occupy a hex, the ships are attacked in order of decreasing maneuver rating. After striking a ship, that Mine point is eliminated.
[12.3.7] Mines are considered to be escorted by friendly ships when they occupy the same hex. Such mines can not be attacked by the opponent until all escorting ships are destroyed.
[12.3.8] If all the escorting ships within a hex are destroyed, any remaining damage points are used to eliminate allied mines at the rate of one mine point per step loss.
[12.3.9] Unescorted mines have a defense rating of one, regardless of the number of mine points in the hex.
[12.4] Overloading Engines
[12.4.1] Ships can deliberately overload their engines in order to temporarily increase their maneuver rating by one point.
[12.4.2] One a roll of 2 or less on a six-sided dice, the engines are damaged and the ship is no longer able to perform maneuver movement for the duration of the battle.
[12.5] Overloading Weapons
[12.5.1] Ships can deliberately exceed the recommended fire rating for their weapons in order to inflict a devastating attack against their opponent.
[12.5.2] Ships that overload their weapons can attack at double their normal attack rating.
[12.5.3] Upon doing so, however, the ship automatically suffers a step of damage.
[12.6.1] By default, a player can only examine the top ship in an opponents stack.
[12.6.2] To examine an opponent's stack, the player can use one or more of his ships to perform a sensor sweep of the hex during the maneuver phase.
[12.6.3] For a ship to participate in a sensor sweep, the target hex must be within the range factor, and the ship can not perform a maneuver movement this round.
[12.6.4] To perform a sensor sweep, use the ship's range rating to determine a sensor attack factor, then perform an attack against an opponent's stack in the standard manner.
[12.6.5] The number of step losses inflicted determines how many ships must be revealed to the attacking player. No damage is ever incurred as a result of a sensor sweep.
[12.6.6] Any ships performing a sensor sweep are immediately revealed to the opponent.
[12.7] Psi Specialists
[12.7.1] These psionic agents can have a profound effect on space combat, being able to sense enemy plans, ships, and incoming attacks.
[12.7.2] A psi agent adds his psi rating to the attack and the defense rating of the occupied ship.
[12.7.3] The psi factor can never more than double a ships' rating.
[12.7.4] If multiple psi agents are on a ship, only the highest rating is used for both attack and defense.
[12.7.5] Psi specialists have no effect against mines, asteroids, or other inorganic hazards.
[12.7.6] In the landing actions phase, a psionic agent can transfer between any two ships that occupy the same hex, and have not performed any actions other than fleet movement during the current turn.
[12.8.1] During the individual ship maneuver phase, the phasing player can declare that he intends to ram an opponent's vessel.
[12.8.2] To perform a ram, a ship must have a higher maneuver rating than the target vessel, and must end its movement in the same hex.
[12.8.3] To execute the raming attack, the phasing player must then perform a closed order ship-to-ship attack against the target, using the defense rating of the ramming ship as the attack factor.
[12.8.4] The defending ship suffers the standard step losses.
[12.8.5] If the defending ship survives, it now performs a ramming attack against its attacker.
[12.8.6] The attacking ship suffers the standard step losses.
[12.9] Ship Design
[12.9.1] New ship designs can be created by assigning a point value to each of the ratings. The ship category is determined by the total point cost.
[12.9.2] Table 1 shows the minimum point total for various combat ship categories.
[12.9.3] The cost of a ship is as follows:
Cost = M * (A + D + C + P) + R * A
M = Maneuver (use 1 if Maneuver is zero) A = Attack D = Defense C = Cargo P = Planetary Gear R = Range (equal to Maneuver if Attack is zero)
[12.9.4] Speciality ships have an unusually high or low portion of their total points in one category. Table 2 shows some of the speciality ships and their primary factors.
[12.9.5] If the ship's defense rating is at least 4, it can have a reduced step. At the reduced step, the point rating is half the total, with fractions rounded down. Usually this is done by halving the A and D ratings from the previous step.
[12.9.6] The A and D ratings must always be reduced by at least one point per step, but the D rating can never be reduced below one.
[12.9.7] No point ratings can be increased as the result of a step loss.
[12.10] Strategic Bombardment
[12.10.1] Ships can use their regular complement of weapons to perform strategic bombardment against economic terrain points.
[12.10.2] Each point of Industrial or Settled terrain has a defense rating of 10, and all attacks made against a planet with an atmosphere double the effective range.
[12.10.3] When an Industrial terrain point suffers a step loss of cumulative damage, it becomes a Settled terrain point.
[12.10.4] After a Settled terrain suffers takes a step loss of cumulative damage, it is destroyed.
[12.11] Tactical Bombardment
[12.11.1] To perform orbital attacks against ground units, ships can carry 'bombardment packs' as cargo.
[12.11.2] The packs can be deployed during the Landing Action phase, but only from a ship in orbit above the planet.
[12.11.3] For purposes of ground combat, these packs are treated as temporary ground units, each with an attack and defense strength of 1 per point of cargo.
[12.11.4] The non-phasing player's ground units can not withdraw from a combat that includes bombardment packs.
[12.11.5] Once the turn is completed, any deployed bombardment packs are considered expended and are removed from the game.
[12.12] Technology Advantage
[12.12.1] A technology difference can provide a significant advantage to the more advanced side, both in ship-to-ship and in ground combat.
[12.12.2] The technology advantage is subtracted from the attack dice whenever the more advanced side performs a ship or ground attack.
[12.12.3] The technology advantage is added to the dice roll whenever the less advanced side performs a ship or ground attack.
[12.13] Boarding Attack
[12.13.1] During the individual ship maneuver phase, the phasing player can declare that he intends to board an opponent's vessel.
[12.13.2] To perform a boarding attack, a ship must occupy the same hex as the target vessel and have a higher maneuver rating than the target vessel.
[12.13.3] A ship attempting to board another is unable to perform Individual Ship Maneuver during the same turn.
[12.13.4] Boarding combat is performed during the Ground Combat phase of the phasing player's turn.
[12.13.5] Boarding combat is performed in the same manner as Ground Combat, using the attack, defense, and maneuver ratings of each ship as ground combat unit ratings.
[12.13.6] Ground units being transported aboard the two ships can also participate in the boarding combat.
[12.13.7] The target ship is unable to withdraw from the boarding combat.
[12.13.8] If the boarding ship withdraws any unit as a result of combat, then this boarding combat is over for the phasing player's turn.
[12.13.9] If either ship suffers ground combat step losses at least equal to its remaining steps, then it has been successfully captured by the opponent.
[12.13.10] Captured ships are unable to attack for the duration of the scenario. They are captured at their lowest step rating, and must be brought into a friendly port for repairs.
[12.14] Space Defense Unit
[12.14.1] A Space Defense Unit is a specialized ship that is unable to leave the surface of a planet.
[12.14.2] The SDU has maneuver and combat ratings of zero, and a planetary gear rating of one or more.
[12.14.3] An SDU can defend against a ground attack with its full defense rating.
[12.14.4] An SDU is unable to withdraw as a result of ground combat.
Humans finally met the Progenitor's criteria for a technologically advanced sentient race when they built the first Alcubierre Negative Energy drive in 2149AD. (Miguel Alcubierre, Classical and Quantum Gravity, 11, L73-L77 (1994).) This class III superluminal propulsion system allowed crews to travel to the nearest stars in a matter of days or weeks.
Within a few months, however, mankind was introduced to the plasmoidal Rak'toi, the sole representatives in the Milky Way Orion arm for the Progenitor Hegemony. Unimaginably powerful by human standards, the Rak'toi laid down the firm ground rules for exploration and colonization of the solar neighborhood:
- No berserker (genocidal) weapons will be used against other races. Study or ownership of such weapons is prohibited.
- None of the races are to journey beyond the Orion arm sector boundaries. Colonies can only be placed in the boundary buffer zone with the permission of the Rak'toi council.
- Selected fallow systems, as identified by the Rak'toi, are permanently banned from entry by physical means.
Violators of these conditions will be subject to severe penalties, up to and including species eradication by the use of the Progenitor's Causality Disruptors.
The stage was now set for coooperation and competition between the six advanced races contained within the Orion's Arm. The eventual winner of this contest would be considered for apprentice status within the Progenitor Hegamony.
Each scenario contains a historical description; map setup; scenario conditions; neutral game markers; and information and markers for the invader and defender. After placing the markers on the game maps, the defender first places all units available at the start of the scenario at the deploy locations. The invader then follows suit. The game then proceeds for the indicated number of turns. At the end of the game, the winner is determined by the victory conditions.
[14.1] Scenario 1 - Phoenix Command
In the opening move of the second Terran-Khaldarii war, the Khaldarian meta-command dispatched a heavy battle group from their 4dg. fleet to eradicate the growing human colony on Alpha Phoenicis II. The few TDF ships in the system put up a valiant but futile fight, and the colony invasion was soon underway. Fortunately, TDF intelligence had intercepted and decoded the orders to the Khaldarian flagship Phalth, and a relief force was hastily assembled and dispatched.
Center row here
Map 6, J9 = Alpha Phoenicis II (Air/1g: 3 industrial, 8 settled)
Map 6, K8 = Alpha Phoenicis (+1 Star)
Technology Advantage: None
Total turns: 16
Victory: the player who controls the most economic points on Alpha Phoenicis II after the final turn has been completed is the winner.
Enter: left map edge
Fleet Movement: +2
Planetary Gear: DD=1, FF=1, CO=2, HF=1, FF=1
Turn Units 1 2 3
Transported on HF Mef: 7th, 409th, BSDF, 7 Supply.
Transported on HF Jrg: 123rd, 45th R, 200th R, 7 Supply
Historical Register: Phalth (BB 3); Mier Rhanken (BC 11); Tierelks (B 55); Gurhd A (ML A); Mus Ke Urld (CS delta4); Mus Ke Erwihg (CS delta7); T. Stahx vU-Grow (CA 64); Leyf (CA 71); Murcha Sing (CA 114); Bekhur (CL 3); Hop Nierd (DD F41); Mus Ke Qas (DD E16); Mirv Salahg (DE 497); Worurk (FF 7241); Theche Ho (FF 3481); Mindor (CO 41e); Weirlk (SL M41); Mus Ke Daj (SL M42); Muhr Muhr (HF Mef); Bigeon (HF Jrg).
Deploy: ships within 1 hex of APII, ground units on APII
Enter: right map edge
Fleet Movement: +0
Control: all economic points on APII
Planetary Gear: F=1, FF=1
Turn Units Start 3 5 8 9 10 Markers
Historical Registry: Dublin (BC 6); Gibraltar (B 11); Mars II (B 16); Tempest (B17); Charleston (ML 4); Nimitz (ML 7); Coeyr de Leon (CR 38); Tigris (CA 1); Mt. Fiji (CA 22); Wilson (DD 247); Hardwick (DD 298); Inchon (FF 1240); C Port 83 (OB 83); Singapore (CL 47); Finest Hour (F 4/1); Real Thing (F 4/2); Last Word (F 4/3); Oh Yeah (F 4/4).
[14.2] Scenario 2 - Raid on Terra
With the intervention of the Eldar Heavies, the hard pressed Terran forces began to battle back from their earlier setbacks. To regain the initiative, the Khaldarii dispatched a squadron of refurbished dreadnaughts and support ships by sub-light passage into the undefended Terran Oort cloud. This stealthy approach, requiring over two years to complete, caught Terran Central Command completely by surprise and the Earth forces were hard pressed to crew the few available dry-docked vessels for a desperate stand. A visiting Eldar cruiser aided the defending forces considerably.
Center row here
Map 8, K6 = Earth (Air/1g: 950 industrial, 8460 settled)
Map 7, J8 = Mars (Toxic/sub-g: 3 industrial, 28 settled)
Map 8, J7 = Sol (+1 Star)
Starting at J11 on map 8, alternate hexes at a 4-hex radius from Sol are Asteroids.
Technology Advantage: Eldar +2
Total turns: 10
Victory: the Khaldarii must perform 200 points of surface bombardment on Earth or Mars.
Enter: left map edge
Fleet Movement: +2
Planetary Gear: DD=1, CO=2
Special Rule: the comets perform 50 points of surface bombardment by entering a planet hex. Once a comet performs this bombardment, it is removed from play.
Turn Units 1 2-5 Markers
Historical Register: Shalkrien (B 18); Ygri (B 32); Al Vengf (B 79); Laj (B 105); Vur Dragorra (B 160); Ingian (CR 4D); Mus Ke Wtax (DD C7); Zonal (DD K40); Gujax II (CO 9sg).
Deploy: Earth or Mars
Enter: within 1 hex of Earth or Mars
Fleet Movement: +0
Control: all economic points on Earth and Mars
Planetary Gear: F=1
Special Rule: all two-step terran units (except MO 1, OB 4, CR 50, and all DD's) begin at the reduced step. No repairs can be effected to these reduced units during the game.
Turn Units Start
Terran Historical Registry: Oregon (BB 15); Augusta (BB 34); Intrepid (B 60); Bangalore (ML 12); Cleveland (CR 50); Hornet (CS 58); Scorpion (CS 104); Santa Cruz (CA 106); Jackson (CA 140); Gallant (CL 80); Fiji (CL 127); Greenwood (CL 304); Langley (DD 380); Clark (DD 395); Sierra (DD 442); Park Gulf (DD 451); Seward (DD 455); Terra Prime (MO 1); New Kennedy (OB 4); Cougar (F 1/1); Lancer II (F 1/2); Viper (F 1/3).
Eldar Historical Registry: Cross Winds (CA); Heavy Cloud (MB).
[14.3] Scenario 3 - Invasion of Portborough
After a long period of dormancy, the hive-mentality Bhalaeth entered their swarming phase and began to threaten the thriving human colonies on Portborough at Zeta Reticuli A. Reinforcements were quickly dispatched from Earth and the frontier, but not before heavy casualties were sustained.
Center row here
Map 5, K5 = Portborough (Air/1g: 20 industrial, 147 settled)
Map 6, J12 = Zeta Reticuli A (+1 Star)
Map 3, J8/J7/I7/K8 = Asteroids
Technology Advantage: Terran +1
Total turns: 12
Victory: the Bhalaeth control the majority of the Industrial terrain on Portborough at the end of the game.
Deploy: Within 3 hexes of left map edge
Enter: Left map edge
Fleet Movement: +1
Planetary Gear: CV=1, AF=1
Cargo: CV=20, ML=2, AF=9
Special Rules: All FF ships enter the game as cargo aboard the CV units. FF units that move out of range of their home CV have their Maneuver rating halved. No Bhalaeth 6-2-2 ground unit can surrender terrain unless the Bhalaeth 1-5-5 ground unit is deployed on the surface.
Turn Units Start 2 3 4 Markers
Historical Registry: No information available.
Deploy: Within 1 hex of Portborough
Enter: Right map edge
Fleet Movement: +0
Control: all economic points on Portborough.
Planetary Gear: CO=1, FF=1, FR=1, MB=1, SL=1
Cargo: MO=2, FR=5
Special Rules: none.
Turn Units Start
3 5 6 8
Historical Registry: Gibraltar (B 11); Kent (MO 16); Santa Cruz (CA 106); Fiji (CL 127); Hornet (CS 58); Fauchard (DD 208); Isle of Man (DD 390); Park Gulf (DD 451); Memphis (DD 547); Blanc River (DE 15i); Blenheim (DE 92g); Corinth (DE 47h); Triumph (CO T35); Foxbat (FF 88f); Congo (FF 103k); Tedesku (FF 655); Chisolm (MB R20); Ranger (MB R24); Post Leggit (CO T51); Crieten Smith (SL 302); Zephyr (SC Zyr); Faluga (MS M22); Belami (FR Bel); Richardo (FR Ric)
Table 1. Minimum Ship Point Costs
Code Category Cost Y Yacht 1 SC Scout 5 F Fighter 10 SL Sloop 15 CO Corvette 20 FF Frigate 25 DE Destroyer Escort 30 DD Destroyer 35 CL Light Cruiser 45
Code Category Cost CA Cruiser 50 CR Heavy Cruiser 55 CS Strike Cruiser 60 ML Mauler 75 B Dreadnaught 80 BC Battlecruiser 90 BB Battleship 100 FO Fortress 200 MF War Moon 400
Table 2. Speciality Ship Point Costs
Code Category Cost Restriction FR Freighter 15 5+ Cargo, 1+ Planetary Gear HF Heavy FR 20 10+ Cargo AF Armed FR 15 5+ Cargo, 1+ Attack CVL Light Carrier 65 10+ Cargo, 3+ Maneuver CV Carrier 85 15+ Cargo, 3+ Maneuver PS Surface Ship 10 2+ Planetary Gear MB Missile Boat 30 1- Range LR Long Range SC 15 3+ Maneuver SP Spy Ship 20 8+ Range MS Mine Sweeper 20 4+ Defense, 1- Range OB Orbital Base 25 5+ Cargo, 0 Maneuver MO Monitor 40 0 Maneuver
Table 3. Open Order Ship Combat Results
*Odds of less than 1:3 are treated as 1:3; odds greater than 9:1 are treated as 9:1.
Odds 0- 1 2 3 4 5 6 7+ 1:3* 1 0 0 0 0 0 0 0 1:2 1 1 0 0 0 0 0 0 1:1 1 1 1 0 0 0 0 0 3:2 2 1 1 1 1 0 0 0 2:1 3 2 1 1 1 1 0 0 3:1 3 2 2 1 1 1 1 0 4:1 3 2 2 2 1 1 1 0 5:1 4 3 2 2 2 1 1 1 6:1 4 4 3 2 2 2 2 1 7:1 5 4 4 3 3 2 2 2 8:1 5 5 4 4 3 3 2 2 9:1* 6 5 5 4 4 3 3 3
Table 4. Closed Order Ship Combat Results
*Odds of less than 1:3 are treated as 1:3; odds greater than 9:1 are treated as 9:1.
Odds 0- 1 2 3 4 5 6 7+ 1:3* 1 0 0 0 0 0 0 0 1:2 1 1 0 0 0 0 0 0 1:1 2 1 1 0 0 0 0 0 3:2 2 2 1 1 0 0 0 0 2:1 3 2 2 1 1 0 0 0 3:1 3 3 2 2 1 1 0 0 4:1 4 3 3 2 2 1 1 0 5:1 4 4 3 3 2 2 1 1 6:1 5 4 4 3 3 2 2 1 7:1 6 5 4 4 3 3 2 2 8:1 7 6 5 4 4 3 3 2 9:1* 8 7 6 5 4 4 3 3
Table 5. Ground Combat Results
*Odds of less than 1:3 are treated as 1:3; odds greater than 9:1 are treated as 9:1.
Odds 0- 1 2 3 4 5 6 7+ 1:3* 1/1 0/0 0/1 0/1 0/2 0/3 0/4 0/5 1:2 1/0 1/1 0/0 0/1 0/1 0/2 0/3 0/4 1:1 2/1 1/0 1/1 0/0 0/1 0/1 0/2 0/3 3:2 2/0 2/1 1/0 1/1 0/0 0/1 0/1 0/2 2:1 3/1 2/0 2/1 1/0 1/1 0/0 0/1 0/1 3:1 3/0 3/1 2/0 2/1 1/0 1/1 0/0 0/1 4:1 4/1 3/0 3/1 2/0 2/1 1/0 1/1 0/0 5:1 4/0 4/1 3/0 3/1 2/0 2/1 1/0 1/1 6:1 5/0 4/0 4/1 3/0 3/1 2/0 2/1 1/0 7:1 6/1 5/0 4/0 4/1 3/0 3/1 2/0 2/1 8:1 7/0 6/1 5/0 4/0 4/1 3/0 3/1 2/0 9:1* 8/1 7/0 6/1 5/0 4/0 4/1 3/0 3/1
This game was intended as a simple tactical combat resolution system for space warfare strategy game of conflict between roughly comparable species, including humans. (See the history section for the premise.) Unfortunately the later game system was never developed.