Slag! Strategies, Tactics, and Notes ©1996 Neil Asato (asato@cris.com) OVERVIEW Slag! is in some ways the space ship supplement of SpaceTime/ TimeLords. In fact, SpaceTime mentions it. The difficulty with relating it to rules on a humanoid scale is that it all qualifies as a megaforce level equipment. This document is divided into two basic parts. The first part deals with the techniques for optimized ship design, strategy and tactics within the game itself. The second part covers the campaign aspects for relating the game to SpaceTime/TimeLords/CORPS campaigns. The first part can be considered to cover the military aspects of space travel, while the second part covers the social / political / commerce / civilian aspects of space travel. In both sections, variants and opinions will be included. Most of the information given here is for the first edition game. I have treated the information for the 2nd edition (Given on July 10, 1996) as variants/optional information for the purposes of this article. This has the advantage of showing how changes in rules causes a shift in design strategies and optimization. LAYOUT NOTE When ships are described, I will not have a drawing of the ship. Instead, I will use a simple list that expands on the basic summary stats listing normally given. It would appear as follows: Name(Tech level): Design type: Size/Effective Size: Damage Mod.: Systems/Cost: Sensors: Thrust/Max. Thrust: Armor/Force Screens: Special Defense: Weapons: Front: Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: Notes: Name is just the name of the ship/base model. Tech level is the tech level that it was constructed (note that different tech levels has significant effects on the stats). Design type refers to whether it is a ship, a planet/moon base, or a space base type of design. Size is as per rules. Effective size is when systems like electronic countermeasures or artificial intelligence are active. Damage Mod., Systems/Cost, Sensors are as per normal rules. Thrust is as per normal rules. Max. Thrust is used when fusion torches are used for double thrust option. Armor/Force Screens are as per normal rules. The remainder stats will just list the system codes that are appropriate in the that stat. There will be some overlap, since weapons and special defenses will have to have some location. MILITARY NOTES Note that not all systems will be commented on. Size Effects Designs will normally be in system units of 5. This will maximize the use of each size. As size increases, then nearly all systems become more powerful/numerous. The first cost is that you become slower which reduces the ability to control the distance between that ship and opposing ships. The second cost is that you will be a bigger and slower target and therefore easier to detect and hit. The net effect is that your ship's susceptibility to being hit increases by 2 units for every size increase, assuming maximum thrust for a given ship's size. This effect stops at size 7+, though the poor maneuverability of the ship will generally result in most size 7+ structures being some sort of base type. Size with even numbers are better for: Damage Mod., Artificial Intelligence (for damage control), Hull (assuming you are trying to minimize amount needed), Force Screens (amount), Defense Array weapons, Sensor Drones, Space Mines. Size with odd numbers are better for: Missiles (regular, kinetic, and anti-matter), and Railguns. Size 0 ships are referred to as fighters for purposes of fitting into Fighter Bays. These ships are more likely to be used for recon/short range work. Size 1 ships are the upper limit for fitting into Hangers. Most small ships are likely to fit in this category for this reason. They are generally better at doing interceptor style work than fighters are. Size 2 craft are the minimum size for having Fighter Bays. Size 3 craft are the minimum size for having: Orion Drive, Hangar, and Redundant Systems. Size 6+ ships have optimum resistance to standard Missiles. It is worth noting that system point cost increases linearly with Size. Mass increases by a multiple of 3 per system with Size (point cost was changed in 2nd edition Slag! - Greg Porter). This usually puts small ships at a disadvantage in comparison with larger ships, since Size also determines overall ship performance. Engine Notes For most ship designs (less than Size 7), they will be designed to have an engine output of 8 thrust points for maximum output. Antimatter engines should only be used by well-protected High Tech ships, preferably those with an Absorption Field system. In this use, you only need two AM to get a thrust output of 8. Burp Drive is only available to High Tech. It allows space going bases of Size 6+ to be practical. Usually it will have an Auxiliary Power unit attached, just to allow it avoid gravitational dangers. Some might have as many as 9 Auxiliary Power units to allow for a high level of strategic mobility. Fusion Torches are primarily of use only for atmosphere-only type craft (Size 0 or 1). For most military purposes, they are not useful for space combat. Jump Drive. Only one is needed per ship. It will typically share its Auxiliary power unit with a spine mounted weapon. Available only at Medium and High Tech. It is not needed for ships that are carried in other ships or use Jump Gates. Jump Gates for military purposes will only have one Auxiliary Power unit. This means only Size 0 and 1 ships can use it. This allows for a fairly efficient means of an outpost to just have one Hangar with a lot of Damage Control systems to keep small military ships fully stocked and maintained. For an interstellar government, it allows for the quick re-allocation of small numerous forces as needed. Plasma Accelerator with 7 Auxiliary Power units used together is the best combination, if you are going to use it. It is not very useful for military purposes, due to its very limited range. It does have one particular use: It is classified as an engine type and not really a weapon. For freighter/civilian designs, they are normally only allowed Railguns for weapons, but the Plasma Accelerator makes for a potent weapon against opponents stupid enough to get too close. The reason it might be allowed to be considered legal for civilian ships it that its weapon capability is "just its exhaust". Plasma Drive is the most efficient and safest engine type. General System Notes Artificial Intelligence is an effective means of boosting a ship's defenses for avoiding being hit. It is generally used for Size 6- ships, where it is possible to have Thrust/Size/ECM/AI modifier of zero or less to being hit. Breakaway is used for making Booster Pack designs for ships. This will be described later. Bridge is only needed for Size 1+ ships. Only one is needed. Damage Control is best used to repair/resupply the small ships in Hangars. Hangar is more useful for maintaining and restocking small ships than just holding them. Note that under the normal game rules, small ships are not worth using. Under somewhat different rules (which will be given later), then they can be very efficient and practical. Hull is required. As a rule of thumb use Size+1 systems worth. Most should be positioned to act as damage bait to draw damage away from other vital systems. Redundant Systems are useful for ships with Antimatter based systems or for helping to keep the Armor and Ablative Armor effective. Sensors is required for all military ships. Most will have at least one. Defense Notes Ablative Armor is generally more useful than normal armor. While it can be degraded by successful attacks, it is initially more effective than normal armor. Absorption Field is generally used by high-tech bases. The system's effectiveness depends on the Size. Ships/bases with this system would not normally have any other defense system (Though Point Defense systems would be used, since this system is vulnerable to missile and kinetic energy related attacks. See below). Electronic Countermeasures are best for ships of Size 6-. Two systems worth are typically used in combination with Artificial Intelligence for stealth oriented ships. Force Screens is something most military ships would have. Most military ships would have two or more. Note that some Force Screens on a ship can be used for general armor, while the rest can be used to help repel missile attacks. Weapon System Notes Spine mounted weapons are used for virtually all ships. Usually only one system is used. Defense arrays should only be considered for Size 2+ ships. It is primarily for use against small ships with high thrust/evasion with stealthy (ECM) features. Graser weapons is used only when it has a strength of 4 or more. It is basically an anti-armor weapon. It is efficient when the opponent's ship has 3+ Armor/Force Screen rating. Kinetic Missiles are used the same as Missiles (see below). One difference is that damage is not guaranteed, depending on the armor strength. It is primarily used to give an extremely high penetration weapon, where others fail (it is not affected by Nuclear Dampers). This type of missile generally covers the whole spectrum of conventional missiles, conventional tank weapons, and rail guns with a caliber of 90+mm. Laser Cannon weapons are primarily used by small ships (Size 3-) and Defense arrays. Missiles (tactical nuclear warheads, probably in the kiloton level) are specialty weapons, due to the fact that it is used up in use. It's warhead appears to have a limited computer control to trigger if it can get within 1 meter or 1 kilometer, whichever can be reached closest. Most opponents will have a point defense or force screen just dedicated to stopping incoming missiles. Those who want to use missiles will probably have to get very close, maybe even close combat range, to try overcome/over saturate the opponent's defenses. Despite this drawback, it deals guaranteed damage if it hits. Particle Beam weapons are good general purpose weapons. Sensor Drones is only used to engage in specific strategic moves. Space Mines are used to protect Sensor Drones and for some unusual strategic/tactical moves. Ship/Base Design In general, ships and bases will have five types of system layout: 1) Line. This is where the systems are simply laid out in a line. It lacks inner or core layers. This design is of use only for very small ships, Size 1 or 0. Basically, the owner tries to force the damage to work very slowly on the ship. 2) Sausage. It is laid out 3 columns wide, with the center column sticking out one system at the end. Except for the ends, the middle column systems are on the internal layer. 3) Star. This is where the systems are laid out in the shape of a cross, with only the central system being an inner layer. In some cases, more systems are clustered around the center to have more systems be apart of the inner or core layer. The basis of this layout is to control damage like that of the Line layout, but still allow for features like spinal weapons. This is a good layout for most ships. 4) Cube with corners cut off (actually it is more of a sphere in appearance, with dimples for imperfect number of systems). This is where the systems are laid out like a square without the corners to get the maximum amount of internal and core layers. Some space bases will have this design. Note that this design is illegal in the standard rules. While it does obey the normal rules is system placement, the rules assume that the ship/base system arrangement has unequal lengths of axes. See "Macho" ship design below, for an example of this. 5) T-layout/Half star. This is where the systems are laid out in the shape of a "T". This is used by planet and moon bases that need extra protection, with the internal/core layers deeply imbedded in the ground. These protected systems are usually made up of Auxiliary Control, Bridge, Damage Control, Hull, and Redundant Systems. In the examination of the factors of combat, there are 4 basic design orientations that leads to specializations. They are: 1) Difficult to hit: 2 ECM systems and an AI system. High thrust and small size. 2) Resistant to damage: Large size. Large amount of armor/ablative armor, and force screens. 3) High rate of hitting: High sensor rating (Large amount of sensors and/or sensor drones nearby). Large size with at least one sensor system. Large amount of weapons (which hopefully can damage the target). Missiles (with the deficiency of limited ammo), railguns (with limited range and limited damage),and defense arrays (with the deficiency of limited damage) have bonuses to the amount of hits. 4) High damage weapons: Large Size. Spinal mounted weapons with as much Auxiliary Power Units that can be attached. The Particle Beam weapons does the most damage. The Graser weapons can penetrate armor and force screens the easiest, with the drawback of less damage than particle beam weapons. Note that specialists tend to have to sacrifice the advantages of the other design orientations due to limited space or conflicting requirements. Optimized designs tend towards one orientation while still keeping enough of the other orientations to prevent it from having a fatal vulnerability. Examples: Name(Tech level): Archaic Jet (Very Low) Design type: Ship, Star layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/3 Sensors: 0 Thrust/Max. Thrust: 2/2 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L3s Front: S Front Internal:L3s Front Core: Side: FT, SR Rear Internal: Rear Core: Rear: H Notes: It is basically a military jet with an experimental high- powered laser cannon. It will tend to be cannon fodder in most game scenarios. A variant is to replace the L3s with a Kinetic Energy Missile (a conventional missile). Name(Tech level): Air Fighter (Medium) Design type: Ship, Star layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/5 Sensors: 0 Thrust/Max. Thrust: 3/3 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L4s Front: S Front Internal:L4s Front Core: Side: FT, SR Rear Internal: Rear Core: Rear: H Notes: It is not much of a ship, and not worth using for the standard game. It is basically a military jet. A variant is to replace the L4s with a Kinetic Energy Missile (a conventional missile). Name(Tech level): Microbase, Laser Type (Very Low) Design type: Base, T-layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/3 Sensors: 0 Thrust/Max. Thrust: 0/0 Armor/Force Screens: 3/0 Special Defense: 0 Weapons: Side: AA, AA, S Internal: L4s, AP, H Notes: It is basically a very small laser base. It is only useful where players are allowed unlimited bases on a planet/moon. It is primarily for use against small fighters at close combat range. Name(Tech level): Microbase, Missile Launcher Type (Very Low) Design type: Base, T-layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/3 Sensors: 0 Thrust/Max. Thrust: 0/0 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: M, M, K, K Side: M, M, K, K, S Internal: H Notes: It is basically a very small missile base. It is only useful where players are allowed unlimited bases on a planet/moon. Presumably, the crew runs away after launching the missiles, leaving the base as a decoy/cannon fodder. Name(Tech level): Space Fighter (Medium) Design type: Ship, Star layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/5 Sensors: 0 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L4s Front: S Front Internal:L4s Front Core: Side: PD,PD Rear Internal: Rear Core: Rear: H Notes: It is based on the same design philosophy as the Air Interceptor. Like the Air Interceptor, it does not do well against most opponents. Another variant is to replace the L4s with a Kinetic Energy Missile system. Name(Tech level): Booster Pack Module, "Macho" Type (Medium) Design type: Ship, Line layout Size/Effective Size: +1/+1 Damage Mod.: 0 Systems/Cost: 5/5 Sensors: +1, if main body has S. Thrust/Max. Thrust: -1/-1 Armor/Force Screens: +2/0 Special Defense: 0 Weapons: L4d Front: H, AA, L4d Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: S, BK at the end. Notes: The Breakaway system is the attach point to the ship that this Booster Pack will be connected to. It is normally attached to a "macho" ship design (see below). While attached to a ship, it artificially boosts that ship's Size regarding weapon damage and sensors at the cost of decreased Thrust and increased chance of being hit by weapons. The ablative armor system is to help counter this vulnerability. The L4d is to help counter the ship's vulnerability to missile attacks and small ships. Name(Tech level): Booster Pack Module, Missile Type (Medium) Design type: Ship, Line layout Size/Effective Size: +1/+1 Damage Mod.: 0 Systems/Cost: 5/5 Sensors: +1, if main body has S. Thrust/Max. Thrust: -1/-1 Armor/Force Screens: +2/0 Special Defense: 0 Weapons: 2 M or K or a mixture of M and K. Front: AA, H, missile system Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: missile system, BK at the end. Notes: The Breakaway system is the attach point to the ship that this Booster Pack will be connected to. It is normally attached to a ship with an even numbered Size. While attached to a ship, it artificially boosts that ship's Size regarding weapon damage and sensors at the cost of decreased Thrust and increased chance of being hit by weapons. The ablative armor system is to help counter this vulnerability. The regular missile system is good for most opponents. The kinetic energy missile is useful for heavy penetration work. Name(Tech level): Booster Pack Module, Mine/Sensor-Layer Type (Medium) Design type: Ship, Line layout Size/Effective Size: +1/+1 Damage Mod.: 0 Systems/Cost: 5/5 Sensors: +1, if main body has S. Thrust/Max. Thrust: -1/-1 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: 0 Front: H, SD, SM Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: DC, BK at the end. Notes: The Breakaway system is the attach point to the ship that this Booster Pack will be connected to. It is normally attached to a ship with an even numbered Size. While attached to a ship, it artificially boosts that ship's Size regarding weapon damage and sensors at the cost of decreased Thrust and increased chance of being hit by weapons. The Damage Control system is used to re-load whichever system the owner desires. A variant idea is to have larger module with the following extra systems between the H and SD: H, DC, DC, DC, DC. Name(Tech level): Booster Pack Module, Sniper Type (Medium) Design type: Ship, Line layout Size/Effective Size: +1/+1 Damage Mod.: 0 Systems/Cost: 5/5 Sensors: +2, if main body has S. Thrust/Max. Thrust: -1/-1 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L4d, L4d Front: BK, L4d Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: L4d, S, H Notes: The Breakaway system is the attach point to the ship that this Booster Pack will be connected to. It is normally attached to a ship with an even numbered Size. While attached to a ship, it artificially boosts that ship's Size regarding weapon damage and sensors at the cost of decreased Thrust and increased chance of being hit by weapons. This design assumes that you are attaching it to the rear of the ship, otherwise the layout will be the reverse. Name(Tech level): Mine Layer (Medium) Design type: Ship, Line layout Size/Effective Size: 1/1 Damage Mod.: 0 Systems/Cost: 10/10 Sensors: -2 Thrust/Max. Thrust: 1/1 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: SD, SM, SD, SM, SM Front: SD, SM, SD, SM, SM Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: DC, H, AC, H, PD Notes: This is a small ship whose only purpose is to lay out sensor drones and space mines. It comes from a hanger of a base and returns to it to be re-loaded as needed. Name(Tech level): Patrol Ship (Medium) Design type: Ship, Star layout Size/Effective Size: 1/-1 Damage Mod.: 0 Systems/Cost: 10/10 Sensors: 1 Thrust/Max. Thrust: 7/7 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: P4s Front: H, S, AI Front Internal: P4s Front Core: Side: PD, PD Rear Internal: Rear Core: Rear: B, H, PD, PD Notes: This is a small ship whose only purpose is to engage other small ships. It normally patrols in groups of 2 or 3. It comes from a hanger of a base and returns to it when not in use. Name(Tech level): Super Kamikaze (High) Design type: Ship, Line layout Size/Effective Size: 1/-3 Damage Mod.: 0 Systems/Cost: 10/14 Sensors: 2 Thrust/Max. Thrust: 7/7 Armor/Force Screens: 1/0 Special Defense: 0 Weapons: Anti-matter Missile Front: S, H, EC, EC, Anti-matter Missile Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: AI, B, H, AM, AM Notes: This basically a MIRV style missile of incredible effectiveness. It basically closes on its opponent and drops its missiles at close combat range during its primary weapon initiative, then rams the target. If only 5 of these units makes it through any base's defenses, then that base will be completely destroyed. It is generally only cost effective against large targets. Under normal game rules, it is not very cost effective. If the rules are altered to make small ships cheaper relative to large ships, then this design is more practical. In that case, this is an optimized design. Name(Tech level): Stealth Frigate (High) Design type: Ship, Sausage layout Size/Effective Size: 2/-2 Damage Mod.: -1 Systems/Cost: 15/21 Sensors: 3 Thrust/Max. Thrust: 6/6 Armor/Force Screens: 1/0 Special Defense: AF Weapons: G7s Front: H Front Internal: G7s, AP, Front Core: Side: H, S, B, JD, EC, EC, AI, AM, AM Rear Internal: AP, H Rear Core: Rear: AF Notes: This is an example of an extremely stealthy ship. It will usually keep its distance in attacks, relying on its ability to play "cat and mouse" with its opponent to win. Even if an opponent hits, the Absorption Field will usually stop most hits in a turn. This is an optimized design. Name(Tech level): Heavy Armor Automated Gunship (Medium) Design type: Ship, Star layout with a thickened center Size/Effective Size: 4/2 Damage Mod.: -2 Systems/Cost: 25/25 Sensors: 4 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 10/3 Special Defense: 0 Weapons: G7s Front: H, AA, AI Front Internal: G7s, AP Front Core: Side: H, AA, AM, FS, S, AP, FS, JD, AA, FS, AM, AA, H Rear Internal: H, B Rear Core: Rear: AM, AA, H Notes: There are two unused system spaces for limited specialization. These should be placed on the sides along the thickened center. While the anti-matter engines pose a hazard, hopefully the defenses will keep out the damage. The 2 extra systems can be used for the following systems: Sensors, ECM, Boarding party, and some sort of energy weapon. For the standard game, I suggest: G4, G4 (One in front and one in back). The extra weapons would enable it to deal with missiles. It would typically come with a Booster Pack Module to enhance its capabilities. The orientation of this design is resistance to damage. It is an optimized design. If you want to optimize it further, use High Tech level and replace one of the antimatter engines with an optional system. Name(Tech level): "Macho ship" (Medium) Design type: Ship, Cubical layout Size/Effective Size: 4/4 Damage Mod.: -2 Systems/Cost: 25/25 Sensors: 4 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 10/3 Special Defense: 0 Weapons: PA11 Front: H, AA, H Front Internal: PA, AP, AP, AP, AP, AP Front Core: Side: H, AA, FS, S, AP, FS, JD, AA, FS, AA, H Rear Internal: AP, AP Rear Core: Rear: AA, H, B Notes: It is an unusually optimized design. It usually comes with its own Booster Pack Module. It basically charges its opponents and rips them apart in the same area without getting into close combat. It is very difficult to destroy and it can usually destroy virtually any other ship. Its only flaw is that it must get close its opponent. Note that the cubical/squarish arrangement of its systems allows it to bypass one of the restrictions on limits of the number of internal systems. Therefore, this ship might be considered illegal in that regard, although the system layout is allowed in the rules. The system layout is a square with a dimple in it. Most of the systems are internal systems with an outer layer wrapped around them. (Note - Neil is mistaken in the statement that it can bypass the number of internal systems. The number of internal or core systems a ship may have is dependent only on its Size. So, a Size 4 ship can have a maximum of 4 internal and 1 core system. These internal or systems must be adjacent to external systems, and his cubical design allows maximum flexibility in where the internal or core systems are, but does not allow an increase in their number. - Greg Porter) Name(Tech level): Sniper Gunship (Medium) Design type: Ship, Star layout with a thickened center Size/Effective Size: 4/2 Damage Mod.: -2 Systems/Cost: 25/25 Sensors: 10 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: G7s, G7s, L3d, L3d Front: H, S, AI Front Internal: G7s, AP, G7s, AP Front Core: Side: H, L3d, AM, S, S, AP, S, JD, S, S, AM, L3d, H Rear Internal: H, B Rear Core: Rear: AM, S, H Notes: Its frame is based on the Heavy Armor Automated Gunship, except oriented to hitting as many times as possible. It is extremely vulnerable to damage. It will generally come with the Booster Pack Module, Sniper type. It is a borderline optimized design, generally needing other ships to help defend it. Name(Tech level): Hyper Assault Base (High) Design type: Base, Star with thickened center Size/Effective Size: 6/4 Damage Mod.: -3 Systems/Cost: 35/49 Sensors: 15 Thrust/Max. Thrust: 0/0 (Can move 2 with BD) Armor/Force Screens: 1/0 Special Defense: AF Weapons: P11s, G10s, P8, P8, P8, P8, G7, G7, G7, G7, G7, G4d, G4d Side: BD, AP, JD, AP, AF, B, EC, EC, H, H, H, S, S, S, S, S, S, S, S, S, P8, P8, P8, P8, G7, G7, G7, G7, G7, G4d, G4d Internal: P11s, AP, G10s, AP Notes: This is obviously a rather optimized base. Its emphasis is hitting as many times as possible with as much damage as possible. Its only weakness are the limits of its Absorption Field. This is not much of a problem, since most opponents will be destroyed long before they can get close enough to pose a threat to this base. If the base is made larger, it becomes increasingly difficult to destroy. For those games using standard game rules on base Size limitations, just use a ship design (star layout) and replace three weapons (P8, P8, G7) with a Hull, Artificial Intelligence, and a Plasma Accelerator and use drift effect rules. This type of design is more of a strategic offense/defense unit, since it takes an equally powerful unit, extreme odds, or complete surprise to destroy this unit. For those who want a larger base, use this addition: Size/Effective Size: +1/+1 Damage Mod.: -0.5 (round down) Systems/Cost: +5/+5 Sensors: +2 Weapons, additions: Add +1 to weapon strength due to increased Size. P(Size+2), G(Size+1), add another of the general weapons every even numbered Size of increase (try to keep the amount of each type of weapon equal) G(Size-2)d Side: S, P(Size+2), G(Size+1), add another of the general weapons every even numbered Size of increase, G(Size-2)d, H (added every odd numbered Size of increase) Name(Tech level): Automated Missile Base (High) Design type: Base, Star Size/Effective Size: 6/6 Damage Mod.: -3 Systems/Cost: 35/49 Sensors: -1 Thrust/Max. Thrust: 0/0 (Can move 2 with BD) Armor/Force Screens: 1/0 Special Defense: Weapons: Side: BD, AP, JD, AP, AC, H, H, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG, HG Internal: H Notes: This type of base would be loaded with Super Kamikaze ships. It does not enter battle itself. It just enters the edge of the board and launches all of its Super Kamikaze ships at its opponents. The only value of the base is to carry the internal ships to the place where they are needed and transport the unused ones back out. It is not worth it under the standard rules due to the point costs. If the point costs of smaller ships were significantly cheaper relative to large ships, then this ship would be worth it. Strategy and Tactics Schooling: This is where 2 to 3 ships of the same type group together within the same area, even to close combat range. They help increase the success of hitting and can watch each other's backs against faster ships. They generally force their opponents to divide their attacks. Taste Test/Active Sensor: In the normal rules, the opposing player does not get to know the system layout of a ship until damage is inflicted on the other ship (presumably the energy bouncing around the inside of the ship gives the opponent information of what the system layout is). This involves opening the combat at extreme long range with an energy weapon that can damage the opponent. This will probably involve high rating laser defense arrays. While it does give useful information on the strengths and weaknesses of the opponent, most players will just pick up the information when the opponent gets in range of their more powerful weapons. Close and Destroy: It involves the rather simple tactic of trying to engage your opponent at close combat. It is only of use for Super Kamikaze ships and Macho ships. It assumes that the attacking ship is either immune to returning fire or is suicidal. Dance of War at the Edge/Touch and Go: This involves ships keeping the opposing ships close enough to hit, but far enough to prevent the opposing ship from hitting back (or at least minimize it) as it performs extreme evasive maneuvers. Ships using this tactic will normally move just one less than their maximum allowed movement to allow facing for optimum set-up for attacking/defending. This generally assumes that you can deal out more damage than having it inflicted back. Going for the Soft Underbelly: This depends on attacking ships having significantly higher Thrust than a target ship. If you know the system layout of the opposing ship, then you will try to stay on the side of the target ship that has the greatest vulnerability/less weapons. In most ship designs, the rear of the ship is the side that is most vulnerable and has the least amount of weapons. The downside of this tactic is that you will have to be relatively close to your target to counter its movements. Missiles as Decoys: This tactic involves firing missiles as the initial volley during the turn of firing. It forces the opponent to divert force screens and/or weapons to stop the missiles. Missiles at the Last Second: This tactic involves firing missiles during the general volley as the last weapon fired. This ensures that the target has the least amount of defenses against incoming missiles. Critical hit: When possible the usual order to do the most damage are: Anti-matter systems (Engine or weapon type), Weapons, Engines, Hull. If the above are not available, then Bridge, Defenses, Redundant Systems, Damage Control, Artificial Intelligence, ECM, Sensors, and Hangar/Fighter Bay are suitable secondary targets. In general, the ship's owner should do his best to protect those same systems. Fortress Without Walls: This involves setting up Sensor Drones and Space Mines around non-mobile bases. At the most extreme level, this involves one load of sensor drones in each sector of a hexagon- shaped seven sector area (with the base in the center) and five loads of space mines in each sector (to counter ECM and AI). It is an extremely useful way to counter small ships and boost the Sensor ratings of the ships and bases in the area. The maximum sensor bonus that one can get is +7. Running Away and Hiding: For damaged ships (that still have working jump drives) that need to withdraw and has a Thrust of 4 or less, then it can be better to use Silent Running rules to escape the battle. Note that you will not have the benefits of active defenses during this time. Tech Level Effects Very Low Tech: This tech level has it rough in confrontations against higher level technologies. In confrontations against otherworldly forces, it will have to adopt a Fortress Without Walls principle. Most mobile military ships are limited to in-atmosphere ships. While it is outside of the rules of the game, many bases and sea going vessels would be around on a single planet. An interesting engineering design outside of the scope of the game would be a high pressure/volume pumps that would suck up nearby water and spray it around the ship to dissipate the effects of energy weapons (sort of like the Fuel system option). If the Very Low Tech civilization has never considered other worldly military forces possible before the battle, then most missiles will be under Kinetic Energy Missile type. The nuclear type missiles would be rarely used, unless there are no restrictions, and be just experimental systems. The strategic type nuclear missiles are outside of the scope of the game, though the Super Kamikaze type of ship does an imitation of one. In this type of situation, most military hardware will be oriented against other forces on the planet, rather than space aliens. If the civilization is aware of hostile space aliens, then the Fortress Without Walls strategy would be implemented ahead of time (This is outside of the scope of the standard game). Ablative Armor would be used for most large military structures. Missile systems and crude laser systems would be the primary weapons against most large ships of alien invaders. Bases would be based on planets, since space and moon based are too vulnerable. There would be few ships that are space worthy. These would be mainly used to help maintain the numbers of sensor drones and space mines. Another type of ship outside of the scope of the game would be battle submarines: submarines with automated water proof laser cannon powered by its nuclear reactor. These would use the ocean as its shield and cover, rising up to hit hard before hiding again. It might have Kinetic Energy Missiles to use as well (see below in the Medium and High Tech for a possible weakness in Force Screens and Absorption Fields). Low Tech: This level is a slight improvement over Very Low Tech. They would generally follow most of the notes in Very Low Tech, except that they would have a clunky military space going fleet (using Plasma Drives). These ships would primarily serve as escorts for non-military ships and early warning systems. The emphasis of space going military ships would be having a thick layer of Ablative Armor and maybe some ECM capability, since Thrust capabilities are still too limited. Medium Tech: Space going/capable military fleets are the primary component of military forces. It is possible to have ships pretty close to optimization for military purposes. The number of military ships in battles are likely to be far greater than that in the basic game, though. Most combat will be performed with several sectors (thousands of kilometers) between combatants. Artificial Intelligence has reached a point in development that they can be the ones to carry out warfare, out-thinking most living beings. The one aspect of this technology level that would confuse lower tech levels is the development of the Force Screen. In one mode it appears to provide a moderate amount of protection against weapons, in another mode it appears to provide nearly unlimited protection. It might not be readily apparent that the second mode is a different aspect from the first mode and does not stop non-missile attacks. The second mode appears to use a flash defense in which it stores up its energy until it detects the imminent detonation of a nuclear weapon or imminent impact with a missile, then it creates a brief high powered field to shield against the incoming energy. The book seems to imply that it might or might not stop a kinetic energy missile (it does not stop ramming attacks or Boarding Parties). If it does not, then this might create confusion among the lower tech civilizations in which their "conventional" missiles and crude energy weapons technology can do more damage to a Medium Tech ship than a nuclear explosion. In this case, the lower tech civilizations might just use their nuclear technology to power their weapons than as a weapon itself. High Tech: Completely optimized ship design is possible at this technology level. The development of the Absorption Field and the Nuclear Damper would cause problems to lower tech civilizations. The Absorption Field would seem to make its ships indestructible. It may have a vulnerability to ramming attacks, Boarding Parties, and Kinetic Energy Missiles like Force Screens, but this is not explicitly stated. Kinetic Energy Missiles (and any other non-missile weapon) are the answer to Nuclear Dampers, since their performance are not affected by them. The development of the Burp Drive has the effect of making huge military structures practical for offensive use. Variant Rules Randomized hit quantity: This is given in the game book. It adds a bit of luck to the game in your effective Sensor rating. Some designs might use this reasoning to reduce the number of Sensor to increase the number of weapons or Auxiliary Power Units to increase damage. Random hit location: This is given in the game book. It adds a bit of luck on what is damaged. This lessens the value of system placement strategies, since you can't control what is damaged as well. Slow missiles: This is given in the game book. This encourages ships to do a short retreat when missiles are fired at them. Then, when the missiles are in the same sector, they dedicate everything to stop incoming missiles. Presumably the opposing ship is not close enough to hit the defending ship while it is stopping the missiles. System cost varying with mass instead of Size: This involves having unit system cost going up with the mass; instead, of being effectively the same. The total system points available per player would have to be altered accordingly. This would tend to keep ship's Size on the lower end of the scale. One way to do this it to decide on the median Size, then use this formula: Total points per player = 100 * (3 ^ [median Size]). Then have ships/bases have this cost: Cost = (number of systems)*(3 ^ [Size]). Remember to keep track of these costs if you plan to tally points for victory conditions. Hangers and Fighter Bays come with their Craft: This means that the ships within the Hanger and Fighter Bays come free with the Fighter and Hanger Bay. This would tend to favor Hangers and encourage the use of "carrier" designs and Automated Missile Base-style designs. Multiple Bases and Unrestricted Size of Base: Under the basic book rules, only one base is allowed on a given stellar terrain feature and the base Size is limited to the largest Size ship of the same player. If multiple bases are allowed, then players might be tempted to have multiple bases providing covering fire for each other and have specializations (like providing supplies for re-arming Size 0 and Size 1 ships). The advantage of multiple small bases is that they divide up the number of weapon hits back at them and increase the amount of successful hits against their opponents (the Schooling Effect mentioned above). If base Size is not limited to the largest Size ship of the same player, then there will be a tendency to larger bases. Allowing Greater Than Size One In-atmosphere Bases With Fusion Torch Engines Only: This basically simulates sea-going vessels. The side of the base simulates the part of the ship above water. These types of vessels never get a Thrust of greater than zero (it is too slow within the scope of the game). The benefit is that they do not need the Streamlining system. For those who want to simulate submarines, treat diving and surfacing as the rules govern entering and leaving an atmosphere. If a submarine dives, the submarine is treated as if it is using a Fuel system as defense (the submarine is normally still too close to the surface to avoid the severe effects of nuclear explosions) and can claim the benefit of silent running. The down-side of submersibles is that they are governed by reduced system effectiveness of silent running operation when surfacing, though they still get to use their weapons (at the reduced effectiveness, including as if a fuel system was used against them) under water. This last feature assumes that the submersible has weapons designed to have the ability to be operational for underwater use (lasers that treat water as being transparent, missiles that are designed to be fired under water, etc.). A slight variant of this is the use of tanks. These are designed like sea-going ships. One exception is that they have to follow the system layout for space bases to simulate the fact that they do not have their lower sections covered by the earth. Another exception is that they can't dive into the earth (under normal circumstances, since caves are not that common and of limited use during regular combat). Warning: Using this variant rule would tend to encourage the use of defensive systems (extremely powerful/large tanks and ships) for planets and moons. 2nd Edition (July 10, 1996) Rules/Changes Effects After the first Sensor, the extra Sensor system bonus is (Number of bonus Sensor systems / 2) (Round down). The effect is to reduce the importance/use of attempting designs that are oriented around hitting as many times as possible through Sensors, due to the higher cost. Another effect is to increase the relative importance of Sensor Drones and Defense Arrays. Scout Sensors: Acts as Sensor with rating of (Size + 2) along spinal arc only, and only one allowed per ship. Any ship with a Spinal Weapon would want this system. Its main effect is to help boost the effectiveness of ships of Size 0 to 4 (those with relatively high Thrust so they can point their Spinal weapon at the target). New ship point cost = (Tech Level Modifier)*(Size + 1) ^ 2. I assume example costs are: Size 0 (Medium Tech) = 1 (for the whole ship), Size 4 (Medium Tech) = 25 (for the whole ship). This means that the Size 4 ship is equal to the cost of the 1st edition game. Those smaller have a significantly less cost, while those larger have a significantly higher cost. This change in cost will tend to favor the use of large amounts of smaller ships versus a few large ships. Here is the basic table of Size versus Point Cost: Size Total Cost Cost/System Usual cost to next Size Old Cost 0 1 0.20 3 5 1 4 0.40 5 10 2 9 0.60 7 15 3 16 0.80 9 20 4 25 1.00 11 25 5 36 1.20 13 30 6 49 1.40 15 35 7 64 1.60 17 40 8 81 1.80 19 45 New random quantity of hits optional rule. Number of hits = (Weapon Use Modifier) * (1 + ((Base Rating of number of hits) + 7 - (2d6 dice roll))/2 [round up]). Max. number of hits (per weapon) = 4. Weapon Use Modifier: Offensive use = 1, Point Defense use = 2. This will tend to favor those optimized designs with even number Sensor rating/Range/Size/Thrust combination. The largest effective bonus is 2, and the weakest is a -3. For those making optimize designs the optimum Sensor Rating/Enemy ship Size and Thrust/Range combination is 4 (It hits 4 times). The minimum design for Sensor Rating/Enemy ship Size and Thrust/Range combination is -2 (It hits once). This means that the Sensor rating to usually have is around 4, though greater amounts increase range. A Size 4 ship is an optimum design Size to work with for regular weapons. A Size 2 ship with a Scout Sensor is an optimized Size to work with for a Spinal type weapon. A Size 3 ship with a Sensor system is an optimized Size for a Defense Array type weapon. This allows having maximum number of hits against a target in the same sector (though not in Close Combat conditions). To have a greater range, it is often better to use Sensor Drones and multiple identical weapons in the same arc. Kinetic Kill Missile. An interesting weapon, but overall they can be beaten with a Damage Modifier/Armor combo of 4. They are very effective against small lightly armored ships. They can be thought of as a space combat version of a "Bee-hive round" (It bounces off like rain against tanks, but it turns armored personnel carriers and helicopters into perforated sheet metal). An interesting item is whether or not it can do penetrating damage like Plasma and Graser weapons, though I would say not (at least not much more than Lasers in any event). Dogfight Missile. Useful for Size 0 and 1 ships that are brave or suicidal enough to get into Close Combat range. Size 2+ ships would favor normal Missile systems, since they usually have better Sensor ratings than the Dogfight Missile. Since they have their own Sensor rating, they might get the +4 Close Combat bonus even when using the Dogfight combat rules and fired from more than 1 sub-hex away. On the other hand, if you want to force a greater amount of risky very close combat, then require that the Close Combat bonus is purely that for Dogfight combat rules. Kinetic Dogfight Missile. Same as Dogfight Missile, but with the peculiarities of Kinetic Missiles. This type of missile has the disadvantage of lower damage, though they are still effective against other small ships. Dogfight combat. An interesting breakdown of a close up of Close Combat range. For the person attempting Close Combat, getting close enough to the opponent (To get the maximum Close Combat bonus, you need to survive 4 sub phases) is much more difficult. It is not certain to what extent facings before combat affects the facings in Dogfight combat. As an example, if the attacker enters Dogfight from the rear of the target, is the target forced to perform the entire Dogfight combat with the rear facing the attacker? It makes some sense to say yes, though this is not certain. Another question is whether facing by the attacker has any effect on the Dogfight level and to what extent it does and how it does. Close Combat effectively increases the number hits that can be exchanged with weapons, except those by any type of missiles, Boarding Parties or ramming. Having Dogfight combat rules makes Close combat ranges extraordinarily deadly as both sides rain energy weapons fire against each other. In some respects, this would be a good simulation of cinematic space combat (close enough to see your opponent with unaugmented eyesight and devastation measured in seconds). (Note - It also adds a little bit of mind games to play, as parties have to decide simultaneously whether or not to fire in each subphase. The attacker could decide to fire early, and then retreat, giving them a tactical bonus to hit against an opponent who was holding fire waiting for the attacker to get closer - Greg Porter). Additional Strategies and Tactics Silent Running/Sleeping Dragon: This uses the Silent Running rules. Under the new rules this tactic becomes more practical. It is used for ships that meet these requirements: 1) Engines produce a Thrust of less than 5. This is to make it more worthwhile to shut off the engines than using them for evasive maneuvers. 2) Have only one Sensor system. Having more will just penalize the ship. Using Sensor Drones is useful, since they can remain at full effectiveness. 3) Does not have Force Screens. 4) Has 2 ECM systems. 5) Has as much Armor or Ablative Armor as possible to resist weapon fire. Given the requirements, this strategy will tend to be used by Very Low Tech and Low Tech levels. Those of higher tech levels will prefer to use more active strategies. Close-Combat Yo-Yo: This requires that the attacking ship has the following requirements: 1) The ship should reach maximum number of hits per turn at +4. This means having the total Sensor rating/Enemy Size and Thrust combination to be at 0 when within the same sector, but not in Close Combat. 2) The attacking ship needs to have greater thrust than the opponent. 3) The attacking ship needs to be able to survive extended periods of direct combat with the target. 4) It needs to be agreed upon to what extent facings will matter in Dogfight combat. This will affect requirement # 1. This tactic involves the attacker firing as it approaches the target until it reaches Close Combat sub-hex, then retreat while still attacking. The next turn, the attacker repeats the cycle. This tactic is very dangerous, but it does force the engagement to essentially occur for 8 sub-phases, during which the opponent is unable to retreat or have any reinforcements beyond those friendly ships at Close Combat range. (Note - Remember that even using the optional dogfight rules, a given weapon system can only fire once per turn - Greg Porter). Stay On the High Ground, Never On Equal Footing: This is an observation that the Random Hit Quantity rule creates, on average, an unusual hit probability distribution pattern. For regular Sensor systems, this probability distribution (Distance versus Average Number of Hits for a given target) resembles a hill with a flat top (a mesa). You do not gain any significant advantage of having an opponent on the flat top, it is better to have them on the slope. This will hopefully reduce the amount that the opponent will hit your ship. Note that this probability distribution changes from ship to ship and the circumstances. Examples: Name(Tech level): Archaic Jet (Very Low) Design type: Ship, Star layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/0.6 Sensors (General/Spinal): -3/1 Thrust/Max. Thrust: 2/2 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L3s Front: SS Front Internal:L3s Front Core: Side: FT, SR Rear Internal: Rear Core: Rear: H Notes: It is basically a military jet with an experimental high- powered laser cannon. It will tend to be cannon fodder in most game scenarios. A variant is to replace the L3s and SS with a missile system (DM or KM), which will allow it in numerical superiority conditions be able to take down larger higher tech opponents. Name(Tech level): Air Fighter (Medium) Design type: Ship, Star layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/1 Sensors (General/Spinal): -2/2 Thrust/Max. Thrust: 3/3 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L4s Front: SS Front Internal:L4s Front Core: Side: FT, SR Rear Internal: Rear Core: Rear: H Notes: It is not much of a ship, and is marginally worth using for the standard game. It is basically a military jet. A variant is to replace the SS and L4s with missile systems (DM or KM). Name(Tech level): Space Fighter (Medium) Design type: Ship, Star layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/1 Sensors (General/Spinal): -2/2 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: L4s Front: SS Front Internal:L4s Front Core: Side: PD,PD Rear Internal: Rear Core: Rear: H Notes: It is based on the same design philosophy as the Air Interceptor. Like the Air Interceptor, it only does well against most opponents when used in numerical superiority conditions. A variant is to replace the SS and L4s with missile systems (DM or KM). Name(Tech level): Super Cruise Missile (High) Design type: Ship, Line layout Size/Effective Size: 0/-3 Damage Mod.: 0 Systems/Cost: 5/1.4 Sensors (General/Spinal): -1/-1 Thrust/Max. Thrust: 8/8 Armor/Force Screens: 1/0 Special Defense: 0 Weapons: Front: EC, AI Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: H, AM, AM Notes: An incredible missile that uses the strategy of Schooling and the tactic of Going for the Soft Underbelly. They are very big missiles that are very difficult to destroy. Booster Pack Modules are far more expensive under the new edition rules. While still useful, they are more likely to be permanent attachments (replacing the Breakaway system with another system) due to the cost. Name(Tech level): Mine Layer (Medium) Design type: Ship, Line layout Size/Effective Size: 0/0 Damage Mod.: 0 Systems/Cost: 5/1 Sensors (General/Spinal): -2/-2 Thrust/Max. Thrust: 2/2 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: SD, SD, SD Front: SD, SD, SD Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: H, PD Notes: This is a mine layer for a carrier/base. Alternatively, the SD can have SM, GM and FM. After using up their load, they would return to their Fighter Bay and be fully re-stocked with a Damage Control system. To saturate the area around a base, you will need: 3 SD layers and 12 (4 SM dropped per sector) of the offensive mine layers of the same type (to make it very difficult for the most stealthy ship to get past). For those who want to make an area impassable, use SM and GM together. Using the Fortress Without Walls strategy, you will need 27 points: 3 SD layers, 12 SM layers, and 12 GM layers. An alternative is to use Fighter Bays and Damage Control systems to reduce the cost. Name(Tech level): Patrol Ship (Medium) Design type: Ship, Star layout Size/Effective Size: 1/-1 Damage Mod.: 0 Systems/Cost: 10/4 Sensors (General/Spinal): -2/3 Thrust/Max. Thrust: 7/7 Armor/Force Screens: 0/0 Special Defense: 0 Weapons: P4s Front: H, SS, AI Front Internal: P4s Front Core: Side: PD, PD Rear Internal: Rear Core: Rear: B, H, PD, PD Notes: This is a small ship whose only purpose is to engage other small ships. It normally patrols in groups of 2 or 3. It comes from a hanger of a base and returns to it when not in use. It is generally is a better deal than the Space Fighter, since it has a far better chance to avoid being hit while having slightly better chance at hitting its target. Name(Tech level): Super Kamikaze (High) Design type: Ship, Line layout Size/Effective Size: 1/-3 Damage Mod.: 0 Systems/Cost: 10/5.6 Sensors (General/Spinal): -1/4 Thrust/Max. Thrust: 7/7 Armor/Force Screens: 1/0 Special Defense: 0 Weapons: Anti-matter Missile Front: H, EC, EC, SS, Anti-matter Missile Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: AI, B, H, AM, AM Notes: A hard hitting MIRV-style missile. It does not perform as well under Dogfight rules. In that case it needs to exchange the SS and Anti-matter Missile system for DM and KM systems, if they are allowed to have full (+4) Close Combat bonus at greater than one sub-hex. Name(Tech level): Stealth Frigate (High) Design type: Ship, Sausage layout Size/Effective Size: 2/-2 Damage Mod.: -1 Systems/Cost: 15/12.6 Sensors (General/Spinal): -1/4 Thrust/Max. Thrust: 6/6 Armor/Force Screens: 1/0 Special Defense: AF Weapons: G7s Front: H Front Internal: G7s, AP, Front Core: Side: H, SS, B, JD, EC, EC, AI, AM, AM Rear Internal: AP, H Rear Core: Rear: AF Notes: This is an example of an extremely stealthy ship. It will usually keep its distance in attacks, relying on its ability to play "cat and mouse" with its opponent to win. Even if an opponent hits, the Absorption Field will usually stop most hits in a turn. This is an optimized design. Name(Tech level): Fighter Carrier (Medium) Design type: Ship, Star layout Size/Effective Size: 3/3 Damage Mod.: -1 Systems/Cost: 20/16 Sensors (General/Spinal): -2/-2 Thrust/Max. Thrust: 1/1 Armor/Force Screens: 0/0 Special Defense: Weapons: Front: H, DC, FB, FB Front Internal: Front Core: Side: H, DC, PD, FB, FB, AC, AP, JD, FB, FB, FB, H Rear Internal: Rear Core: Rear: FB, PD, DC, H Notes: It is a carrier and will generally stay out of combat itself, though it supports the spacecraft that it carries. It has 3 DC systems. It has 8 FB systems (2 ships each) though HG systems (1 ship each) might be substituted for part of them. It is good for holding fighters (Size 0 ships), though it is not as efficient in holding Size 1 ships. The Fighter Carrier can be considered an optimized design under the second edition rules for carrying Size 0 ships only. If loaded with Super Cruise Missiles (a ship design), it can destroy ships far larger than itself. It could be argued that this is an unfair design, since a player might just load up his side with as much of this type of combination as possible then fire them all off to destroy everything within 100 sector range. Name(Tech level): Shuttle Carrier (Medium) Design type: Ship, Star layout Size/Effective Size: 4/4 Damage Mod.: -2 Systems/Cost: 25/25 Sensors (General/Spinal): -2/-2 Thrust/Max. Thrust: 2/2 Armor/Force Screens: 0/0 Special Defense: Weapons: Front: H, DC, HG, HG, HG Front Internal: Front Core: Side: H, DC, PD, HG, HG, H, AC, AP, JD, HG, HG, HG, PD, DC, H Rear Internal: Rear Core: Rear: HG, HG, PD, DC, H Notes: It is a carrier and will generally stay out of combat itself, though it supports the spacecraft that it carries. It has 4 DC systems. It has 10 HG systems (2 ships each) though FB systems (3 ship each) might be substituted for part of them. It is good for holding Size 1 ships, though it is not as efficient in holding Size 0 ships. The Shuttle Carrier can be considered an optimized design under the second edition rules for carrying Size 1 ships only. Name(Tech level): Heavy Armor Automated Gunship (Medium) Design type: Ship, Star layout with a thickened center Size/Effective Size: 4/2 Damage Mod.: -2 Systems/Cost: 25/25 Sensors (General/Spinal): -2/6 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 10/3 Special Defense: 0 Weapons: G7s Front: H, AA, AI Front Internal: G7s, AP Front Core: Side: H, AA, AM, FS, SS, AP, FS, JD, AA, FS, AM, AA, H Rear Internal: H, B Rear Core: Rear: AM, AA, H Notes: There are two unused system spaces for limited specialization. These should be placed on the sides along the thickened center. While the anti-matter engines pose a hazard, hopefully the defenses will keep out the damage. The 2 extra systems can be used for the following systems: Sensors, ECM, Boarding party, and some sort of energy weapon. For the standard game, I suggest: S, G1d. It would typically come with a Booster Pack Module (without Breakaway system) to enhance its capabilities. The orientation of this design is resistance to damage. It is an optimized design. If you want to optimize it further, use High Tech level and replace one of the antimatter engines with an optional system. Name(Tech level): "Macho ship" (Medium) Design type: Ship, Cubical layout Size/Effective Size: 4/4 Damage Mod.: -2 Systems/Cost: 25/25 Sensors (General/Spinal): -2/6 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 10/3 Special Defense: 0 Weapons: PA11 Front: H, AA, H Front Internal: PA, AP, AP, AP, AP, AP Front Core: Side: H, AA, FS, SS (faces rear for PA use), AP, FS, JD, AA, FS, AA, H Rear Internal: AP, AP Rear Core: Rear: AA, H, B Notes: It is an unusually optimized design. It usually comes with its own Booster Pack Module (without Breakaway system). It basically charges its opponents and rips them apart in the same area. Unlike the first edition version, it will probably use Close Combat range to have a Dogfight, using the Close-Combat Yo-Yo tactic. It is very difficult to destroy and it can usually destroy virtually any other ship. Its only flaw is that it must get close to its opponent before it can use its weapon. Note that the cubical/squarish arrangement of its systems allows it to bypass one of the restrictions on limits of the number of internal systems. Therefore, this ship might be considered illegal in that regard, although the system layout is allowed in the rules. The system layout is a square with a dimple in it. Most of the systems are internal systems with an outer layer wrapped around them. (Note - Neil is mistaken in the statement that it can bypass the number of internal systems. The number of internal or core systems a ship may have is dependent only on its Size. So, a Size 4 ship can have a maximum of 4 internal and 1 core system. These internal or systems must be adjacent to external systems, and his cubical design allows maximum flexibility in where the internal or core systems are, but does not allow an increase in their number. - Greg Porter) Name(Tech level): Hyper Assault Base (High) Design type: Base, Star layout Size/Effective Size: 6/4 Damage Mod.: -3 Systems/Cost: 35/68.6 Sensors (Normal/Maximum): 7/15 Thrust/Max. Thrust: 0/0 (Can move 2 with BD) Armor/Force Screens: 1/0 Special Defense: AF Weapons: P11s, G10s, P8, P8, P8, P8, P8, G7, G7, G7, G7, G7, G7, G4d, G4d, G4d, G4d Side: BD, AP, JD, AP, AF, B, EC, EC, H, H, H, S, SD, SD, SD, SD, P8, P8, P8, P8, P8, G7, G7, G7, G7, G7, G7, G4d, G4d, G4d, G4d Internal: P11s, AP, G10s, AP Notes: This is obviously a rather optimized base, though not as powerful as the first edition version. Its emphasis is hitting as many times as possible with as much damage as possible. Its primary weakness is the limits of its Absorption Field and that it needs time to deploy the Sensor Drones. It is generally less flexible than the first edition version. Despite those weaknesses, it is still a very powerful design. A good companion would be to have a distant allied Fighter Carrier with Sensor/Mine Layers and to replace its Sensor Drones with weapons. CAMPAIGN NOTES Conversion Notes Note that I did not ask for help from BTRC for this. I just tried to reverse-engineer the game to TimeLords/Guns^3 rules as best as possible. The greatest difficulty is keeping in mind that all of the rules in Slag! is for "Mega-Force" level rules with many assumptions being taken at each step. These are mostly guesses. Range Class is almost useless compared to the level at which this game operates (Rail Guns seem to be about RC 4 to 6, the rest seems to on the order of RC 11+ up to RC 22). Weapon rating of 1 seems to be about 100 to 500 in TimeLords DV. The weapon rating after 1 seems to equal (weapon rating - 1) in kDV. Missiles are treated as a one-kiloton nuclear warhead. Armor and Force screens might be extrapolated similar weapons in AV for overall system resistance. BP for vital systems might be about equal to about 200 times the number of Hull systems. Except for Very Low tech Fusion Torches and Orion Drives, assume engines have enough fuel for one to five years of operation. Cost of structures might be about 1 megacredit per ton of mass. The rest of the conversions can be gotten based on the use of 1 hex is on the order of thousands of kilometers and each turn is on the order of minutes. I suspect the reasoning behind the limited penetration ability of the Laser Cannon and Graser Cannon might be due to the vaporized material of the target interfering with the energy beam. Stellar note: The distance from an Earth-like planet to its moon would probably be about 50 hexes from the hex of the planet. The distance between planets is on the order of 10 kilo-hexes to 100 kilohexes. The sun's gravity is expected to not be detectable about 40 mega-hexes away. Earth's Moon is about Size 38. Earth is about Size 43. For those who want to simulate asteroids, assume that it has the maximum allowed armor based on Size and the rest of the systems are Hull. For those who want to simulate moons, assume that it has the maximum allowed Armor based on Size and the rest of the systems are Hull, and allow it to regenerate 1/10 *Size (round down) systems per turn due to the effects of gravity holding the moon together. For those who want to simulate the effects of a planet, assume that it has the maximum allowed Ablative Armor based on Size and the rest of the systems are Hull, and allow it to regenerate 1/10 * Size (round down) systems per turn due to the effects of gravity holding the planet together. When moons and planets "repair the damage" the pieces of the planet do not return to the same location or condition that they were originally in (scars and craters are usually left behind with the debris "raining" down on the stellar body. This "repair" is done during the Damage Control phase of the turn and it can "repair" Missile hits. The only way to stop a moon or planet from coming back together is to completely damage or destroy all Hull for one turn (this will leave Asteroids feature behind). Asteroids, moons and planets get to have Damage Modifiers based on Size like any other structure. The above should not be regarded in any way official or realistic. Game Masters might want to discourage their players from actually running their own ship, since the entire party can get killed in just a few minutes. (Note - This is why I didn't put any role-playing notes in Slag! It's just too damn deadly for characters - Greg Porter) Jump Drives and Jump Gate Performance Effects While these systems allow "faster than light speed" travel, there is nothing that says that their speed is infinite, fixed or variable. The speed is the strongest determining factor of how much influence the various government systems has on people at varying distances from its components. Similarly, it affects how quickly changes can be done with various influences. In general, the slower the speed, then the more isolated the various people are likely to be. Likewise, the faster the speed, then the more unified the various people are likely to be (social, political, and other forces can oppose these effects, though). On a similar manner, how close the Jump Gate and Jump Drives can be used near gravity wells affect the overall speed. If Jump Gates can be linked together, then it could allow a constant traffic of in-system travel to be as fast as intergalactic or even inter-universal travel. Government, Taxes and the Economy Governments (or other large societal structures) normally have direct effects on space travel. They generally direct the research in technology. They can declare war on other governments or anybody else for that matter. They institute taxes to manipulate markets and as a source of revenue. They have the power to set up rules of what is done under their power (the overall effect is one of a tax with a direction of use). In general, they maintain the systems that no other societal structure could maintain (like large scale military forces). Taxes and regulations controls the type of space operations done. Taxes are generally additional costs to running space operations (stellar traders and transport of goods, services, and people), making it more expensive to operate. There are many forms of taxation: income tax, sales tax, trade taxes, social security taxes, etc. You can check with your real-life governments on the various types of taxes that affect businesses. Regulations are similar, though they directly affect how the space operation is performed. 1st example: Size 2+ ships/bases are required to have at least one Life pod system (safety regulations). 2nd example: Ships/bases are only allowed to have one Railgun for a weapon (arms/weapon controls). 3rd example: Size 2+ ships/bases need at least one Damage Control system (safety regulations, though Redundant Systems are a more likely requirement). 4th example: Only Antigrav propulsion systems are allowed for in-atmosphere travel (environmental laws). Other forms of regulation includes prohibitions/quarantines on some designated material (like no anti- matter allowed on planets or diseases). Likewise some taxes and regulations might be designed to protect "local" industries from competition against "alien" industries. A variant type of regulation is legal liabilities. People interested in the various types of regulations that affect businesses should check their governments and other real-life governments. Space travel economics is generally tied to transportation of goods and services (includes tourism). Different areas have different types of resources: low-gravity, rare substances, extreme conditions (close to a star or far away from stars), pleasant living areas, compatible governments with the citizens, population centers, education levels, etc. One resource that is only just becoming a major player in the late 20th century is the information resource (in particular new technologies, sciences, and entertainment). This will tend to lead to trade routes being established based on ease/cost/length of travel between resources of the various types. The nodes of these trade routes will tend to develop into major points of power (political, economic, etc.) The areas off the trade routes will tend to develop slower and be less involved with the affairs of other areas due to the effects of relative isolation. On a miscellaneous note, smart governments will attempt to gain information sources and sources of money from other governments. Since information sources are mobile (usually being made up of people) and have long term effects (though rarely short term effects), smart governmentswill try to tempt information sources to move to their areas by showing how living there will be more pleasant/profitable than where they currently are. Similarly, sources of money are generally moderately wealthy people who might be persuaded to live under a government's area of control. Moderately rich people (unless they are misers) generally have to expend a fair amount of money (hopefully using the local businesses) to maintain their expected standard of living and are often looking for ways to invest their money (hopefully the local businesses) or run businesses themselves (hopefully a source of tax revenue and uses the local business to operate to strengthen the local economy). The goal will be to have an end result of greater resources and tax revenue, therefore gaining greater power. The down side is that the government has to be sure that the business and individuals being imported do not attempt to take or challenge the government's power. This can be prevented by having citizens/locals being granted equal or greater rights/privileges than foreigners/non- citizens. Tech Levels Very Low Tech (TL 10 to 12 in TimeLords): Nearly all space travel technology are massive endeavors by governments or similar organizations. This is due to the high costs in fuel usage and long times it takes to travel to between planets. Only those who are willing to commit years of their lives to space travel would actually be on interplanetary ships. The technology is advanced enough for practical, though still somewhat experimental, laser weapons. Early fusion technology is still on the experimental side. If it is vitally needed, the technology for the Orion drive exists. But this would only be done for scientific probes or for making long-duration ships for avoiding genocide due to dying worlds or something similar (essentially giant Life Pods). These civilizations might or might not believe that there are civilizations outside of their solar system. If not, then they are not likely to have much to do with weapons/defenses for dealing with threats from outside of the solar system. If they have had a hostile encounter with a civilization outside of their solar system, then they are likely to have a united world-wide militaristic (not necessarily xenophobic, but they would be very cautious) civilization. Low Tech (TL 13 to 14): Technology has reached a level where space travel is practical, though faster-than-light-speed travel has not been developed yet. Plasma Drives are replacing Fusion Torches as the primary means of space travel. Colonies on other worlds are possible, though travel times measured in weeks are to be expected (travel to the local moon can be theoretically done in an hour). Space travel technology is at a point where the wealthier small businesses can afford a few ships. The government will have a small military fleet for escort duty and planetary defense/offense. It is possible for colonies to be started, have a "boom town" growth, then become "ghost towns", if they are not able to have a major trade route going through them or have something to keep settlers there. Most forms of interplanetary trade are generally with finished goods and services, since manufacturing and servicing on site is not practical at these distances at this technological level. A common government regulation is for spaceship's of Size 2+ to have a Life pod system. On the home planets, a surge of technological growth is likely to have taken place due to the effects of fusion technology providing most of the energy needs of those populations. The people of these civilizations are likely to believe that they have reached the limits of technological growth, since their level of science probably says that force field related technology (include Jump Drives) are impossible. Medium Tech (TL 14 to 17): The development of force-field related technologies (especially Force Screens and Jump Drives) enables interstellar travel to become practical. Travel between the stars is affordable to small businesses. Ships can easily travel from the surface of one planet to another. Technology appears to have reached the "singularity point" where new developments impact on all other technologies which in turn feeds back on itself. Artificial Intelligence technology has reached a point where they can be more intelligent and knowledgeable than most humans. If the Game Master is using CyberSpace rules from SpaceTime/TimeLords, then the transportation of information (data objects and programs) would be a major source of trade. The major ships are likely to be about Size 4, though Size 1 and 2 ships would make up the bulk of the ships in operation. The bulk of the interstellar commerce is in components of goods and services (resources), since manufacturing and services can be performed on-site where needed at high efficiency. For those Game Masters having difficulty understanding this, these are the principle of royalties, licensing agreements, subcontractors, and vendors (supplier of components and processed material). Civilizations are likely to be in a constant state of flux, where radical changes can be determined by anyone's actions. Possible regulations are: Only Anti grav engines are allowed in the atmosphere of planets (maybe inhabited moons, too) for environmental regulations; All civilian ships can only have Auxiliary Control systems (no Bridges to compete with military ships); No anti-matter based systems allowed in the atmosphere of any planet (for safety), and Civilian ships are only allowed a single Railgun system for weapon use (some governments might prohibit any weapon system). High Tech (TL 18 to 24): A further improvement in technologies. Technology is reaching the point where it can begin to manipulate reality (Nuclear Dampers and Absorption Field). Many civilizations at this level are likely to be highly alien to those of Very Low Tech level, since this tech level is likely to have extremely developed technologies (outside of the scope of Slag!) in biotechnology, artificial intelligence, interfaces with tools, entertainment, and energy storage density and efficiency in energy use. Civilian ships tend towards Size 1 and 2. Governments are likely to be extremely alien and maybe even frightening to lower tech levels. It might have an Artificial Intelligence infrastructure handling the long term planning and implementation and the biologicals handling the short term planning and implementation (an unusual form of symbiosis). Another possibility is with an extreme form of biotechnology, everything and everybody in a civilization might be symbiotic organisms in a vast truly integrated ecosystem that spans the stars. Another possibility might be where reality altering technology gets to the point where it effectively is magic (This would be on the level of Designer technology in TimeLords). In any case, the civilizations at this level would tend toward either those who are out to conquer the universe (generally united in a hive-like mind) or being more benevolent (not necessarily "good" or saints, though not normally aggressive unless attacked). While there are higher tech levels, they tend to have societies almost incomprehensible to lower tech levels. Any conflicts at those levels tend to have apocalyptic levels of effects where realities across the omniverse are likely to have collateral effects. For this reason, those tech levels are out of the scope of the game. Ship/Base Examples Name(Tech level): Portable Jump Gate (Medium) Design type: Base, Line Size/Effective Size: 2/2 Damage Mod.: -1 Systems/Cost: 15/15 Sensors: -2 Thrust/Max. Thrust: 5/6 Armor/Force Screens: 0/1 Special Defense: None Weapons: None Front: H, AC, JG, AP, AP, AP, AP Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: AP, AP, DC, JD, H, AG, FS, H Notes: The power from the Auxiliary Power Units are shifted around depending on its current use. It is a very efficient portable Jump Gate. It is manufactured on a planet. When it is ready to be launched, it allocates its power as follows: 1 for FS, 5 for AG. It needs an escort from military ships and will probably be accompanied by ships with supplies as needed. It will either go through another Jump Gate or use its Jump Drive (diverting one APU (or more if it increases speed) from AG) to its destination when it is able to with its escorts. Upon reaching its destination, it will probably divert the 6 Auxiliary Power Units from AG to JG, allowing it to handle up to Size 5 ships. The 1 AP for FS is just to handle incidental space debris, than for actual defense. The Damage Control system is to help counter the effects of the system going down due to chance failure of a system. It is a non-military base, though it would have military ships around for protection. For those along major trade routes, it might be permanently linked to another Portable Jump Gate to allow for very short travel times by most ships along that leg of the route. Those not along a trade route will have to be satisfied with the Jump gate being restricted to opening to areas further away from population centers, though it would have the advantage of being able to open to anywhere (or at least anywhere within whatever restrictions the GM decides). Those bases intended for purely military use would be stationed in military shipyards, where it would send military ships where they are needed. A few would accompany those military ships so that when the battle is over they can all return to their designated shipyard. Its small size and relative cost would make it a strategic asset. Name(Tech level): Cyberspace Postal Ship (Medium) Design type: Ship, Line Size/Effective Size: 2/0 Damage Mod.: -1 Systems/Cost: 15/15 Sensors: 2 Thrust/Max. Thrust: 6/6 Armor/Force Screens: 0/1 Special Defense: None Weapons: None Front: H, S, B, AI, C, AP, AP Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: PD, PD, PD, PD, DC, H, FS, H Notes: This is an automated ship that almost constantly goes from one portion of a trade route to another to help link the cyberspace networks. It uses linked Portable Jump Gates for interstellar travel. Its Cargo system is actually a huge node (see Cyberspace rules in TimeLords/SpaceTime) with communication links. Upon entering a solar system along its circuit, it quickly heads to a designated satellite/node station and connects to that node (effectively making the satellite and ship into one huge node). An exchange of information is done as needed, then the ship breaks the link (usually after one minute). The ship then heads to the next destination along its circuit. In solar systems with multiple inhabited worlds/moons, there is one major satellite/node for the solar system and a number minor satellite/nodes for the individual planets/moons. In those cases, the solar system will have its own dedicated Cyberspace Postal Ships to transfer information between the major satellite/node and the minor satellite/nodes. Name(Tech level): High Tech Trade Ship (High) Design type: Ship, Line Size/Effective Size: 2/2 Damage Mod.: -1 Systems/Cost: 15/21 Sensors: -1 Thrust/Max. Thrust: 2/3 Armor/Force Screens: 1/1 Special Defense: AF Weapons: None Front: H, AC, L2, TB, AF, C, Q, AP Front Internal: Front Core: Side: Rear Internal: Rear Core: Rear: AP, AG, JD, DC, H, FS, H Notes: This is a relatively small trade ship. It lacks Life Pods, and it has a weapon. The laser is actually for welding/cutting work. It is not intended to be a military ship. If it is being used for mining of asteroids, it will typically use the laser to cut away unusable material and use the Tractor Beam to haul around the usable material. In a High Tech level civilization, there is little need to carry goods in bulk. The owner of the ship will probably take what small jobs are available. Think of it as a multi-purpose truck, with the ability shoot back if pirates show up (though it will usually try to call on military/police ships and run away when possible). Name(Tech level): Large Trade Ship (Medium) Design type: Ship, Star layout with a thickened center Size/Effective Size: 4/4 Damage Mod.: -2 Systems/Cost: 25/25 Sensors: 3 Thrust/Max. Thrust: 4/4 Armor/Force Screens: 0/1 Special Defense: 0 Weapons: R Front: H, R, C, C, C, C, DC, Front Internal: AC Front Core: Side: AG, AP, FS, AP, S, AG, AP, H Rear Internal: H Rear Core: Rear: Q, Q, Q, DC, LP, AG, AP, H Notes: This a completely civilian trade ship. It travels along the major trade routes through Portable Jump Gates. It has very little ability to defend itself. It complies with virtually every regulation at this tech level. It can land on planets and moons. While it is vulnerable to piracy, it normally stays in the areas where military/police ships can be called upon as needed. In some cases, it will be escorted by a military ship. End Article