Credit purchases:

When the game starts you will have x amount of credits to purchase units and

technology. If warships are purchased you must pay the Total Cost. Units are

purchased normally and all units bought on turn 1 can be placed anywhere. You

also purchase factories and place them on worlds of your choice. Any units made

during the game must originate from its factory type.

There are 3 levels of Technology:

Level I: Standard 3025 technology, with warships thrown in...gotta have warships! :)

Level II: 3050 technology or in BF2 terms "Upgraded". Units are more powerful and

better warships are available.

Level III: Considered Clan Tech if their were clans in the game. Best possible units

and warships.

You automatically begin the game at level I.

You can purchase with your starting credits a higher level:

Level II will cost 15% of you per turn income x 12.

Level III will cost 25% of your per turn income x 24.

Or you can research during the game where the 12 and 24 are turns and the cost is

spread out over those turns instead of in 1 lump sum as in the beginning

Warships that carry fighters automatically come with them when purchased. the few

warships that carry mechs internally must have them purchased separately.

Note Level I player units start at Green

Level II player units start at Regular

Level III player units start at Veteran.

If you start at a higher level tech than I you cannot purchase units in a category

below yours.. example if you purchased Level III..you could only build level

III units not II or I...this doesn’t apply if you research normally through the game.

Level I tech costs 10% of your per turn planetary income for six rounds.

Factories:

Factories take 4 turns to build, except the first turn of the game

when you purchase and place them for intial purchases take the

cost per turn times the number of turns and pay in full ie.mech

factory would cost 40cr

Factory:

Mech - Cost:10cr/per turn for 4 turns

Max Output:3 Battalions

Armor - Cost:5cr/per turn for 4 turns

Max Output:4 Battalions

Infantry - Cost:3cr/Turn for 4 Turns

Max Output: 6 Battalions

Aero - Cost:6cr/per turn for 4 turns

Max Output:3 Wings

Warship - Cost:20cr/per turn for 4 turns

Max Output:1 vessel

There are 36 units to mech, armor, and infantry battalions.

There are 18 units to an aero fighter wing.

Selling/Moving Factories:

Selling: 1 turn and get 50% value back

Moving: 2 turns to dissassemble. x time to transport (jumpship free of charge for move).2 turns to reassemble and costs 50% of factory value.

Tech Level I Units

Light Mech Battalion:

Speed-Fast

Fire Power-36

Armor-108

Cost:3cr

_____________________

Medium Mech Battalion:

Speed-Moderate

Fire Power-72

Armor-144

Cost:4cr

_____________________

Heavy Mech Battalion:

Speed-Slow

Fire Power-108

Armor-252

Cost:6cr

_____________________

Assault Mech Battalion:

Speed-Very Slow

Fire Power-144

Armor-324

Cost:8cr

_____________________

Armor Battalion:

Speed-Slow

Fire Power-54

Armor-90

Cost:2cr

______________________

Infantry:

Speed-Slow

Fire Power-18

Armor-25

Cost:1cr

______________________

Aero Fighter Wing:

Speed-Fast

Fire Power-90

Armor-108

Cost:5cr

_______________________

Small Transport:

Speed:Very Slow

FirePower:0

Armor:20

Marines: 9

Transport: 4 battalions

Cost:5cr/turn

Time:2 turns

________________________

Medium Transport:

Speed:Very Slow

FirePower:0

Armor:30

Marines: 12

Transport: 8 Battalions

Cost:10cr/turn

Time:2 turns

________________________

Large Transport:

Speed:Very Slow

FirePower:0

Armor:40

Marines:12

Transport: 12 Battalions

Cost:15cr/turn

Time:2 turns

_________________________

Vincent Mk 42 Corvette

Speed:Fast

Fire Power:52

Extreme Range FP: 4

Anti-Fighter: 4

Armor:70

Marines:40

Fighters: 6

Cost:10/Turn

Time: 3 turns

_________________________

Zechetinu Corvette

Speed: Very Fast

Fire Power:142

Extreme Range FP:62

Anti-Fighter:52

Armor:85

Marines:24

Fighters:6

Transport: 1 Battalion

Cost:16/turn

Time:3 Turns

__________________________

Essex Destroyer

Speed: Moderate

Fire Power:346

Extreme range FP:78

Anti-Fighter:6

Armor:146

Marines:70

Fighters:6

Cost: 20/turn

Time:4 turns

__________________________

Lola III Destroyer

Speed:Fast

Fire Power:263

Extreme Range:87

Anti-Fighter:16

Armor:192

Marines:50

Fighters:6

Cost:23/turn

Time:4 turns

__________________________

Congress Frigate

Speed:Moderate

Fire Power:331

Extreme Range:14

Anti-Fighter:18

Armor:291

Marines:85

Fighters:6

Transport:2 Battalions

Cost:25/turn

Time:4 turns

_____________________________

Volga Transport

Speed:Slow

Fire Power: 379

Extreme Range:109

Anti-Fighter:72

Armor:554

Marines:112

Fighters:20

Transport: 4 Battalions

Cost: 30/Turn

Time:4 Turns

_______________________________

Eagle Frigate

Speed: Fast

Fire Power:623

Extreme Range:80

Anti-Fighter:79

Armor:141

Marines:112

Fighters:6

Transport: 4 Battalions

Cost: 35/turn

Time: 4 Turns

____________________________

Soveteskii Soyuz Heavy Cruiser

Speed: Slow

Fire Power:356

Extreme Range:176

Anti-Fighter:16

Armor:318

Marines:67

Fighters:18

Transport: 5 Battalions

Cost:25/Turn

Time: 5 Turns

_____________________________

Cameron Battle Cruiser

Speed:Slow

Fire Power:661

Extreme Range:361

Anti-Fighter: 32

Armor:494

Marines:98

Fighters: 16

Transport: 2 Battalions

Cost: 26/Turn

Time: 7 turns

______________________________

Aegis Heavy Cruiser

Speed: Slow

Fire Power: 1200

Extreme Range: 86

Anti- Fighter:32

Armor:384

Marines: 60

Fighters: 6

Transport: 4 Battalions

Cost: 35/turn

Time: 6 Turns

_____________________________

Texas BattleShip

Speed:Moderate

Fire Power:556

Extreme Range:464

Anti-Fighter:48

Armor:1152

Marines:234

Fighters: 40

Transport: 6 Battalions

Cost:40/Turn

Time: 8 Turns

SEE THE REVISED WARSHIP COST TABLE BELOW!!!!

********************************************

Tech Level II Units

Light Mech Battalion-Upgraded

Speed: Fast

Fire Power: 63

Armor: 126

Cost: 5cr

______________________

Medium Mech Battalion-Upgraded

Speed: Fast

Fire Power:90

Armor: 180

Cost:7cr

_______________________

Heavy Mech Battalion-Upgraded

Speed: Moderate

Fire Power:162

Armor:299

Cost: 9cr

_______________________

Assault Mech Battalion-Upgraded

Speed: Slow

Fire Power: 216

Armor: 396

Cost: 11cr

________________________

Armor Battalion - Upgraded

Speed: Moderate

Fire Power:115

Armor:198

Cost: 4cr

_________________________

Elemental Battalion

Speed: Slow

Fire Power: 36

Armor:72

Cost:2cr

__________________________

Aero Fighter Wing-upgraded

Speed: Fast

Fire Power:147

Armor:162

Cost:6cr

___________________________

Fox Corvette

Speed: Moderate

Fire Power:179

Extreme Range:56

Anti-Fighter: 38

Armor:255

Marines:24

Fighters:12

Transport:5 Battalions

Cost:30/Turn

Time: 3 turns

________________________________

Sufferen Destroyer

Speed:Moderate

FirePower:395

Extreme Range: 118

Anti-Fighter:40

Armor:273

Marines: 252

Transport: 4 Battalions

Cost:24/turn

Time: 4 turns

______________________________

York Destroyer

Speed: Fast

Fire Power:358

Extreme Range:96

Anti-Fighter:26

Armor:440

Marines:65

Fighters: 50

Transport: 2 Battalions

Cost:38/Turn

Time: 4 turns

_______________________________

Tatsumaki Destroyer

Speed:Fast

Fire Power:456

Extreme Range:112

Anti-Fighter:144

Armor:270

Marines:86

Fighters:18

Transport: 2 Battalions

Cost:40/turn

time:4 Turns

_____________________________

Liberator Cruiser

Speed:Moderate

Fire Power:796

Extreme Range: 394

Anti-Figter:80

Armor:689

Marines:250

Fighters:30

Transport: 6 battalions

Cost: 45/turn

Time: 5 turns

______________________________

Agamemnon Heavy Cruiser

Speed:Fast

Fire Power: 795

Extreme Range:112

Anti-Fighter:147

Armor:227

Marines:82

Fighters:18

Transport: 4 battalions

Cost: 40/turn

Time:6 Turns

_____________________________

Black Lion BattleCruiser

Speed:Moderate

FirePower:1210

Exteme Range: 38

Anti-Fighter: 36

Armor:502

Marines:70

Fighters:18

Transport: 4 battalions

Cost:35/Turn

Time: 7 turns

_______________________________

Potemkin Troop Transport

Speed: Slow

Fire Power:452

Extreme Range: 452

Anti-Fighter:16

Armor:737

Marines:75

Transport: 25 Battalions

Cost:50/Turn

Time:6 turns

_________________________________

McKenna Battleship

Speed: Moderate

Fire Power:1301

Extreme Range:720

Anti-fighter:24

Armor:834

Marines:205

Fighters: 50

Transport: 6 Battalions

Cost:45/turn

Time: 10 Turns

SEE THE REVISED WARSHIP COST TABLE BELOW!!!!

******************************************

Tech Level III Units

Light Mech Battalion-Omni

Speed:Very Fast

Fire Power: 126

Armor:195

Cost:6cr

______________________________

Medium Mech Battalion-Omni

Speed:Fast

Fire Power:223

Armor:273

Cost:9cr

_______________________________

Heavy Mech Battalion-Omni

Speed:Moderate

Fire Power:324

Armor:432

Cost:12cr

________________________________

Assault Mech Battalion-Omni

Speed:Slow

Fire Power:468

Armor:504

Cost:15cr

_________________________________

Armor Battalion-Omni

Speed:Moderate

Fire Power:205

Armor:360

Cost:5cr

__________________________________

Power Armor Infantry

Speed:Moderate

Fire Power:90

Armor:190

Cost: 4cr

__________________________________

Aero Fighter Wing-Omni

Speed: Very Fast

Fire Power:180

Armor:216

Cost:8cr

__________________________________

Inazuma Corvette

Speed: Very Fast

Fire Power: 224

Extreme Range: 57

Anti-Fighter:36

Armor:113

Marines:32

Fighters: 6

Transport: 3 battalions

Cost: 32/turn

Time: 3 turns

____________________________

Impavido Destroyer

Speed: Very Fast

Fire Power:415

Extreme Range:48

Anti-Fighter:48

Armor:209

Marines: 56

Fighters: 18

Transport: 2 Battalions

Cost: 25/Turn

Time: 4 turns

____________________________

Whirlwind Destroyer

Speed:Fast

Fire Power:340

Extreme Range:99

Anti-Fighter:22

Armor:315

Marines:25

Fighters:10

Cost:32/turn

Time:4 turns

_____________________________

Kyushu Frigate

Speed:Moderate

FirePower:670

Extreme Range:48

Anti-Fighter:64

Armor:410

Marines:140

Fighters: 18

Transports: 4 Battalions + 3 Battalions internally

Cost:37/turn

Time: 5 Turns

________________________________

Kirishima Cruiser

Speed: Very Fast

Fire Power:541

Extreme Range:102

Anti-Fighter:88

Armor:639

Marines: 84

Fighters: 12

Transport: 3 Battalions

Cost: 55/Turn

Time: 5 turns

_____________________________

Night Lord Battleship

Speed:Moderate

FirePower: 788

Extreme Range: 314

Anti-Fighter:28

Armor:1258

Marines: 500

Fighters: 20

Transport: 4 battalions + 3 battalions internally

Cost: 50/turn

Time:8 turns

________________________________________________

Thera Carrier

Speed: Moderate

Fire Power: 1025

Extreme Range:253

Anti-Fighter:176

Armor:1173

Marines: 212

Fighters: 216

Transport: 4 Battalions

Cost: 70/turn

Time: 8 turns

SEE THE REVISED WARSHIP COST TABLE BELOW!!!!

**************************************************

Repairs and replenishments:

Units (mechs,tanks,infantry,aero) can be repaired anywhere. Take the number of

maximum units, IE a mech battalion is 36 mechs, divide the cost by 36. So a

TL 2 Hvy Mech Battalion costs 9. Each mech in it costs 9/36 = .25.

So if you lost, say, 15 mechs and wanted to replenish the battalion, it would cost

15 * .25 = 3.75.

Warships can also be repaired anywhere (mobile repair stations). BUT they cannot move

while in space dock. Take the total cost of warship and multiply it by the percent

of damage to be repaired. If a warship cost 500cr to build and was at 75% damage it

would cost 500*.75 = 375. A MAXIMUM of 50cr can be spent on repairing a warship per

turn, so some warships may take more than 1 turn to Repair. The above example would

take 8 turns to full repair, 7 turns at 50cr per turn, and the 8th costing

25cr. Warships are and always will be that expensive luxury. This is also to simulate

in the books how long it takes to repair heavily damaged vessels. The bad side is

warships get damaged so easily. A warship can repair at 100cr a turn IF it is in a

Naval Factory - nothing can be built in that factory while it is repairing the

warship.

Black Op units:

Cost is 25% more than their counter part and can be any unit or warship. Unit is

registered as UNKNOWN, a ghost unit. It is very unlikely a unit will be traced

back to its owner, a perfect raider if you do not want someone to know who you are

and what you are doing. also a way of supporting a secret ally with troops and not

offend anyone else with your involvement

Training Units:

Training units is as follows:

Green to Regular: costs 10% of units total cost and takes 2 turns

(payment is paid on the first turn only).

Regular to Veteran costs 15% of units total and takes 3 turns.

Veteran to Elite costs 20% of units total and takes 4 turns.

note: if a unit takes alot of losses and they are replaced the

overall Experience can drop...if elite units losses 40% of its

troops when they are replenished up to 100% they may drop to

veteran status.

Raids:

Target a planet within jump range of the raider. A raid will cost the target realm

1d6 x 2 credits. if garrison forces are present the raid may fail. Raids involve

only 1 unit of troops.

1 raid per planet, please.

Raids require Raid Transports. A Raider Transport costs 5cr and takes 1 turn to

build via a warship factory. It carries 1 unit.

Jumping Rules:

Regular Jump: 3 jumps

Internal Movement: 6 jumps

*this is when you beginning and end is within your own space. this allows from moving units to the front a little faster using various recharge stations.

Civilian Transports:

you can transport any battalion or wing at the cost of 1cr. seeing how that is a billion dollars it seems right. IF you do this too much your trade agreements will start suffering

Command Circuits:

1> Spread out transports so that they can reach another one in a chain of ships....walla! a command circuit.

 

2> use civilian transports....at a cost of 1 cr per unit per 3 jumps.

*when using civilian transports you can cause your trade to stop or slow and have a chance of starting a recession due to the amount of commercial funds being lost.

use it wisely and don't complain when your economy suffers for it

Covert Ops:

Intelligence Report State: 5cr - not very informative

Intelligence Report Planet: 5cr - very informative

 

Counter Intel State:5cr

Counter Intel Planet:5cr

 

can pay both more than once to increase chance of success or failure

Experience Points/Levels:

Cost to raise Experience:

Green -> Regular 1pt

Regular -> Veteran 2pts

Veteran -> Elite 4pts.

Elite -> Ultra 8pts

 

Green - 15%

Regulat 0%

VEteran +10%

Elite +25%

Ultra +40%

New Salvage Rule:

Instead of giving units in salvage Credits will be given instead. Units that surrender are still units they wont get converted into credits.

WARSHIP TABLE: REVISED

SHIPS

Speed

Fire Factor

Ext. Range

Anti-Fighter

Armor

Marines

Fighters

Battalions

Cost

Time

Total Cost

Small Transport Fleet

Very Slow

0

0

0

20

9

0

4

5

2

10

Medium Transport Fleet

Very Slow

0

0

0

30

12

0

8

10

2

20

Large Transport Fleet

Very Slow

0

0

0

40

12

0

12

15

2

30

Vincent Mk 42 Corvette

Fast

52

4

4

70

40

6

0

10

2

20

Inazuma Corvette

Very Fast

224

57

36

113

32

6

3

30

2

60

Zechetinu Corvette

Very Fast

142

62

52

85

24

6

1

20

2

40

Fox Corvette

Moderate

179

56

38

255

24

12

5

30

2

60

Tatsumaki Destroyer

Fast

456

112

144

270

86

18

2

40

3

120

WhirlWind Destroyer

Fast

340

99

22

315

25

10

0

32

3

96

York Destroyer

Fast

358

96

26

440

65

50

2

40

3

120

Essex Destroyer

Moderate

346

78

6

146

70

6

0

25

3

75

Lola III Destroyer

Fast

263

87

16

192

50

6

0

28

3

84

Impavido Destroyer

Very Fast

415

48

48

209

56

18

2

35

3

105

Sufferen Destroyer

Moderate

395

118

40

273

252

0

4

35

3

105

Kyushu Frigate

Moderate

670

48

64

410

140

18

4(+108mechs)

50

3

150

Eagle Frigate

Fast

623

80

79

141

112

6

4

40

3

120

Congress Frigate

Moderate

331

14

18

291

85

6

2

30

3

90

Volga Transport

Slow

379

109

72

554

112

20

4

40

3

120

Liberator Cruiser

Moderate

796

394

80

689

250

30

6

50

4

200

Kirishima Cruiser

Very Fast

541

102

88

639

84

12

3

50

4

200

Soveteskii Soyuz Heavy Cruiser

Slow

356

176

16

318

67

18

5

40

4

160

Aegis Heavy Cruiser

Slow

1200

86

32

384

60

6

4

40

4

160

Agamemnon Heavy Cruiser

Fast

795

112

147

227

82

18

4

40

4

160

Black Lion BattleCruiser

Moderate

1210

38

36

502

70

18

4

55

4

220

Cameron BattleCruiser

Slow

661

361

32

494

98

16

2

50

4

200

Potemkin Troop Transport

Slow

452

452

16

737

75

0

25

60

5

300

Thera Carrier

Moderate

1025

253

176

1173

212

216

4

80

5

400

Mkenna Battleship

Moderate

1301

720

24

843

205

50

6

70

5

350

Texas Battleship

Moderate

556

464

48

1152

234

40

6

65

5

325

Nightlord Battleship

Moderate

788

314

28

1258

500

20

4(+108mechs)

70

5

350

Orion Frigate

x

x

x

x

x

x

x

x

80

4

320