Difference between revisions of "Aftermath Rules"

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Background
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==Background==
  
 
When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt.
 
When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt.
 
The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.
 
The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.
  
+
 
Systems
+
[[Image:Aftermath Experimental Map.jpg]]
 +
 
 +
==Systems==
  
 
The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.
 
The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.
 +
 +
When a system is placed, its output must be assigned between the two types of production available: Construction and Supply. For ease of book-keeping, output must be assigned in blocks of 50, so a minor colony may only have one output type, whereas an established colony may have 100 output of either type, or 50 output of both. When a system is upgraded, only its new supply is allocated, any existing output remains as it was before the upgrade.
 +
 +
Systems with negative output consume Supply, not Construction. Failure to pay the upkeep of your colonies inflicts severe morale penalties on the system, and potentially on your whole empire.
  
 
{|
 
{|
Line 36: Line 42:
 
The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.
 
The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.
  
+
==Constructions==
Constructions
 
  
Small Fortress
+
{|
A small fortress increases the defence factor of a system by 50% (rounded up).
+
|-
 +
|colspan=2|Small Fortress
 +
|-
 +
|colspan=2| A small fortress increases the defence factor of a system by 50% (rounded up).
 
Provides a virtual General Heavy Capital for system defence.
 
Provides a virtual General Heavy Capital for system defence.
+ Offensive Weaponry: virtual ship is Interceptor instead
+
|-
+ Defensive Weaponry: virtual ship is Defender instead
+
|width=10%| || + Offensive Weaponry: virtual ship is Interceptor instead
+ Superweapon: virtual ship is Hunter instead
+
|-
Medium Fortress
+
| || + Defensive Weaponry: virtual ship is Defender instead
A medium fortress increases the defence factor of a system by 100%.
+
|-
 +
| || + Superweapon: virtual ship is Hunter instead
 +
|}
 +
 
 +
{|
 +
|-
 +
|colspan=2|Medium Fortress
 +
|-
 +
|colspan=2| A medium fortress increases the defence factor of a system by 100%.
 
Provides a virtual General Supercapital for system defence.
 
Provides a virtual General Supercapital for system defence.
+ Offensive Weaponry: virtual ship is Interceptor instead
+
|-
+ Defensive Weaponry: virtual ship is Defender instead
+
|width=10%| || + Offensive Weaponry: virtual ship is Interceptor instead
+ Superweapon: virtual ship is Hunter instead
+
|-
Large Fortress
+
| || + Defensive Weaponry: virtual ship is Defender instead
A large fortress increases the defence factor of a system by 150% (rounded up).
+
|-
 +
| || + Superweapon: virtual ship is Hunter instead
 +
|}
 +
 
 +
{|
 +
|-
 +
|colspan=2|Large Fortress
 +
|-
 +
|colspan=2| A large fortress increases the defence factor of a system by 150% (rounded up).
 
Provides a virtual General Flagship for system defence.
 
Provides a virtual General Flagship for system defence.
+ Offensive Weaponry: virtual ship is Interceptor instead
+
|-
+ Defensive Weaponry: virtual ship is Defender instead
+
|width=10%| || + Offensive Weaponry: virtual ship is Interceptor instead
+ Superweapon: virtual ship is Hunter instead
+
|-
 +
| || + Defensive Weaponry: virtual ship is Defender instead
 +
|-
 +
| || + Superweapon: virtual ship is Hunter instead
 +
|}
 +
 
 +
{|
 +
|-
 +
|colspan=2|Subcapital Shipyard
 +
|-
 +
|colspan=2| Produces up to 5 subcapital ships at a time.
 +
|-
 +
|width=10%| || + Expanded Bays:  capacity increased to 10
 +
|}
  
Subcapital Shipyard
 
Produces up to 5 subcapital ships at a time.
 
+ Expanded Bays:  capacity increased to 10
 
Light Capital Shipyard
 
Produces up to 4 light or subcapital ships at a time.
 
+ Expanded Bays: capacity increased to 8
 
Medium Capital Shipyard
 
Produces up to 3 medium, light or subcapital ships at a time.
 
+ Expanded Bays: capacity increased to 6
 
Heavy Capital Shipyard
 
Produces up to 2 heavy, medium, light or subcapital ships at a time.
 
+ Expanded Bays: capacity increased to 4
 
Supercapital Shipyard
 
Produces a single supercapital, heavy, medium, light or subcapital ship.
 
+ Expanded Bays: capacity increased to 2
 
+ Flagship Upgrade: Can build a single flagship (only 1, even with expanded bays)
 
  
Small Observatory
+
{|
Detect alien vessels in adjacent hexes.
+
|-
Medium Observatory
+
|colspan=2|Light Capital Shipyard
Detect alien vessels within two hexes.
+
|-
Large Observatory
+
|colspan=2| Produces up to 4 light or subcapital ships at a time.
Detect alien vessels within three hexes.
+
|-
 +
|width=10%| || + Expanded Bays:  capacity increased to 8
 +
|}
 +
 
 +
{|
 +
|-
 +
|colspan=2|Medium Capital Shipyard
 +
|-
 +
|colspan=2| Produces up to 3 medium, light or subcapital ships at a time.
 +
|-
 +
|width=10%| || + Expanded Bays:  capacity increased to 6
 +
|}
 +
 
 +
{|
 +
|-
 +
|colspan=2|Heavy Capital Shipyard
 +
|-
 +
|colspan=2| Produces up to 2 heavy, medium, light or subcapital ships at a time.
 +
|-
 +
|width=10%| || + Expanded Bays:  capacity increased to 4
 +
|}
 +
 
 +
{|
 +
|-
 +
|colspan=2|Supercapital Shipyard
 +
|-
 +
|colspan=2| Produces a single supercapital, heavy, medium light or subcapital ship.
 +
|-
 +
|width=10%| || + Expanded Bays:  capacity increased to 2
 +
|-
 +
| || + Flagship Upgrade: Can manufacture a single Flagship class ship (only 1, even with expanded bays)
 +
|}
  
Research Facility
+
{|
Performs research and development. Only one is required per empire.
+
|-
 +
|colspan=2|Small Observatory
 +
|-
 +
|width=10%| || Detect alien vessels in adjacent hexes.
 +
|-
 +
|colspan=2|Medium Observatory
 +
|-
 +
|width=10%| || Detect alien vessels within two hexes.
 +
|-
 +
|colspan=2|Large Observatory
 +
|-
 +
|width=10%| || Detect alien vessels within three hexes.
 +
|}
  
 +
{|
 +
|-
 +
|colspan=2|Research Facility
 +
|-
 +
|width=10%| || Performs research and development. Only one is required per empire.
 +
|}
 
 
Starships
+
==Starships==
  
 
Ships have two basic defining attributes: their class which is a measure of their relative size and power, and their role which defines how they perform relative to other ships in their class.
 
Ships have two basic defining attributes: their class which is a measure of their relative size and power, and their role which defines how they perform relative to other ships in their class.
  
Interceptor
+
===Interceptor===
 
Armed with fast-tracking turrets, these ships are designed to take on fast enemies but their weapons lack the punch to take on heavier opponents. They have a bonus when fighting ships of a smaller class, but a penalty when fighting ships of a larger class.
 
Armed with fast-tracking turrets, these ships are designed to take on fast enemies but their weapons lack the punch to take on heavier opponents. They have a bonus when fighting ships of a smaller class, but a penalty when fighting ships of a larger class.
  
General
+
===General===
 
The basic class of warship: they suffer no penalties but also have no bonuses. They can adapt to fulfil any battlefield role, but excel at none. Their main advantage lies in this flexibility, as they cannot be pinned down by ships without being able to retaliate properly.
 
The basic class of warship: they suffer no penalties but also have no bonuses. They can adapt to fulfil any battlefield role, but excel at none. Their main advantage lies in this flexibility, as they cannot be pinned down by ships without being able to retaliate properly.
  
Hunter
+
===Hunter===
 
Armed with heavy weapons, rarely turreted and often axially mounted on larger ships, these warships have one goal in mind: annihilating enemy capital ships. They have a bonus when fighting ships of a larger class, but a penalty when fighting ships of a smaller class.
 
Armed with heavy weapons, rarely turreted and often axially mounted on larger ships, these warships have one goal in mind: annihilating enemy capital ships. They have a bonus when fighting ships of a larger class, but a penalty when fighting ships of a smaller class.
  
Scout
+
===Scout===
 
These ships are intended to find new resources and new jump routes. If a fleet containing a scout enters a system, all unexplored jump lanes leading out of it are revealed. In addition, scouts provide advanced sensor information and countermeasures. Scouts provide Intelligence points based on their class (1 for strike craft, 2 for subcapitals, 4 for light capitals, 6 for medium capitals, 8 for heavy capitals, 10 for supercapitals and 20 for flagships). The side with the highest Intelligence score has a small bonus in combat over the side with the lower intelligence score. Scouts do not generate Invasion points.
 
These ships are intended to find new resources and new jump routes. If a fleet containing a scout enters a system, all unexplored jump lanes leading out of it are revealed. In addition, scouts provide advanced sensor information and countermeasures. Scouts provide Intelligence points based on their class (1 for strike craft, 2 for subcapitals, 4 for light capitals, 6 for medium capitals, 8 for heavy capitals, 10 for supercapitals and 20 for flagships). The side with the highest Intelligence score has a small bonus in combat over the side with the lower intelligence score. Scouts do not generate Invasion points.
  
Defender
+
===Defender===
 
Sacrificing heavy firepower for additional armour, these vessels anchor formations and draw enemy fire by their simple refusal to die. While they may not dish out as impressive a broadside as their counterparts, they can take punishment that would cripple less well armoured ships.
 
Sacrificing heavy firepower for additional armour, these vessels anchor formations and draw enemy fire by their simple refusal to die. While they may not dish out as impressive a broadside as their counterparts, they can take punishment that would cripple less well armoured ships.
  
Carrier
+
===Carrier===
 
These ships are armoured but lightly armed. Their battlefield strength comes from their ability to deploy swarms of strike craft against enemy formations. These ships are vital for empires that deploy large strike craft formations, as strike craft cannot move at FTL speed under their own power. Carriers do not generate Invasion points.
 
These ships are armoured but lightly armed. Their battlefield strength comes from their ability to deploy swarms of strike craft against enemy formations. These ships are vital for empires that deploy large strike craft formations, as strike craft cannot move at FTL speed under their own power. Carriers do not generate Invasion points.
  
Transport
+
===Transport===
 
These ships are intended for the movement of materials from A to B. They can be modified to fulfil a number of roles, as indicated below. They are lightly armed and armoured, and should be kept away from the front-line wherever possible. Transports do not normally generate invasion points.
 
These ships are intended for the movement of materials from A to B. They can be modified to fulfil a number of roles, as indicated below. They are lightly armed and armoured, and should be kept away from the front-line wherever possible. Transports do not normally generate invasion points.
  
+
==Transport Roles==
Transport Roles
 
  
 
When constructed, a Transport ship can be assigned to any role. It can thereafter be changed to a new role on any turn, provided it does not move or engage in combat, and is within a system controlled by you. There is no cost for switching roles. Note that if you issue orders to change a transports role, and the fleet is then engaged in combat, the role change will be aborted. The new role takes effect in the following turn.
 
When constructed, a Transport ship can be assigned to any role. It can thereafter be changed to a new role on any turn, provided it does not move or engage in combat, and is within a system controlled by you. There is no cost for switching roles. Note that if you issue orders to change a transports role, and the fleet is then engaged in combat, the role change will be aborted. The new role takes effect in the following turn.
  
Supply Transport
+
===Supply Transport===
 
A supply transport allows you to spend a number of supply points equal to its cargo capacity in the system, as though it were a system you owned. Resupplying a large fleet in the field will require numerous transports.
 
A supply transport allows you to spend a number of supply points equal to its cargo capacity in the system, as though it were a system you owned. Resupplying a large fleet in the field will require numerous transports.
  
Troop Transport
+
===Troop Transport===
 
A troop transport has been refitted to undertake planetary invasions. A number of troop transports working together can generate Invasion Points. It takes one supercapital, two heavy, four medium, eight light or sixteen subcapital ships to generate one invasion point. A flagship generates two invasion points.
 
A troop transport has been refitted to undertake planetary invasions. A number of troop transports working together can generate Invasion Points. It takes one supercapital, two heavy, four medium, eight light or sixteen subcapital ships to generate one invasion point. A flagship generates two invasion points.
  
Carrier Transport
+
===Carrier Transport===
 
The hangar bays of a transport can be used as an adhoc base of operations for strike craft. Since they lack the armament, armour and specialised equipment of true carriers, they are not as useful in the front-line, but carrier transports can be used to rapidly move strike craft around behind the front line, or to reinforce fleets that have lost their own carriers until replacements are ready.
 
The hangar bays of a transport can be used as an adhoc base of operations for strike craft. Since they lack the armament, armour and specialised equipment of true carriers, they are not as useful in the front-line, but carrier transports can be used to rapidly move strike craft around behind the front line, or to reinforce fleets that have lost their own carriers until replacements are ready.
  
Q-Ship
+
===Q-Ship===
 
An idea long pre-dating the space age, Q-Ships are armed transports usually interspersed with ordinary transports as part of a convoy. They can also be used to bolster a systems defence, providing a modicum of firepower until dedicated warships can arrive to push the enemy back. Q-Ships have the armament of a General warship of their class, but lack the armour to go with it and so are more fragile. A supercapital Q-Ship generates an invasion point.
 
An idea long pre-dating the space age, Q-Ships are armed transports usually interspersed with ordinary transports as part of a convoy. They can also be used to bolster a systems defence, providing a modicum of firepower until dedicated warships can arrive to push the enemy back. Q-Ships have the armament of a General warship of their class, but lack the armour to go with it and so are more fragile. A supercapital Q-Ship generates an invasion point.
  
  
  
+
{| width="90%" style="border: 1px solid darkgray;"
Ship Class Role Cost Build Time Support Cargo Hangar
+
|-
Interceptor Wing Strike Craft Interceptor
+
|bgcolor="#FFCCCC"| Ship             ||bgcolor="#FFCCCC"| Class         ||bgcolor="#FFCCCC"| Role       ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
Fighter Wing Strike Craft General
+
|-
Bomber Wing Strike Craft Hunter
+
|Interceptor Wing || Strike Craft   || Interceptor ||      ||            ||        || -    || -      || -        || -
Unmanned Probes Strike Craft Scout
+
|-
Strike Craft Defender
+
|bgcolor="#DDDDDD"|Fighter Wing     ||bgcolor="#DDDDDD"| Strike Craft   ||bgcolor="#DDDDDD"| General     ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|Bomber Wing     || Strike Craft   || Hunter     ||      ||            ||        || -    || -      || -        || -
 +
|-
 +
|bgcolor="#DDDDDD"|Unmanned Probes ||bgcolor="#DDDDDD"| Strike Craft   ||bgcolor="#DDDDDD"| Scout       ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|                || Strike Craft   || Defender    ||      ||            ||        || -    || -      || -        || -
 +
|-
 +
|bgcolor="#FFCCCC"| Ship            ||bgcolor="#FFCCCC"| Class          ||bgcolor="#FFCCCC"| Role        ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
 +
|-
 +
|                || Subcapital    || Interceptor ||      ||            ||        || -    || -      || -        || -
 +
|-
 +
|bgcolor="#DDDDDD"|Corvette        ||bgcolor="#DDDDDD"| Subcapital    ||bgcolor="#DDDDDD"| General    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|Monitor          || Subcapital    || Hunter      ||      ||            ||        || -    || -      || -        || -
 +
|-
 +
|bgcolor="#DDDDDD"|Scout            ||bgcolor="#DDDDDD"| Subcapital    ||bgcolor="#DDDDDD"| Scout      ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|Ironclad        || Subcapital    || Defender   ||      ||            ||        || -    || -      || -        || -
 +
|-
 +
|bgcolor="#DDDDDD"|Escort Carrier  ||bgcolor="#DDDDDD"| Subcapital    ||bgcolor="#DDDDDD"| Carrier    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| 10    ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|Courier          || Subcapital    || Transport  ||      ||            ||        || 20    || (5)    || (1/16)  || -
 +
|-
 +
|bgcolor="#FFCCCC"| Ship            ||bgcolor="#FFCCCC"| Class          ||bgcolor="#FFCCCC"| Role        ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
 +
|-
 +
|                || Light Capital  || Interceptor ||      ||            ||        || -    || -      || -        || 1
 +
|-
 +
|bgcolor="#DDDDDD"|Frigate          ||bgcolor="#DDDDDD"| Light Capital  ||bgcolor="#DDDDDD"| General    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 1
 +
|-
 +
|Destroyer        || Light Capital  || Hunter      ||      ||            ||        || -    || -      || -        || 1
 +
|-
 +
|bgcolor="#DDDDDD"|Explorer        ||bgcolor="#DDDDDD"| Light Capital  ||bgcolor="#DDDDDD"| Scout      ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|                || Light Capital  || Defender    ||      ||            ||        || -    || -      || -        || 1
 +
|-
 +
|bgcolor="#DDDDDD"|Light Carrier    ||bgcolor="#DDDDDD"| Light Capital  ||bgcolor="#DDDDDD"| Carrier    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| 20    ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 1/2
 +
|-
 +
|Light Freighter  || Light Capital  || Transport  ||      ||            ||        || 40    || (10)  || (1/8)    || (1/2)
 +
|-
 +
|bgcolor="#FFCCCC"| Ship            ||bgcolor="#FFCCCC"| Class          ||bgcolor="#FFCCCC"| Role        ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
 +
|-
 +
|                || Medium Capital || Interceptor ||      ||            ||        || -    || -      || -        || 2
 +
|-
 +
|bgcolor="#DDDDDD"|Light Cruiser    ||bgcolor="#DDDDDD"| Medium Capital ||bgcolor="#DDDDDD"| General    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 2
 +
|-
 +
|Strike Cruiser  || Medium Capital || Hunter      ||      ||            ||        || -    || -      || -        || 2
 +
|-
 +
|bgcolor="#DDDDDD"|Surveyor        ||bgcolor="#DDDDDD"| Medium Capital ||bgcolor="#DDDDDD"| Scout      ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|                || Medium Capital || Defender    ||      ||            ||        || -    || -      || -        || 2
 +
|-
 +
|bgcolor="#DDDDDD"|Medium Carrier  ||bgcolor="#DDDDDD"| Medium Capital ||bgcolor="#DDDDDD"| Carrier    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| 40    ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 1
 +
|-
 +
|Medium Freighter || Medium Capital || Transport  ||      ||            ||        || 80    || (20)  || (1/4)    || (1)
 +
|-
 +
|bgcolor="#FFCCCC"| Ship            ||bgcolor="#FFCCCC"| Class          ||bgcolor="#FFCCCC"| Role        ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
 +
|-
 +
|                || Heavy Capital  || Interceptor ||      ||            ||        || -    || -      || -        || 4
 +
|-
 +
|bgcolor="#DDDDDD"|Cruiser          ||bgcolor="#DDDDDD"| Heavy Capital  ||bgcolor="#DDDDDD"| General    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 4
 +
|-
 +
|Heavy Cruiser    || Heavy Capital  || Hunter      ||      ||            ||        || -    || -      || -        || 4
 +
|-
 +
|bgcolor="#DDDDDD"|Research Vessel  ||bgcolor="#DDDDDD"| Heavy Capital  ||bgcolor="#DDDDDD"| Scout      ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|Armoured Cruiser || Heavy Capital  || Defender    ||      ||            ||        || -    || -      || -        || 4
 +
|-
 +
|bgcolor="#DDDDDD"|Heavy Carrier    ||bgcolor="#DDDDDD"| Heavy Capital  ||bgcolor="#DDDDDD"| Carrier    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| 80    ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 2
 +
|-
 +
|Heavy Freighter  || Heavy Capital  || Transport  ||      ||            ||        || 160  || (40)  || (1/2)    || (2)
 +
|-
 +
|bgcolor="#FFCCCC"| Ship            ||bgcolor="#FFCCCC"| Class          ||bgcolor="#FFCCCC"| Role        ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
 +
|-
 +
|Battlecruiser    || Supercapital  || Interceptor ||      ||            ||        || -    || -      || 1        || 8
 +
|-
 +
|bgcolor="#DDDDDD"|Battleship      ||bgcolor="#DDDDDD"| Supercapital  ||bgcolor="#DDDDDD"| General    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| 1        ||bgcolor="#DDDDDD"| 8
 +
|-
 +
|Dreadnought      || Supercapital  || Hunter      ||      ||            ||        || -    || -      || 1        || 8
 +
|-
 +
|bgcolor="#DDDDDD"|                ||bgcolor="#DDDDDD"| Supercapital  ||bgcolor="#DDDDDD"| Scout      ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|                || Supercapital  || Defender    ||      ||            ||        || -    || -      || 1        || 8
 +
|-
 +
|bgcolor="#DDDDDD"|Fleet Carrier    ||bgcolor="#DDDDDD"| Supercapital  ||bgcolor="#DDDDDD"| Carrier    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| 160    ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 4
 +
|-
 +
|Bulk Hauler      || Supercapital  || Transport  ||      ||            ||        || 320  || (80)  || (1)      || (4)
 +
|-
 +
|bgcolor="#FFCCCC"| Ship            ||bgcolor="#FFCCCC"| Class          ||bgcolor="#FFCCCC"| Role        ||bgcolor="#FFCCCC"| Cost ||bgcolor="#FFCCCC"| Build Time ||bgcolor="#FFCCCC"| Support ||bgcolor="#FFCCCC"| Cargo ||bgcolor="#FFCCCC"| Hangar ||bgcolor="#FFCCCC"| Invasion ||bgcolor="#FFCCCC"| Raid
 +
|-
 +
|                || Flagship      || Interceptor ||      ||            ||        || -    || -      || 2        || 16
 +
|-
 +
|bgcolor="#DDDDDD"|                ||bgcolor="#DDDDDD"| Flagship      ||bgcolor="#DDDDDD"| General    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| 2        ||bgcolor="#DDDDDD"| 16
 +
|-
 +
|                || Flagship      || Hunter      ||      ||            ||        || -    || -      || 2        || 16
 +
|-
 +
|bgcolor="#DDDDDD"|                ||bgcolor="#DDDDDD"| Flagship      ||bgcolor="#DDDDDD"| Scout      ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| -      ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| -
 +
|-
 +
|                || Flagship      || Defender    ||      ||            ||        || -    || -      || 2        || 16
 +
|-
 +
|bgcolor="#DDDDDD"|                ||bgcolor="#DDDDDD"| Flagship      ||bgcolor="#DDDDDD"| Carrier    ||bgcolor="#DDDDDD"|      ||bgcolor="#DDDDDD"|            ||bgcolor="#DDDDDD"|        ||bgcolor="#DDDDDD"| -    ||bgcolor="#DDDDDD"| 320    ||bgcolor="#DDDDDD"| -        ||bgcolor="#DDDDDD"| 8
 +
|-
 +
|                || Flagship      || Transport  ||      ||            ||        || 640  || (160)  || (2)      || (8)
 +
|}
  
Ship Class Role Cost Build Time Support Cargo Hangar
+
==Research==
Subcapital Interceptor
 
Corvette Subcapital General
 
Monitor Subcapital Hunter
 
Scout Subcapital Scout
 
Ironclad Subcapital Defender
 
Escort Carrier Subcapital Carrier 10
 
Courier Subcapital Transport 20 (5)
 
 
 
Ship Class Role Cost Build Time Support Cargo Hangar
 
Light Capital Interceptor
 
Frigate Light Capital General
 
Destroyer Light Capital Hunter
 
Explorer Light Capital Scout
 
Light Capital Defender
 
Light Carrier Light Capital Carrier 20
 
Light Freighter Light Capital Transport 40 (10)
 
 
 
Ship Class Role Cost Build Time Support Cargo Hangar
 
Medium Capital Interceptor
 
Light Cruiser Medium Capital General
 
Strike Cruiser Medium Capital Hunter
 
Surveyor Medium Capital Scout
 
Medium Capital Defender
 
Medium Carrier Medium Capital Carrier 40
 
Medium Freighter Medium Capital Transport 80 (20)
 
 
 
Ship Class Role Cost Build Time Support Cargo Hangar
 
Heavy Capital Interceptor
 
Cruiser Heavy Capital General
 
Heavy Cruiser Heavy Capital Hunter
 
Research Vessel Heavy Capital Scout
 
Armoured Cruiser Heavy Capital Defender
 
Heavy Carrier Heavy Capital Carrier 80
 
Heavy Freighter Heavy Capital Transport 160 (40)
 
 
 
Ship Class Role Cost Build Time Support Cargo Hangar
 
Battlecruiser Supercapital Interceptor
 
Battleship Supercapital General
 
Dreadnought Supercapital Hunter
 
Supercapital Scout
 
Supercapital Defender
 
Fleet Carrier Supercapital Carrier 160
 
Bulk Hauler Supercapital Transport 320 (80)
 
 
 
Ship Class Role Cost Build Time Support Cargo Hangar
 
Flagship Interceptor
 
Flagship General
 
Flagship Hunter
 
Flagship Scout
 
Flagship Defender
 
Flagship Carrier 320
 
Flagship Transport 640 (160)
 
 
 
 
Research
 
  
 
Research and development is largely limited to the unlocking of alien technologies, and perhaps the discovery of a means to resettle the Earth. The GM will inform you of what technologies are available and how long they will take to unlock. There is generally no cost to research things, but you may need to build prototypes before you can put alien designs into full-scale production.
 
Research and development is largely limited to the unlocking of alien technologies, and perhaps the discovery of a means to resettle the Earth. The GM will inform you of what technologies are available and how long they will take to unlock. There is generally no cost to research things, but you may need to build prototypes before you can put alien designs into full-scale production.
  
Unique Traits
+
==Unique Traits==
  
 
Each empire has a unique trait, defined by discussion with the GM. This provides an advantage in a particular area over other empires, but should not be heavily overpowered. These traits are not technologies, though they may represent a particular technology the empire possesses, and so cannot be developed by other empires. If the trait is one affecting ships then it will stay with the ship if it is subsequently transferred to another empire’s control.
 
Each empire has a unique trait, defined by discussion with the GM. This provides an advantage in a particular area over other empires, but should not be heavily overpowered. These traits are not technologies, though they may represent a particular technology the empire possesses, and so cannot be developed by other empires. If the trait is one affecting ships then it will stay with the ship if it is subsequently transferred to another empire’s control.
  
 
+
==System Raids==
 
System Raids
 
  
 
If a fleet contains insufficient forces to capture a system, it may instead raid the system for resources. The fleet must possess sufficient ships to intercept enemy shipping, represented by Raid Points. A light capital generates one raid point, a medium generates two, heavies generate four, supercapitals generate eight and flagships generate sixteen. Carriers and Carrier Role transports generate raid points at half this rate, while scouts and all other transports (except Q-Ships) do not generate raid points. The raid points of a fleet is the total resources they can divert to their own empire, up to a maximum of the systems total output.
 
If a fleet contains insufficient forces to capture a system, it may instead raid the system for resources. The fleet must possess sufficient ships to intercept enemy shipping, represented by Raid Points. A light capital generates one raid point, a medium generates two, heavies generate four, supercapitals generate eight and flagships generate sixteen. Carriers and Carrier Role transports generate raid points at half this rate, while scouts and all other transports (except Q-Ships) do not generate raid points. The raid points of a fleet is the total resources they can divert to their own empire, up to a maximum of the systems total output.

Latest revision as of 19:54, 13 September 2014

Background

When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt. The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.


Aftermath Experimental Map.jpg

Systems

The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.

When a system is placed, its output must be assigned between the two types of production available: Construction and Supply. For ease of book-keeping, output must be assigned in blocks of 50, so a minor colony may only have one output type, whereas an established colony may have 100 output of either type, or 50 output of both. When a system is upgraded, only its new supply is allocated, any existing output remains as it was before the upgrade.

Systems with negative output consume Supply, not Construction. Failure to pay the upkeep of your colonies inflicts severe morale penalties on the system, and potentially on your whole empire.

System Type Output Upgrade Cost Upgrade Time Defence Factor
Major Core 300 5000 16
Established Core 250 4500 14
Minor Core 200 4000 12
Major Colony 150 3500 10
Established Colony 100 3000 8
Minor Colony 50 2500 6
Stable Colony 0 2000 4
Frontier Colony -50 1500 2
Peripheral Outpost -100 1000 1
Uninhabited 0 500 0

The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.

Constructions

Small Fortress
A small fortress increases the defence factor of a system by 50% (rounded up).

Provides a virtual General Heavy Capital for system defence.

+ Offensive Weaponry: virtual ship is Interceptor instead
+ Defensive Weaponry: virtual ship is Defender instead
+ Superweapon: virtual ship is Hunter instead
Medium Fortress
A medium fortress increases the defence factor of a system by 100%.

Provides a virtual General Supercapital for system defence.

+ Offensive Weaponry: virtual ship is Interceptor instead
+ Defensive Weaponry: virtual ship is Defender instead
+ Superweapon: virtual ship is Hunter instead
Large Fortress
A large fortress increases the defence factor of a system by 150% (rounded up).

Provides a virtual General Flagship for system defence.

+ Offensive Weaponry: virtual ship is Interceptor instead
+ Defensive Weaponry: virtual ship is Defender instead
+ Superweapon: virtual ship is Hunter instead
Subcapital Shipyard
Produces up to 5 subcapital ships at a time.
+ Expanded Bays: capacity increased to 10


Light Capital Shipyard
Produces up to 4 light or subcapital ships at a time.
+ Expanded Bays: capacity increased to 8
Medium Capital Shipyard
Produces up to 3 medium, light or subcapital ships at a time.
+ Expanded Bays: capacity increased to 6
Heavy Capital Shipyard
Produces up to 2 heavy, medium, light or subcapital ships at a time.
+ Expanded Bays: capacity increased to 4
Supercapital Shipyard
Produces a single supercapital, heavy, medium light or subcapital ship.
+ Expanded Bays: capacity increased to 2
+ Flagship Upgrade: Can manufacture a single Flagship class ship (only 1, even with expanded bays)
Small Observatory
Detect alien vessels in adjacent hexes.
Medium Observatory
Detect alien vessels within two hexes.
Large Observatory
Detect alien vessels within three hexes.
Research Facility
Performs research and development. Only one is required per empire.

Starships

Ships have two basic defining attributes: their class which is a measure of their relative size and power, and their role which defines how they perform relative to other ships in their class.

Interceptor

Armed with fast-tracking turrets, these ships are designed to take on fast enemies but their weapons lack the punch to take on heavier opponents. They have a bonus when fighting ships of a smaller class, but a penalty when fighting ships of a larger class.

General

The basic class of warship: they suffer no penalties but also have no bonuses. They can adapt to fulfil any battlefield role, but excel at none. Their main advantage lies in this flexibility, as they cannot be pinned down by ships without being able to retaliate properly.

Hunter

Armed with heavy weapons, rarely turreted and often axially mounted on larger ships, these warships have one goal in mind: annihilating enemy capital ships. They have a bonus when fighting ships of a larger class, but a penalty when fighting ships of a smaller class.

Scout

These ships are intended to find new resources and new jump routes. If a fleet containing a scout enters a system, all unexplored jump lanes leading out of it are revealed. In addition, scouts provide advanced sensor information and countermeasures. Scouts provide Intelligence points based on their class (1 for strike craft, 2 for subcapitals, 4 for light capitals, 6 for medium capitals, 8 for heavy capitals, 10 for supercapitals and 20 for flagships). The side with the highest Intelligence score has a small bonus in combat over the side with the lower intelligence score. Scouts do not generate Invasion points.

Defender

Sacrificing heavy firepower for additional armour, these vessels anchor formations and draw enemy fire by their simple refusal to die. While they may not dish out as impressive a broadside as their counterparts, they can take punishment that would cripple less well armoured ships.

Carrier

These ships are armoured but lightly armed. Their battlefield strength comes from their ability to deploy swarms of strike craft against enemy formations. These ships are vital for empires that deploy large strike craft formations, as strike craft cannot move at FTL speed under their own power. Carriers do not generate Invasion points.

Transport

These ships are intended for the movement of materials from A to B. They can be modified to fulfil a number of roles, as indicated below. They are lightly armed and armoured, and should be kept away from the front-line wherever possible. Transports do not normally generate invasion points.

Transport Roles

When constructed, a Transport ship can be assigned to any role. It can thereafter be changed to a new role on any turn, provided it does not move or engage in combat, and is within a system controlled by you. There is no cost for switching roles. Note that if you issue orders to change a transports role, and the fleet is then engaged in combat, the role change will be aborted. The new role takes effect in the following turn.

Supply Transport

A supply transport allows you to spend a number of supply points equal to its cargo capacity in the system, as though it were a system you owned. Resupplying a large fleet in the field will require numerous transports.

Troop Transport

A troop transport has been refitted to undertake planetary invasions. A number of troop transports working together can generate Invasion Points. It takes one supercapital, two heavy, four medium, eight light or sixteen subcapital ships to generate one invasion point. A flagship generates two invasion points.

Carrier Transport

The hangar bays of a transport can be used as an adhoc base of operations for strike craft. Since they lack the armament, armour and specialised equipment of true carriers, they are not as useful in the front-line, but carrier transports can be used to rapidly move strike craft around behind the front line, or to reinforce fleets that have lost their own carriers until replacements are ready.

Q-Ship

An idea long pre-dating the space age, Q-Ships are armed transports usually interspersed with ordinary transports as part of a convoy. They can also be used to bolster a systems defence, providing a modicum of firepower until dedicated warships can arrive to push the enemy back. Q-Ships have the armament of a General warship of their class, but lack the armour to go with it and so are more fragile. A supercapital Q-Ship generates an invasion point.


Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Interceptor Wing Strike Craft Interceptor - - - -
Fighter Wing Strike Craft General - - - -
Bomber Wing Strike Craft Hunter - - - -
Unmanned Probes Strike Craft Scout - - - -
Strike Craft Defender - - - -
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Subcapital Interceptor - - - -
Corvette Subcapital General - - - -
Monitor Subcapital Hunter - - - -
Scout Subcapital Scout - - - -
Ironclad Subcapital Defender - - - -
Escort Carrier Subcapital Carrier - 10 - -
Courier Subcapital Transport 20 (5) (1/16) -
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Light Capital Interceptor - - - 1
Frigate Light Capital General - - - 1
Destroyer Light Capital Hunter - - - 1
Explorer Light Capital Scout - - - -
Light Capital Defender - - - 1
Light Carrier Light Capital Carrier - 20 - 1/2
Light Freighter Light Capital Transport 40 (10) (1/8) (1/2)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Medium Capital Interceptor - - - 2
Light Cruiser Medium Capital General - - - 2
Strike Cruiser Medium Capital Hunter - - - 2
Surveyor Medium Capital Scout - - - -
Medium Capital Defender - - - 2
Medium Carrier Medium Capital Carrier - 40 - 1
Medium Freighter Medium Capital Transport 80 (20) (1/4) (1)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Heavy Capital Interceptor - - - 4
Cruiser Heavy Capital General - - - 4
Heavy Cruiser Heavy Capital Hunter - - - 4
Research Vessel Heavy Capital Scout - - - -
Armoured Cruiser Heavy Capital Defender - - - 4
Heavy Carrier Heavy Capital Carrier - 80 - 2
Heavy Freighter Heavy Capital Transport 160 (40) (1/2) (2)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Battlecruiser Supercapital Interceptor - - 1 8
Battleship Supercapital General - - 1 8
Dreadnought Supercapital Hunter - - 1 8
Supercapital Scout - - - -
Supercapital Defender - - 1 8
Fleet Carrier Supercapital Carrier - 160 - 4
Bulk Hauler Supercapital Transport 320 (80) (1) (4)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Flagship Interceptor - - 2 16
Flagship General - - 2 16
Flagship Hunter - - 2 16
Flagship Scout - - - -
Flagship Defender - - 2 16
Flagship Carrier - 320 - 8
Flagship Transport 640 (160) (2) (8)

Research

Research and development is largely limited to the unlocking of alien technologies, and perhaps the discovery of a means to resettle the Earth. The GM will inform you of what technologies are available and how long they will take to unlock. There is generally no cost to research things, but you may need to build prototypes before you can put alien designs into full-scale production.

Unique Traits

Each empire has a unique trait, defined by discussion with the GM. This provides an advantage in a particular area over other empires, but should not be heavily overpowered. These traits are not technologies, though they may represent a particular technology the empire possesses, and so cannot be developed by other empires. If the trait is one affecting ships then it will stay with the ship if it is subsequently transferred to another empire’s control.

System Raids

If a fleet contains insufficient forces to capture a system, it may instead raid the system for resources. The fleet must possess sufficient ships to intercept enemy shipping, represented by Raid Points. A light capital generates one raid point, a medium generates two, heavies generate four, supercapitals generate eight and flagships generate sixteen. Carriers and Carrier Role transports generate raid points at half this rate, while scouts and all other transports (except Q-Ships) do not generate raid points. The raid points of a fleet is the total resources they can divert to their own empire, up to a maximum of the systems total output.