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| By Ryan Opel (Feast) on Friday, February 27, 2026 - 09:26 pm: Edit |
MODIFICATIONS
(B4.30) Mineral Resource Run (MRR)
Any MRR site that is started within 2 hexes of an existing system advances at half normal rate. Round rates to the nearest 0.01%. Example: A typical 3xSR group would progress at 1.5% per turn. If the MRR site is too close to an existing system, the rate would be reduced to 0.75%.
(D1.10) Research & Development
R&D Teams are limited to the number of major systems controlled divided by 2 rounded down and then adding 1. Example; an empire with 9 major systems would be able to have no more than 5 active projects funded per turn. You may mothball a project and later try to advance it down the road. The following Technologies are considered Exotic and follow rule (D1.100). Legendary Professors cannot be assigned to a project until it reaches a level it can get a roll for success (D11.30a). Exotic Techs will be in green text on your status sheet.
Accelerated MRR Enhanced Special Sensors
Advanced MRR Enhanced Special Sensors II
Advanced Avionics Platform Ionic Special Sensors
Electronic Support Measures Stellar Palace
(D5.60) Enhanced Special Sensors (ESS)
ESS has a YIS of 155.
(D11.81) Escape
Not used – Legendary Officers go down with their ship. Exceptions are LMM making a capture attempt and LA still have a 50% chance to survive if the ship they are on is destroyed using rule (D11.81).
SFB Rule (S2.201) Victory Conditions
When using the Modified Victory Conditions, ignore step A and use step B and C. BPV difference between combatants is not factored into Victory Conditions for combat.
(T5.10) Unnavigable Space (UnNav)
UnNavigable (UnNav) space’s origin is unknow. UnNav space is marked with a red hex. Galactic mapping sensors or probes cannot see through a UnNav hex, however sensors in a UnNav hex can see out. Any hexes that are not Un-Nav can be viewed and shared to all. Black hexes will be hexes that our galactic mapping sensors cannot see, these are called Un-Mapped Hexes. As ships explore and see through Unnavigable space, hexes will be revealed. Ships may not be ordered to move into or through an Un-Mapped Hex, ships MUST make a Strategic Stop adjacent to the un-mapped hex when inadvertently (or intentionally) ordered to enter or move through an Un-Mapped Hex.
Base Refits
Instead of indicating a bases refit status with the year BS(Y170) or BATS(Y175), color coding will be used instead.
Pre Y169 Refits = BS
Y170 Refit = BS
Y175 Refit = BS
Y180+ Refit = SB
ADDITIONS
INTERGALACTIC WORMHOLES
Each wormhole hex connects to one or more other wormhole hex(s). Sensors cannot penetrate through a wormhole (exception; see WTT-IV); trade routes cannot extend through a wormhole (exception; see WTT-III); battles cannot be fought while traversing a wormhole, & finally attrition units cannot travel independently through a wormhole. Interdiction rules apply once a squadron enters the hex of a wormhole. To move through a wormhole, a squadron must start the turn in the wormhole hex, it will emerge at a linked wormhole hex at the end of the turn (see SOP Segmented Movement step 16). Your arrival counts as a movement that lights up a ZOC for purposes of (C2.15). The squadron moving this way is using one speed point. Each individual unit of a squadron has a 40% chance of failing its attempted move through a wormhole. Failure means that the ship is destroyed. This makes moving through wormholes very dangerous without research. Wormhole Traverse Technology will greatly diminish or eliminate the chance for disaster. Surveying and annexing space on the opposite side of a wormhole can be done using all normal supply rules (i.e., treat the hex on the other side as an adjacent one). Without WTT tech, there is a 40% per hex on the opposite side from your HW to lose a FL or 2xFS trying to keep those hexes in supply. Freighters lost in this manner are similar to Convoy Raid loses. At WTT I, this is reduced to 10% and WTT III eliminates the chance to lose any freighters. WTT III allows for trade routes to extend through Wormholes. Minefields can be laid along the opening of a wormhole and will show up on the map when active. Treat these MX as if they were on a hex spine (i.e., D4.20a) for all relevant rules. Bases can be built in a wormhole hex but not close enough to the mouth that would allow them to be involved in interdiction battles (i.e., the base and wormhole are in separate tactical areas). NOTE: The next level of WTT cannot be started until the previous one is complete.
Wormhole Traverse Technology (WTT) – This gives basic understanding of moving through an intergalactic wormhole. The chance of failure is reduced to 10% per ship.
Wormhole Traverse Technology II (WTT-II) – This level of knowledge for traversing an intergalactic wormhole decreases the chance of failing to 1%.
Wormhole Traverse Technology III (WTT-III) – This level further increases the knowledge to travel through a wormhole allowing segmented movement instead of the full turn previously required. For example; a squadron moving speed 3 could move through a wormhole on segment 4 entering the linked hex and then continue moving as normal. Trade routes can also connect linked wormhole hexes allowing for normal merchant navigations & possibly connecting commerce. The chance of failing is reduced to 0%.
Wormhole Traverse Technology IV (WTT-IV) – This level will give you the ability to receive sensor reports from the connecting hexes of Wormholes. Special sensors are required but will give a reading as if special sensors were not present. Enhanced Special Sensors would give you a reading as if special sensors were present. NOTE: ESS tech cannot sensor the surrounding hexes on the opposite side a Wormhole.
Wormhole Traverse Technology V (WTT-V) – You have discovered how to move to non-connecting Intergalactic Worm Holes. You may travel from a non-connecting wormhole to any other Intergalactic Wormhole in this galaxy that you know of. All level II restrictions apply.
Wormhole Traverse Technology VI (WTT-VI) – Same as level V except level III restriction & bonus apply.
Wormhole Traverse Technology VII (WTT-VII) - Same as level VI except level IV restrictions and bonus apply.
Wormhole Traverse Technology VIII (WTT-VIII) – You have mastered Intergalactic Worm Holes! You may create one in an unsurveyed hex. Requires the following units to be present at the target hex; Mobile Shipyard, 6xOAL,6xFEL,6xSR. In addition, the group creating the Wormhole require 500EP per turn in support of their operation, if this is not paid, the operation must re-start. After 3 complete turns of all required units working on the WH and the EPs paid, the WH will appear at the end of the third turn. The freighters will be consumed by the WH creation; however, their crew goes back into the empires crew pool. A wormhole can be destroyed by sending 20xFSL into it and having them all self-destruct at the same time. Any ships traversing the WH will have enough time to evacuate before it is destroyed.
Examples of interdiction and Minefield interaction pertaining to Wormholes.
Example 1; You have WTT (Level I or II) and on segment 1 you move a squad through a WH. On segment 12 you would then traverse to the connecting hex. If a MX is present, you would either use a RX-BM to get through the MX, have a minesweeper in your squadron (see D4.110) and D4.120), plow through the minefield per (D4.130) or retreat to where you came from. NOTE: Every time you travel through a WH even if twice on the same segment, the ships would have to make two rolls to see if they succeeded in traversing.
Example 2; You have WTT (Level I or II) and on segment 1 you move 3 squadrons through a WH. On segment 12 you would then traverse to the connecting hex. The enemy had 3 squadrons with orders to interdict. Normal interdiction rules (F1.30) would apply.
Example 3; You have WTT-III and are moving 5 squadrons through a WH. They are moving at speed 2, so segment 6 they traverse to the connecting hex. The enemy has 3 squadrons with orders to interdict. At this point the hex has not been lit (C2.15) so only defensive RX can be used. The enemy has their 3 squadrons AM and interdict your lead squad. Your lead squad would then either fight the battle or retreat. Your four other squads would then enter the hex as normal and continue with their orders.
UNOBTAINIUM SITES
These sites are marked on the map with a gray/silver cylinder shaped icon. These represent vast supplies of Unobtainium Minerals that can be processed and used to build ships and bases. To control a Unobtainium Site, you must build a Mobile Base or larger at its location, it must be in supply by being connected to your Home World. The Unobtainium Site will then add 3EP per CarM to your empire’s economy using rule (B1.100). A FTZ (Free Salvor) must be assigned to working freighters for each base assigned to the site. These FTZs can be raided in convoy raids that occur in a Unobtainium Site hex. They will be undefended and up to 1-3 will be present if found, up to the max number of bases present. No more than 3 bases can be assigned to a Unobtainium Site for this purpose. Each turn controlled will also generate 0.25% toward your Victory Point Score.
STELLAR PHENOMENA
Nova, Super Nova, Nebula, Black Hole & Worm Holes are all Stellar Phenomena which can produce free R&D for your empire. To control a Stellar Phenomenon, you must have a Base Station or larger base at its location with 3 Science Modules, it must be in supply by being connected to your Home World. A PT (Prime Trader) must be assigned to working freighters for this base assigned to the site. These PTs can be raided in convoy raids that occur in a Unobtainium Site hex. They will be undefended and up to 1-3 will be present if found, up to the max number of bases present. Each turn you control this location and it is in supply it will generate 25EP toward any R&D project per turn & generate 0.25% toward your Victory Point Score.
GALACTIC CONTROL POINTS
Galactic Control Points (GCPs) represent exerted control of owned galactic locations such as Major Systems, Unobtainium Sites, Novas, Super Novas, Black Holes, Nebulas & Worm Holes. Each hex containing one of these locations will produce 1 GCP (these are not cumulative). To be controlled means they must be in supply, and if not already present have a Base Station or larger and be connected to your Home World. GCPs can all be blockaded per rule (F7.0). 35 GCPs by a single player will trigger End Game.
SHIP STATUS
UNQ (Unique) = Only one may exist at any time.
IMP (Impossible) = Requires 2 separate successful R&D projects to be able to build. YIS applies.
CNJ (Conjectural) = Requires a single successful R&D project to build. YIS applies.
LPW/LPU (Limited Production) = Limited to 1 build per year.
UNV (Unbuilt Variant) = Possible unforeseen issues, will not know until built.
RPW/RPL/RPU (Regular Production) = No restrictions.
UIM REFITS
UIM is not used in this campaign. Too hard to keep track of. Refits on ships/bases are ignored. They do not cost anything nor do they add any BPV to the unit.
END GAME
1) Game ends when any empire controls 30 Major Systems that are connected to their Home World and producing EPs or controls 35 Galactic Control Points (GCP). All Victory points are tallied to determine the winner.
2) Admiral Vote. At any time, an Admiral may initiate a vote for supremacy. All Admirals may vote for who they believe is the victor (once initiated, all Admirals must respond in 72 hours). If 75% of all Admirals vote for the same empire, this game ends and points are tallied. This does not guarantee that the chosen empire has won because hidden SVC will be tallied to determine the true Victor.
The first empire reaching Milestones at 8 Major Systems, 15 Major Systems, 25 Major Systems, 15 Galactic Control Points, 24 Galactic Control Points & 30 Galactic Control Points will be awarded 5% to their End Game Victory Conditions. If Multiple empires reach the Milestones at the same time, each will be awarded the 5% bonus.
Player Note: It is considered an Impossible Spy mission in any black hexes and a Challenging mission in red hexes on the map.
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