Combat and Military 
Warships
Ships have a somewhat simplified statline in 2.1 and ship combat is resolved much quicker, with much less dice rolling, as most things just modify target numbers now.  The new ship 
statline looks something like this:

Frigate: $30 & 10 DI
Elusive (3), Subhunter
Weight 2, HP 24, Firepower 4, Point Defense 2, Crit D4
Construction Time: 6 Months
2 Large, 1 Small Module

Each ship has a weight and also base stats that apply to a squadron’s combat stats. HP is the number of hit points a ship has, while firepower is the number of dice it rolls to 
attack.  Each hit on these dice inflict 1 point of HP damage.  An example stated out frigate as follows:

Iroquois class Frigate: Elusive (5), Tracking (3),  Subhunter
Weight 2, HP 24, Firepower 2/3/2, Point Defense 2
Cost: $30 & 10 DI
Speed: (2D10 + 10) + 25%
Construction 6 Months
Large Additional Firepower, Large Sensor, Additional Engine

This represents the fact that this frigate has Subhunter, which means it can reroll to detect cloaked ships, has the Elusive (5) trait that means, regardless of any other factors the 
base to-hit against it is 15+ instead of 10+, and that it rolls two attack dice in each the long and short range bracket, three at medium range, each hit dealing 1 point of damage.  
The additional large firepower module added three firepower to its stats, which have been split between short, medium, and long range, and the additional engine added (2) to its 
elusive value.  The large sensor module gives it Tracking (3), which reduces the enemy’s elusive value by 3.  Finally, its point defense value of (2) gives it a modest defensive 
value against fighters. (Have to work out the mechanics, point defense is a placeholder stat)

2.0 to 2.1 Conversion Notes:
Ships have a base number of modules (that has increased over their 2.0 defaults) and can gain additional modules through trait purchases (The RCP-purchased modules we had at the 
beginning of the game).  This means the NGEM techs and their associated cost increases are out of the game entirely now.

Purchased Ship Advantages/Disadvantages: Each point of Sensor advantage or disadvantage adds or subtracts 1 tracking. Each point of stealth advantage or disadvantage adds or subtracts 
1 point of stealth (not elusive). The HP bonus converts directly.  Fighter points are covered in the fighter section.  Purchased bonus modules apply as before.

Round All Numbers to the Nearest Whole Number When Calculating Final Ship Stats.  This is the case for all ship stats and in all cases.  This is an ironclad rule.

Naval Doctrines (These traits can be chosen during nation creation/purchased by prestige)  Primary Doctrines are going away and you will get one additional one of these to select.  
This means all existing players should now have three or four of these (depending on if you’ve purchased one with prestige or not)
Phi Slamma Jamma: Gives all ships +2 Elusive.
Afterburners: Roll twice each time range is determined, one free close/open each combat.
Alpha Strike: Get the Alpha Strike trait, which gives a pre-battle Stand-off attack with half of your total attack dice. Possible to stack this free strike with other things, like 
normal Stand-off attacks.  Formerly Forward Firepower.
Lurkers: Gives ships under cloak a 25% chance to immediately break sensor lock if they’re detected. Additionally, stealth break only reduces your stealth elusive by half, rather than 
eliminating it entirely. 
Shield Capacitors: Regen value increased 50%, minimum 2.
Swarms of Snubfighters: Post-Battle Fighter casualties automatically halved and are instead Damaged (they can still be knocked out of combat).  Fighters take six months instead of a 
year to construct. (Buster Machines gain 1 level of Unstoppable)
At Home in the Stars: Your ships may jump into and out of empty hexes, and other special hex types (ie: red, orange, yellow, green) with no penalty and gain +1 to their jump value.  
Floating Fortresses: Gives your ships Deflection +3
Command & Control: C3 modules of any type become Slotless and squadrons get +1 to the tactics & luck roll-offs for each type of ship (Carrier, Escort, Cruiser, Capital) in the 
formation.
Starship Troopers: Innate Orbital Warfare bonus, and all ships have slotless breaching pods module (1).k
Specialized X: Choose a hull weight category: Escorts, Cruisers, Capitals. Ships of the chosen type get a +1 to jump range, reduce their weight value by 25%, and have +1 Elusive.
Knight and Rider: Non-prestige Parasite craft can be built 2 for 1, Parasite craft contribute their stats to their parent ships for C3 purposes (PD & Tracking).  The parasite module 
does not take a slot on parasite ships. Weight of all parasite ships reduced by 1 and weight of Parasite Mothership is reduced by 10% and gain +1 Jump Range and Elusive.
Gundam:Bonus Multirole module for all fighters and drones (L omnipod for Buster Machines).


Weapons Ranges & Notes:
Ships normally have three range brackets-Long, Medium, and Short.  Some ships get a special Torpedo range attack, which completely ignores any evasion on the part of the target and 
retains any bonus for Tracking it might have.  Long Range weapons are missiles, Medium range weapons energy based, while short ranged weapons are ballistic.  At long range, everyone 
enjoys a +5 bonus to Elusive representing the difficulty of hitting at long range, while at medium this bonus is reduced to a +3.  If a ship has at least 40% of its dice at Long Range, 
it gains a special Stand-off attack at the beginning of the battle, with the power of this attack increasing for each additional 20% it devotes to missile weapons.  Stand-off is 
described in the Ship Trait section of the rules.  IPBMs are a strategic weapon primarily, and while they can be used in a Stand-off attack they are not especially tactical in 
deployment and aren’t used in a normal combat situation.  As a result, ships utilizing IPBMs (the arsenal ship and any others) get the Stand-off ability at maximum level but have 
very few attack dice otherwise.
Finally, weapons may be banded, in five dice increments, to speed rolling.  That is, if a cruiser has (for example), 5 Long Range and 20 Short Range dice, it can roll one Long Dice 
combining the attack instead of five individual ones, with five damage being applied if hit (and the crit compounded) and two Short Range dice with the firepower of ten hits each.

When significant amount of dice are banded, criticals function like they do for spinals (ie: if you band 1000 dice and get a crit, the crit is DX*100. This ensures combat is more 
reasonable and less ‘I got a crit, the entire enemy squadron disintegrates’).

Torpedo range attacks are somewhat special.  These weapons resolve outside the normal sequence of fire.  A ship making a torpedo run declares so before speed dice are rolled, and the 
step is skipped entirely.  The defending ship may attack first, rolling at whatever range the controlling player chooses to attack at, with normal modifiers applying in all cases.  
Assuming the ship which declared the torpedo attack survives, it then resolves a torpedo attack against the target.  A Torpedo attack doubles its target’s Large Target value and 
gains an innate +2 to Tracking above any other Tracking it might have.  Elusive from modules or a ship’s innate traits apply as normal.  A fighter Strike mission operates in largely 
the same fashion, see fighter rules for further detail.
Stealth: 
Stealth to a degree prevents your ship from being detected at all in situations that aren’t explicitly combat related.  The value listed in each ship block is the target number on a 
D20 that has to be rolled in order to detect the ship.  That value can be modified by stealth and cloak modules, as well as some traits.  The detection roll can also be modified by the 
sensing ship’s Tracking bonus, and some traits can further alter the equation (Such as Subhunter allowing for a re-roll).  A stealthed ship is subject to a number of detection rolls 
at the discretion of the moderator and depends on defending forces and what have you.
Stealth provides +1 elusive per 4 points of stealth at medium range, and +1 elusive per 2 points of stealth at long range. However, stealth can be broken. If a ship is successfully 
hit, it loses its bonus elusive from stealth for the following round.
Cloaking Devices allow stealth to apply stealth elusive at close range (+1 elusive per 4 points of stealth).


Squadrons can either roll individually, or band their rolls for detecting stealth (combining their bonuses and making one roll). The latter makes it possible to detect optimized 
stealth vessels where it might otherwise not be, though it is inefficient (ie: rolling a bunch of times lets you chance detecting a bunch of targets. Rolling once only detects one 
target, but is more likely to reliably do so)     

Morale: 
Morale checks are a 1d20 roll that may be invoked during combat- especially prolonged combat- to determine if units continue to perform at listed capability, or as directed, or if they 
disobey orders to attempt to save their own lives (or those under their charge), or otherwise fuck up the battle plan. Morale can be invoked when an invading force demands a surrender, 
when a boarding party is routed, or most commonly when two squadrons clash. Some technologies or investments provide hard bonuses to morale, but for the most part any bonuses or 
penalties tend to be ad-hoc, depending on the specific situations. 

Like to-hit rolls, the default Morale difficulty in a vacuum, is 10- but when rolling against an opponent, generally all that matters is that your morale is within the same ballpark as 
their roll.

Failing a morale check can affect units in a number of ways, most typically determined by the battle moderator- the unit could break formation, attempt to disengage, attempt to 
surrender or take a surrender offer by the enemy, or- perhaps on a critical failure roll, do something that absolutely will get them killed because they’re panicking. 

Some traits interact with morale- Brave and Fearless, which are most typically derived from the Spiritualism Ethos (but can also be gained for Hero units or automated drone units, such 
as shockships), as well as the Gardenian Culture Attack, or the Eidolon Unity’s Emotional Override. 

Damage & Damage Control: 
While damage control is typically abbreviated under the current system, occasionally ships may be called upon to make a damage control roll. If successful, they continue to function as 
they would normally. If they fail, the battle moderator may opt to impose a penalty on them. Typical cases in which a damcon check would be invoked: 

If the ship is reduced to less than 10% HP from full HP in a single round.
If the ship is engaging in an activity that applies persistent damage each round (braving a plasma storm, crossing an unstable warp tube, surfing a reflex cannon barrage, etc).
If a ship fails to repel boarders.
At the battle moderator’s discretion.

Boarding Actions: 
To simplify battle resolution, boarding actions involve a list of objectives and degrees of success and failure. After achieving a level of objective, the aggressor may either press 
on, initiating a new contest at the next level, or  complete their mission, which typically involves activating detonation charges. The target difficulty for a boarding action is 10, 
modified by the roll of any defenders (it’s easier to defend vs boarding attacks then to initiate them) and any other modifiers. This difficulty increases significantly each time the 
aggressor presses on, except on a crit.
Breach the Hull (-3 to +3)
Seize Secondary Systems (-3 to +3)
Seize Primary Systems. (-3 to +3)
Obviously, the degree of penetration of the vessel determines the level of damage detonation charges do, though a full +3 success on seizing primary systems effectively allows you to 
remove the ship as a combatant without destroying it if you should so choose.

Some traits interact with boarding, though this is rare.

Space Hulks multiply their boarding levels by 10 (so it requires 30 successes per tier minimum to advance or execute objectives).
Ship Modules:

Large module slots can be turned into two fixed small module slots each.

Small Modules:
Alcubierre Drive: Allows your ship to travel between star systems without the use of a jump gate. Drives can only be mounted on ships up to battlecruisers and fleet carriers in size. A 
ship mounting an Alcubierre Drive costs 50% more $$ (not DI) than a ship without one. Technologies may alter this.
Advanced Alcubierre Drive: Like an Alcubierre drive, but also grants the Tactical Jump trait.
Fold Drive: Grants +1 Jump rating, and the tactical jump trait. In addition, fold drives exchange travel time with cooldown time, completing their jumps effectively instantly, though 
their long range strategic speed is similar to Alcubierre.
Additional Engine Capacity: Allows your ship to go faster. Pretty obvious. More effective on smaller ships than on larger ones. (+25% to speed)
Aquatic Adaptations: This allows a ship to operate in water and dense atmospheric environments like on a Venusian world or a gas giant. Can be added to escorts, cruisers, 
Battlecruisers and Battleships.  Gives the Aquatic Trait to the ship.
Stealth: Stealth measures, such as engine baffling, advanced heat sinks, and ceramic coating allow a ship to further protect itself from detection and targeting with advanced sensors. 
More effective on light ships than on heavy ones. Increases base stealth by 1 on capital ships, 1.5 on cruisers, and 2 on escorts.
Electronic Warfare: Specialized ECM/ECCM Equipment designed to actively throw off tracking, targeting sensors, and enemy computer systems. This is in many ways the very OPPOSITE of 
stealth-you're making a ton of noise, but the goal is to throw so much crap out there that the enemy can't do anything about it. Each small EW module adds +1 to it’s ship Elusive 
value.
Additional Sensors: Additional sensor pods and detectors allows the ship to serve as a scout, as well as direct fire in a battle more accurately. Each small module adds +1 to its 
tracking value
Small Passive Protection: Reinforced Armor Plates and extra shield generators afford this ship even more protection. Gives a ship 3 HP + 10% of total HP (rounded) and Regen 1.
Point Defense Array: Protects the ship and its consorts against enemy fighters and seeking weaponry. Adds +1 to Elusive against Long Range weaponry only and adds two dice to a ship’s 
Point Defense value against fighters.
Additional Weaponry: More guns/beams/bombs (Adds 1 firepower dice plus 10% of your total, rounding; As a result it’ll only add one dice to a frigate, but rather more to a capital 
ship)
Planetary Assault Weaponry: Specialized railguns and submunition launchers, with the additional sensor equipment that makes pinpoint orbital bombardment possible. Larger ships provide 
heavier Ortillery per module. Unavailable to carrier hulls.  Gives a ship the Orbital Support Trait.
Brigade Landing Force: The ability to emplace marines and their support on a planet's surface under combat conditions. Allows a ship to drop a brigade of troops into combat
Lab: A general laboratory module suitable for a survey or scout ship, both for exploring new unclaimed worlds and for sifting through the ruins of an already-settled one. Grants the 
SCIENCE trait.
C3 Equipment: Equipment that allows for the coordination of fleet engagements with greater accuracy and the sharing of electronic assets between ships. Ships in a C3 squadron engaged 
in combat gain +1 (Max of +5) tracking from each additional ship in their squadron and may add half the point defense of one other ship in their squadron to defend against attacking 
fighters. Each ship in a squadron can only be allocated to aid a squadron mate once in a turn (so you can’t cover an entire squadron of cruisers with a single Guardship) Tracking 
pooled in this way only counts once when determining rolls vs stealth, and automatically bands such rolls. 
Hangar: Carries a squadron of fighters, enabling direct combat ships to have a screen without becoming a pure carrier. Max of two module on escorts, three on cruisers, and four on 
capital ships, and six on supercapitals.  Actual carrier vessels don’t have hangar limits.
Breaching Pod: This module contains a Brigade Landing Force along with special equipment to enable a ship to close with an enemy and force a boarding action. This is generally 
considered difficult to pull off and is resolved as a special torpedo range attack.  This may also be used to deploy troops to the surface.
Magnum Catapult: (Tech Unlock) Allows you to launch fighters from beyond engagement range, allowing long range strikes against enemy ships while (in theory) avoiding return fire. 
Allows fighters to be assigned to campaign missions without bringing the carriers into the fight.
Replenishment Drones: (Tech Unlock) Gives your fighters an additional level of Loiter.
Supply Module: Small Module, grants the Expeditionary trait. 
Parasite Module: Small Module. A parasite module replaces the ability to mount an Alcubierre drive (it cannot have both, even if you have the slots). If a ship has a slotless drive, 
this slotless drive is replaced by the parasite module when mounted. A vessel equipped with a Parasite Module reduces its HP by 20% and can no longer mount hangars. It can be carried 
by vessels +with the Mothership trait and gains the Tactical Jump trait. 

Large Modules:
Torpedo Boat Module: (Escort and Cruiser only, max one) This modifies an escort ship into a design capable of close-in attack runs on enemy warships. This is a risky maneuver, with 
potentially huge payoffs, depositing close range firepower that can ignore EW and most active defenses to directly batter down armor and shields and wreck vital systems...assuming you 
can suppress the screen protecting enemy capital ships, anyway. Allows this ship to make Torpedo range attacks.
Antimatter Torch Module: This Large module grants the mounting ship +100% of speed and the Pursuit trait, at the cost of -20% HP. It also grants the mounting ship the Warp Core Breach 
trait (A ship can only gain warp core breach from Torch Modules once).
AEGIS: (Tech Unlock) Reroll dice against fighter attacks & provide +2 Tracking 
Large Passive Protection: Reinforced Armor Plates and extra shield generators afford this ship even more protection. Adds 25% to HP (rounded) and gives Regenerate (2% of total HP)
Large Additional Weaponry: More guns/beams/bombs. (+25% to FP value, minimum 3)
Large Point Defense Array: Provides comprehensive point defense coverage. +3 to Elusive at Long Range and grants a ship +5 dice against fighters.
Large EW Array: Provides comprehensive EW coverage. +3 to Elusive
Large Sensor Array: A powerful and comprehensive battery of active and passive detection equipment. +3 to Tracking
Secondaries: Cruisers and up only. An array of smaller bore, faster firing guns designed to engage smaller targets and eliminate them. Add +2 to tracking and give a reroll when 
targeting escort-class vessels and parasite ships.
Multi-Mission Module: This large module becomes two small modules which can be rapidly retrofit at any supply point. (Can’t fit Additional Engine Capacity, Aquatic Adaptations or 
Stealth)
Mine Warfare: Mines raise targeting difficulty for the battlefield. Roll 1d4 for terrain bonus at each range, also affects tactical initiative rolls, except if terrain difficulty 
causes you to miss, roll 1d6, on a 1-5, take no damage, on a, 6, take 1 damage modified by either the size category of the ship deploying the mines, or the number of minelayers in a 
formation, up to a maximum of 4 ships.  This bonus is negated by having Mine Warfare modules in the attacking force, representing minesweepers.
IPBM: (Tech Unlock)  Each IPBM module reduces the base firepower of a ship by 25%, but gives the ship a level of Strategic Attack and a level of Stand-Off attack.  Of course, once the 
stand-off attack is resolved, they’re still in combat with almost no firepower, so…
Assault Armor: L Module, grants Unstoppable I. Each Assault Armor module increases DI cost by 50%. 
Division Landing Force: Gives a ship the ability to emplace a full division of troops onto a planet’s surface under combat
Fleet Tender: Large Module, Expeditionary ships only. Grants the Expeditionary trait to up to 4 other ships on the same mission. 
Fire Direction Center: Large Module that grants a bonus to supported fighters. +2 Fighter Tracking, +1 to dogfight damage rolls (the d6), and a bonus pool of ship attack successes each 
round based on the size category of the ship it’s mounted on (5/10/15/20 for escorts/cruisers/capitals/supercaps). Successes may be allocated freely as long as at least one natural 
success is achieved. Multiple fire direction centers do not stack.

Multi-Space Modules:
Cloaking Device: (Escort L, Cruiser LS, Capital LLSS) Determine initial combat range and get a turn of free fire. Doubles stealth rating.
Mobile Picket Array: LL grants Tracking (5), and Subhunter.The Xantech ‘Electric Eye’ version of this technology replaces Tracking (5) with Tachyon Net.
Spinal Mount: On Frigate, L, On Destroyer, LS; On cruiser, Large & Small module. On Capital Ship, 2xLarge Modules. 80% of Firepower dice on ship are combined as a single shot with a 
normal hit-or-miss roll. If this shot connects, it does double damage and has a 50% chance to crit (Normal crit dice roll for the ship)  Escort FPs comprise 100% of a ship’s 
firepower but only do 150% base damage. As always round to the nearest whole number when determining firepower. When a spinal weapon crits, use the next lower decimal place to 
determine crit multiplier (So a 100 FP spinal crits at DX*10, a 1000 FP spinal crits at DX*100, etc).
Gravitic Well Generation: Two Large modules. A module that allows a ship to project a wide field of low-level gravitation that disrupts Alcubierre bubbles from forming and can also 
knock a ship out of warp if their course passes within the shadow of the gravity well created.

Refitting Warships
-To refit a small module on a ship requires 15% of the cost of the ship per module refitted and 15% of the original construction time of the ship (flat, not per module). This does not 
require DI.
-To refit a large module on a ship requires 25% of the cost of the ship per module refitted and 30% of the original construction time of the ship (flat, not per module). This does not 
require DI.
-If you are refitting a large and a small module, the costs are additive(40% for 1 each). The time defaults to the 30% construction time since you can't launch the ship until you are 
finished. Refits are done simultaneously.
-If you're refitting an Alcubierre drive onto a ship, you have to pay the increased cost for the drive in addition to the cost per module, whatever that increase may be for your state. 
Time is, as with regular refits, 30% of original construction time. Refitting warp drives onto a ship not built for it is expensive. This does not require DI.

Traits Glossary (These traits can be acquired in various ways, be it via module or tech or investment or whatever.  Some are inherent to a particular hull type or types.)
SCIENCE THEM: Weird science fuckery, bonus to luck/tactics (Anti-Beam Chaff, grants elusive vs beams to all combatants, etc, tachyon particle beam, knock out QECs, reverse shield 
polarity, 50% of the next beam attack is turned into HP. Crib STO powers.)
This trait also allows a ship to perform exploration.
Pursuit: Check to run down cripples and vulnerable enemies.  These ships may roll a check (10+ on D20) to engage the ship of their choice when defenders are being nominated.
Grace Under Fire (X): Ship gets a 5+ save (on a D6) against Critical Hits, improving by one point for each level of Grace Under Fire.  Crits that are saved do still cause one point of 
damage as per normal.
Flak Barrage: +2 to target roll to inflict Threshold hits on fighters.
Stand-off: The ship gets a bonus attack at L range at the beginning of combat for firepower dice equal to 10% of its class’s (ie: Frigate, Dreadnought, etc) base hull HP value, 
modified by Overtech Field/Synergy HP boost, if any (but NOT any other HP boosts, like modules or resources), for each level of Stand-off.  The number of dice this translates to is 
added after the Stand-off level, IE, Stand-off 2 (5). So for example, a ship with a base hull value for its class of 100 HP rolls 10 dice per each level of stand-off. If that ship has 
Overboost, it instead treats its base hull value as 200 HP and rolls 20 dice per each level of standoff. It does not add any ‘bonus’ sources of HP the actual specific ship may have 
otherwise.
Lurk: Tactical option:  Reduce speed by half but gain +100% stealth.
Subhunter: Bonus to detect cloaked ships.
Tactical Jump: Insystem tactical jump. Set combat range or exit combat 1/per battle, with bonus to surprise.
Ramming Speed: During Torpedo Attack, sacrifice up to 50% of base hull value in HP for extra damage. 
Mothership (X):  This ship may carry X number of parasite escorts. When unlocked (via tech or doctrine), Heavy Cruisers, Strike Cruisers and Expeditionary Cruisers have Mothership (2), 
Battlecruisers, Battleships, Reapers, and XExplorers have Mothership (4), Dreadnoughts, Monitors and Prime Spawn have Mothership (8).
Parasite: This ship cannot move between sectors without a mothership.  It can be deployed as a static territory defense.  Can always loan its parent ship EW & PD above normal caps.  
See rules for Parasite module.
Silo (X):  This ship may be loaded with X number of IPBM salvos without impacting module or base firepower count.
Guardian (X):  You may give yourself or any other friendly ship +X elusive
Expeditionary: These forces may be deployed as Expeditionary forces (using the Expeditionary cap) instead of taking up a Sortie.
Unstoppable (X): When reduced to 0 HP, 25% chance to resurrect w/20% health, per X value. Cannot go higher than Unstoppable II. (So a ship with Unstoppable II has a 50% chance to rez 
with 40% health)
Large Target: Reduce Elusive Bonus
Orbital Support (X): Ships with this trait can provide fire support based on their class for each level of Orbital Support they possess. Fire Support units are the equivalent of a 
dedicated artillery division. Prestige hulls use closest approximate weight when determining number of FSU.
-Frigate: 1 Fire Support units
-Destroyer: 2 Fire Support units
-Light Cruiser: 3 Fire Support units
-Heavy Cruiser: 4 Fire Support units
-Battlecruiser: 5 Fire Support units
-Battleship: 7 Fire Support units
-Dreadnought: 10 Fire Support units
-Monitor: 15 Fire Support units
-Light Orbital Defense: 3 Fire Support Units
-Medium Orbital Defense: 6 Fire Support Units
-Heavy Orbital Defense/Monolith: 10 Fire Support Units
Elusive: Each point of elusive gives the enemy increases the enemy to-hit target by 1.
Tracking: Each points of tracking gives you +1 to hit.
Regeneration X: Regen X% hit points per turn after resolving damage. (Min 1)
Emergency Warp: Chance to fold out when critically damaged. XExplorer only.
Deflector X: Gives your ship a chance to ignore a hit by rolling 20 or above on a D20, adding your deflector value to the roll.  Different sources of Deflector value stack.  The 
maximum Deflector value is 10.  The Deflector ability does not work on critical hits.
Fearless: This ship cannot fail a morale check.
Brave: This ship rolls twice for morale checks.
Machineslayer: Doubled PD fire against Enochs, L range Elusive bonus against smatter II warships is doubled.
Consume: Units with Consume may render a derelict unsalvageable to gain 1 trait it had (and the associated module, if any).
Engines: This ship has extra engines that make it go.
Tachyon Net: Negate cloak and elusive bonuses at Short or Torpedo Range, and gain a +10 to detection rolls out of combat and +5 Tracking in combat.
Smallcraft: Units with this trait receive benefits from traits and abilities which affect fighters, and don't benefit from traits that affect ships (This is only advantage/disadvantage 
stuff though). So for example, units with smallcraft receive +/-1 Elusive per each point in Stronger/Weaker Fighters, and +/- 10% FP for each point in Better/Worse Fighter Weapons. 
They reduce build time with Swarms of Snubfighters, and gain an extra L Omnipod with Thunderbolt Load and Gundam. 
Hangar Queen X: Units with Hangar Queen take additional hangars to mount. Typically reserved for superbombers and buster machines of all types.
Eidolon I (+2 Tracking, +2 Engines)
Eidolon II (+2 Tracking, +2 Engines, +5% Regen)
Eidolon III (+2 Tracking, +2 Engines, +5% Regen, reduce final ship cost by 25%, or no extra cost for fold drive)
Lockdown: A ship with this trait  rolls to hit a ship every turn as a beam weapon regardless of range. If it hits, depending on the severity, electronics and subsystems of the target 
vessel are impacted, which can be reflected as a targeting penalty, reduced speed, reduced or eliminated PP regen, reduced weapons fire, systems completely offline, or in the case of a 
perfect crit, knocking the ship offline entirely for a round of combat.
Dragon’s Teeth: Reduces enemy Deflection by 3
Sabot: Ballistic weapons crit on an 18+
Blasters: Ballistic weapons inflict an additional 25% bonus damage
Particle Beam: Medium range weapons firing at close range resolve as though they were close range weapons 
Hypermeculite: Long range weapons reduce enemy Deflector rating by 5 and gain +2 tracking
2.1 Helix Engine: LL module on capships, LLL module on battlecruiser or below. 
*Reduce Prometheus Overdrive or Xan Overfield cost by 50%.
*Integrated Fold Drive
*Helix Cannon (Optional, L module) (Special Firing Mode that replaces your regular attack, 50% of beam FP dice are rolled, successes are applied to ships by weight category ascending. 
3 Round cooldown until you can use it again)

Helix Cruising Mode
*+3 Elusive, +5 speed
*Cruising Mode Modules (Half your L modules, rounded up)

Helix Combat Mode
*+3 Elusive, +3 Tracking
*Combat Mode Modules (Half your L modules, rounded up)

Overtech:
Overtech represents non-peer xenotechnology that has been adapted for human usage or the cutting edge of human development .  There are strict limitations on which overtech is 
compatible with one another, listed below. (As an aside, overtech is compatible with orbital/ground defenses, even if it says ‘ships’ because we always forget that)

Tier 1:
Tier 1 Xantech is compatible with Tier 1 Prometheus.
Tier 1 Smatter is compatible with Gravity Engines, Electric Eye, and Self-Replicating Mines
Tier 1 Velan is compatible with Tier 1 Prometheus and Tier 1 Xantech.
Tier 1 Prometheus is compatible with all other Tier 1 tech bases.

Tier 2:
Tier 2 Xantech is not compatible with any other tier 1 or tier 2 Overtech
Tier 2 Smatter is compatible with Tier 1 of Xantech.
Tier 2 Velan is compatible with Tier 1 of Xantech, Holodisguises, Reflex Cannons, Zero Shift, and Newtypism.
Tier 2 Prometheus is compatible with Tier 1 of Xantech, Velan, Smatter (does not gain smatter synergy), Holodisguises, and Newtypism.
Overtech Tier One:
Xantech: These modules/upgrades are acquired through researching and developing the relevant xantech.  These technologies represent the Open Palm technologies best understood by human 
science and also those that do not appear to react explosively with other non-human technology bases.
Gravity Engines: An upgraded Additional Engines module that gives +1 Elusive in addition to the speed boost. Grants additional elusive per each +engines (once).
Boosted G-Plane:  (L module) +3 Elusive, +75% speed, grants the Pursuit trait  
Electric Eye: (Subhunter, Tachyon Net, LL Module)
Self-Replicating Mines: (Mine Warfare upgrade, S Module, . Double damage cap (8 instead of 4)). 
Machine Slayer: (Hybrid EW/PD module)+3 Elusive, +1 Long Range Elusive, +2 PD,  all PD fire is doubled against Enoch Fighters and elusive vs L attacks from warships with Smartmatter II 
upgrades is doubled. 
Overclocked Warp Cores: Overclocked warp cores increase a ship’s jump value by +1, and provide a +20% bonus to FP. Overclocked Warp Cores do not take up additional module slots.
XControl: Upgraded C3 that allows a ship in a squadron engaged in combat to gain +1 tracking and +1 elusive (Max +5) from each additional ship in their squadron and allows a ship to 
add the full PD of one other ship from their squadron in fighter defense. 
ALL THE CORES

Prometheus: These upgrades are acquired through completing the Project Prometheus vanity project and the optional fighter upgrade.
Project Prometheus: Increase the following stats of your ships by 25%, rounding to whole numbers: HP, FP, Speed, PD, and increase crit dice by one step (ie: D4 becomes D6).
Project Icarus: Unlocks Icarus-type fighters and gunboats - included in Project Prometheus

Velan: These upgrades are gained through researching & developing the relevant tech.
A Certain Cunning: All ships gain +2 Elusive
Laminated with Giants: All ships gain 25% more HP.
Scar-Metal: Gives all ships Regen (1).
Heart of the Swarm: Your squadrons do not need C3 modules.
Swarm Knows No Limits: Unlocks Velan Drones. 

Smatter: All Smatter Upgrades require active smatter farms as per the smatter tech rules.
Shapeshifting: 
All S modules are flexible, save FTL drives which must be built in.
L modules have two options:
They may be flexible in which case they may fit L or S modules as desired
They may be fixed, in which case they also include the effects of a S protection module.
All Smatter-equipped ships gain Regen (3) (Stacks with other sources of regen) and a +10% synergy bonus to all HP, FP Stealth, and PD for each smartmatter farm (+50% total), and +1 to 
speed per smartmatter farm.  If the number of smatter farms is maxed, also increase crit dice to next category.  As always, round to nearest whole number.
Smatter Farms As Per Smatter Tech Primer
Overtech Tier Two:
Xantech: (All Technologies must be researched & implemented).
New Construction Only: Xanfields*: +150% to HP, FP, and PD (rounded to whole number), +5 Speed, and +200% to $$$ cost Additionally, the hull’s crit dice is increased to the next size 
(ie, D4 to D6, BB & DN go to D24, monitor goes to D36).  Each class gains an additional L module. Requires at least one tech in each of Xengineering, Xelectronics, Xaegis and two of 
XArsenal.
The following Traits and Modules require acquiring the Xantech that enables them.
Destabilizers: Large Module, Special Attack.  A destabilizer makes a single attack subject to normal modifiers.  Regardless of actual engagement range this is resolved as a M range 
shot as it’s a weird energy beam.  If it hits the target’s regen value is halved that turn..
Hard Fields: Slotless upgrade.  Your ships gain a 5+ (on D6) save versus Destabilizers, Lockdown, Science, Deconstructor Ordinance, Teleporters, things that expand crit range, and 
other weird shit I haven’t thought of. Make one save for each type of thing in a round, if success, any number of that thing negated for that round.
D-Fields: Slotless, Increases regen by 3
Newtypism: (Reroll 1 roll each round, Slotless)
Holo-Disguises: Out of combat bonus, S Module, for Shenanigans.
Reflex Cannon: Upgraded Spinal Mount.  Weird Xan fuckery lets you roll your to-hit roll twice. If both rolls would hit, the attack is a crit. Beams only.
Naked Space Disco: Your units gain the Culture Attack trait (which they make via psionic gestalt)
Hypergloss Armor: +25% HP value (+50% if ship mounts xfields).
Blackbird: Enhanced super fighter-bomber.  
Death Rays: Enhanced Planetary Assault Weaponry.
Megaparticle Blasters:
Megaparticle Beams:
Hypermerculite Missiles:
Zero Shift:
Prestige Hull: Xexplorer

Prometheus Overboost: Requires Project Prometheus Be Completed. New Construction Only.
Overboost Fields: +100% to HP, FP, and PD (rounded to whole number), increase crit dice to next size (as per xantech), increase speed by +5, +100% to $ cost, +100% to DI cost, requires 
Dilithium as per the Prometheus rules. Project Prometheus Tier 1 stat increases do not stack.
Warp Core Breach: If an overboosted ship with this trait is destroyed, roll 25% of its base HP value per point of Warp Core Breach as an attack that doesn't benefit from tracking, but 
ignores elusive against units at close range. 
Next Generation Engineering: Each overboost ship gains a S and L slot.  This replaces the old Carrier overtech replacement and I feel like that should be fine for everyone.

Prestige Hull: Shockship II
Shockship II $160 and 25 DI
Elusive (2), Torpedo Attack, Fearless, Engines (3), Ramming Attack, Warp Core Breach (2) (50% of base HP)
Cannot be fitted with C3, Multi-Mission Modules, Hangars, or Breaching Pods/Landing Force.
Prometheus Overdrive: Double benefit from effects that modify HP, FP, Crit damage, Speed, Tracking, and PD (Overdrive bonuses included in statline). Requires a Dilithium Source to 
operate.
Jump: 4
Weight: 3, HP: 60, Firepower: 24, Crit: D16
Speed: 3d10+15, Stealth: 2, PD: 4
Construction Time: 1 Year
2 Large, 2 Small

Velan: (All Technologies must be researched & implemented)
Skin of the Nephilim: All ships gain an additional 25% more HP.  Incoming damage dice from M and L range attacks are halved.
Breath of Fire: Doubles a ship’s close-range firepower dice.
Vela’s Last Gleaming: Stealth value increased 50% during the synergy step
A Cacophony of Wings: You may carry one squadron of drones per Large module a ship has without requiring hangars.
A Droning of Multitudes: Your drones regenerate automatically after battle (assuming your ships are still alive)
Hive Keeper: See Velan tech document.


Smatter: (Requires completing the Smatter Ascension)
All ships equipped with Tier 2 smartmatter gain an additional Regen (2) (so Regen 5, with the bonus from smatter tier 1). Cruiser and Capital ships gain 1 level of unstoppable (this 
stacks with existing levels, if any), and all vessels gain a +12.5% synergy bonus to all HP, FP, Crit damage, Stealth, and PD per Smartmatter Farm, and +1 to speed per Smartmatter 
Farm.  (100% max) 

Reaper: $1500 and 200 DI (Fold Drive discounts from Metamaterial Printing reduce cost by $350, max discount from Dilithium reduces cost by an additional $350)
Regeneration (10), Flak Barrage, Grace Under Fire, Deflector 5, Large Target (5)
Unstoppable (2), Expeditionary, Fold
Jump: 4
Weight 40, HP 700, Firepower 160, Crit D24
Speed: 2D6 + 10, Stealth: 2, DPD 12 (Fighters damaged by Reaper PD roll save vs Assimilation)
Construction Time: 3 Years
5 Large Omni-pods, 2 Small Omni-pods. Carries 3 Squadrons of fighters.
Double all static benefits to FP, Crit Damage, Stealth, Speed and PD from non-farm sources. (ie: Modules, doctrines, advantages)(Does not benefit from Eidolon Regen bonus )
Reapers are already assumed to have 8x Ascension Farm field bonuses for base stats. 

Enoch: Variable Transforming Fighter
Conversion Formula For Stats
[(BASE STAT+Additive Stats from Modules/Traits)*Multiplied Stats from Modules/Traits] *(Overtech Field Bonuses*Resources  + Resource Bonuses) Rounded to nearest whole numbers.

Ship Classes:
Ships marked with a * are Prestige Classes, which must be either researched or unlocked through some other means.

Escort Class Warships:
Frigate $30 & 10 DI
Elusive (3), Subhunter
Jump: 3
Weight 2, HP 24, Firepower 4, Crit D4
Speed: 2D10 + 10, Stealth: 5, PD 2
Construction Time: 6 Months
2 Large, 1 Small Module

Destroyer $60 & 15 DI
Elusive (2), Flak Barrage OR Torpedo Attack
Jump: 3
Weight 4, HP 36, Firepower 8, Crit D6
Speed: 2D10 + 7, Stealth: 4, PD 2
Construction Time: 1 Year
2 Large, 2 Small Module

Guardship* $100 & 10 DI
Elusive (2), Flak Barrage, Guardian (2), Parasite
Weight 3, HP 36, Firepower 4, Crit D4
Speed: 2D10 + 4, Stealth: 4, PD 4
Construction Time: 1 Year
3 Small Module
Small EW & Point Defense modules count as their Large versions.

Dragoonship* $80 &  24 DI
Elusive (5), Critical 16+, Parasite
Weight 3, HP 36, Firepower 12, Crit D10
Speed: 2D10 + 10, Stealth: 4, PD 2
Construction Time: 1 Year
1 Large, 1 Small Module
Major Hierarchy: +1 Large Module
Minor Hierarchy: +1 Small Module
Can’t be equipped with missile or torpedo.

Warbird* $100 & 15 DI
Elusive (2) 
Jump: 3
Weight 4, HP 36, Firepower 8, Crit D6
Speed: 2D10 + 7, Stealth: 6, PD 2
Construction Time: 1 Year
2 Large, 2 Small Module

Escort Carrier $45 & 15 DI
Elusive (1)
Jump: 3
Weight 4, HP 24, Firepower 2, No Crit
Speed: 2D10 + 7, Stealth: 4, PD 2
Construction Time: 1 Year
1 Large, 2 Small Module
Carries 6 squadrons of fighters

Lockdown Prime: $100 & 30 DI
Elusive (1), Parasite, Lockdown, Tracking (2), Pursuit
Weight: 4, HP 30, Firepower 6, Crit D6
Speed: 2D10+10, Stealth 4, PD 2
Construction Time: 1 Year
1 Large, 1 Small Module 
Can’t be equipped with missile or torpedo.  Unlocked via Grid Policing I

Sloop* $200 & 48 DI
Elusive (1), Subhunter, Mine Warfare, Orbital Support Ship (Brigade), Expeditionary, SCIENCE
Jump: 5
Weight: 4, HP 30, Firepower 6, Crit D4
Speed: 2D10 + 7, Stealth: 4, PD 6
Construction Time: 1 Year
1 Large, 3 Small, 1 Large Omnimodule

Superfrigate* $120 & 40 DI
Grace Under Fire, Unstoppable, Regeneration (1)
Jump: 4
Weight 6, HP 60, Firepower 12, Crit D6
Speed: 2D10 + 3, Stealth: 3, PD 4
Construction Time: 1 Year
3 Large
Cannot fit Multi-Mission Module, Ground Forces Landing Module or Hangar

Prowler* $100 & 10 DI
Elusive (2), Lurk, Cloaked, Torpedo, Expeditionary
Jump: 3
Weight 4, HP 36, Firepower 4, Crit D4
Speed: 2D6 + 7, Stealth: 6 (12 while cloaked)
Construction Time: 1 Year
1 Large, 2 Small

Shockship* $80 and 15 DI
Elusive (2), Torpedo Attack, Fearless, Engines (3), Warp Core Breach (1), Ramming Speed
Cannot be fitted with C3, Multi-Mission Modules, Hangars, or Breaching Pods/Landing Force.
Jump: 3
Weight: 3, HP: 30, Firepower: 10, Crit: D8
Speed: 3d10+10, Stealth: 2, PD: 2
Construction Time: 1 Year
1 Large, 1 Small

Cruiser Class Warships:
Light Cruiser $100 & 35 DI
Tracking (2), Pursuit
Jump: 4
Weight 8, HP 60, Firepower 15, Crit D8
Speed: 2D10 + 5, Stealth: 4, PD 4
Construction Time: 1.5 Years
3 Large, 1 Small

Cavalry Cruiser* $200 and 40 DI
Pursuit, Engines (2), Mothership (2), Close Buff +25%
Jump: 4
Weight 8, HP 65, Firepower 24, Crit D8
Speed: 2D10 + 10, Stealth: 3, PD 4
Construction Time: 1.5 Years
3 Large, 1 Small
Major Hierarchy: +1 Large Module
Minor Hierarchy: +1 Small Module

Stealth Carrier* $250 & 50 DI
Cloaked, Expeditionary
Jump: 4
Weight: 12, HP 40, Firepower 8, Crit D4
Speed: 2D10 + 5, Stealth: 5 (10 while cloaked)
Construction Time: 2 Years
1 Large, 2 Small
Carries 6 squadrons of fighters

Hunter-Killer* $200 and 40 DI
Alpha Strike, Cloaked, Fold, Silo (2), Expeditionary
Jump: 4
Weight 10, HP 45, Firepower 24, Crit D8k
Speed: 2D10 + 5, Stealth: 6 (12 while cloaked)
Construction Time: 1.5 Years
1 Large, 3 Small

Scout/Picket Cruiser* $140 & 50 DI
Afterburner, Picket Array*, Tracking (5), Mothership (2)
Jump: 5
Weight 10, HP 60, Firepower 12, Crit D6
Speed: 2D10 + 7, Stealth: 4, PD 4
Construction Time: 1.5 Years
2 Large, 3 Small
*If you have developed the Xantech Electric Eye, your Picket Cruisers may freely upgrade and be built with that technology, in which case they gain the tachyon net trait (their combat 
tracking value does not increase, however).

Pocket Battleship* $150 & 80 DI
Deflector (5), Regen (2), Unstoppable, Grace Under Fire, Mothership (2)
Jump: 2
Weight: 12, HP: 100, Firepower 30, Crit D8
Speed: 2D6, Stealth: 2, PD 4
Construction Time: 2 Yearsi
2 Large, 2 Small.

Volleyship* $200 & 50 DI
Tracking (4), Special Spinal Attack
Jump: 4
Weight 10, HP 70, Firepower *, Crit D10
Speed: 2D6+3, Stealth 3, PD 3
Construction Time: 1.5 Years
1 Large, 1 Small
The Volleyship doesn’t attack as normal.  Instead it can make D4+2 shots using the Spinal rule with a base firepower of 8 dice (before the spinal bonus).  This attack can be at any 
range bracket. 

Jumpship* $60 & 50 DI
Regeneration (1), Mothership (4) Large Target (2)
Jump: 5
Weight 8, HP 90, Firepower 10, Crit D4
Speed: 2D10 + 5, Stealth: 3, PD 6
Construction Time: 1.5 Years
1 Large, 1 Small


Carrier: $120 & 50 DI
Jump: 4
Weight 8, HP 50, Firepower 10, Crit D4
Speed: 2D10 + 5, Stealth: 3, PD 4
Construction Time: 2 Years
2 Large, 2 Small
Carries 10 Squadrons of Fighters

Heavy Cruiser: $175 & 70 DI
Regeneration (1), Deflector 3
Jump: 4
Weight 16, HP 100, Firepower 30, Crit D10
Speed: 2D10 + 4, Stealth: 3, PD 4
Construction Time: 2 Years
3 Large, 3 Small

Arsenal Cruiser* $160 & 40 DI
Tracking (5), Stand-Off, Silo (2), Elusive (5)
Jump: 4
Weight 8, HP 60, Firepower 15, Crit D8 
Speed: 2D10+5, Stealth: 4, PD 4
Construction Time: 1.5 Years
2 Large, 1 Small

Strike Cruiser* $300 & 60 DI
Tracking (5), AEGIS, Stand-Off, Silo (2), Long Elusive (5)
Jump: 5
Weight 16, HP 80, Firepower 30, Crit D12
Speed: 2D10+5, Stealth: 3, PD 12
Construction Time: 2 Years
2 Large, 2 Small

Expeditionary Cruiser* $200 & 100 DI
Tracking (5), Regeneration (1), Expeditionary, Show the Flag, SCIENCE
Jump: 5
Weight 16, HP 100, Firepower 25, Crit D8
Speed: 2D10 + 5, Stealth: 3, PD 10
Construction Time: 2 Years
3 Large, 3 Small

Whitestar Hyperpatrol Patrol Ship* $300 & 120 DI
Tracking (3), Pursuit, Expeditionary, Show the Flag
Jump: 4
Weight: 16 HP 110, Firepower 30, Crit D10
Speed: 2D10+5, Stealth 3, PD 8
Construction Time: 2 Years
2 Large, 2 Small, 1 Large Omnipod, 1 Small Omnipod
Carries 2 squadrons of fighters or gunboats OR Mothership (1)
May refit Omnipods ‘in the field’.
Counts as a cruiser or capital ship for construction purposes.

Capital Class Warships:

Battlecruiser $250 & 75 DI
Pursuit, Afterburner
Jump: 3
Weight 20, HP 120, Firepower 45, Crit D12
Speed: 2D6 + 7, Stealth: 2, PD 6
Construction Time: 2.5 Years
4 Large, 2 Small


Voidjammer* $300 & 50 DI
Elusive (3), SCIENCE, Expeditionary, Mothership (1), doubles national tracking bonus (?)
Jump: 4
Weight 18, HP 120, Firepower 40, Crit D12
Speed: 2D6 + 6, Stealth: 2, PD 8
Construction Time: 2 Years
3 Large, 4 Small, 1 Large Omnipod

Bannership*  $400 & 75 DI
Large Target (3), Regeneration (2), Mothership (4), C3
Jump: 4
Weight 20, HP 140, Firepower 50, Crit D12
Speed: 2D6 + 7, Stealth: 2, PD 6
Construction Time: 2.5 Years
4 Large


Strike Carrier* $250 & 100 DI
Regeneration (2), Deflector (4), Large Target (3), Afterburner
Jump: 3
Weight 20, HP 120, Firepower 30, Crit D10
Speed: 2D6 + 4, Stealth: 2, PD 6
Construction Time: 2 Years
3 Large, 3 Small
Carries 10 Squadrons of Fighters

Fleet Carrier: $200 & 80 DI
Tracking (1), Large Target (5), Flak Barrage
Jump: 3
Weight: 25, HP 100, Firepower 15, Crit D6
Speed: 2D6 + 7, Stealth: 2, PD 8
Construction Time: 2.5 Years
3 Large, 2 Small
Carries 14 Squadrons of Fighters

Fleet Jumpship*  $100 & 80 DI
Regeneration (2), Mothership (8) Large Target (5)
Jump: 4
Weight 12, HP 120, Firepower 20, Crit D6
Speed: 2D6 + 7, Stealth: 2, PD 10
Construction Time: 2 Years
2 Large, 1 Small


Battleship: $500 & 200 DI
Regeneration (2), Flak Barrage, Grace Under Fire, Deflector 5, Large Target (5)
Jump: 3
Weight 40, HP 300, Firepower 80, Crit D20
Speed: 2D6 + 3, Stealth: 1, PD 6
Construction Time: 3 Years
5 Large, 2 Small

Dreadnought: $1000 & 500 DI
Regeneration (3), Unstoppable, Grace Under Fire, Deflector 6, Large Target (8)
Weight: 60, HP 500, Firepower 100, Crit D20
Speed: 2D6 + 1, Stealth: 1, PD 8
Construction Time: 4 Years
6 Large, 3 Small

Monitor: $2000 & 700 DI
Regeneration (4), Unstoppable, Flak Barrage, Spinal (Monitor), Deflector 8, Large Target (10)
Weight: 100, HP 1000, Firepower 140 (60 Spinal), Crit D30 
Speed: 2D6 - 1, Stealth: 1, PD 12
Construction Time: 5 Years
6 Large, 5 Small

Supercarrier: $900 & 400 DI
Regeneration (2), Flak Barrage, Deflector 5, Large Target (8)
Weight: 50, HP 400, Firepower 40, Crit D12
Speed: 2D6, Stealth: 1, PD 16
Construction Time: 4 Years
4 Large, 4 Small
Carries 24 Squadrons of Fighters
Retirement of Forces:
When retiring warships you now have two additional options now besides simply discarding them or selling them off.
The first is mothballing. These ships are deactivated, but kept in basic spaceworthy condition to be returned to service in case it becomes needed. Ships that are mothballed take no 
upkeep and can be kept indefinitely (but, are potentially something that's valuable and stealable so maybe keep them somewhere you can keep an eye on them!) in 'cold' storage, their 
systems able to be reactivated in a reasonably short time frame.

To reactivate a mothballed ship, it requires 25% of the ship's build time (minimum 3 months) and 10% of the ship's original cost in $$$ to bring the ship back online, put crews back 
aboard, complete systems checks, etc.

The other option is scrapping. When a ship is scrapped, the still militarily useful parts of the ship are removed, sensitive equipment is removed, and then the remaining hull is sold 
off for conversion or its raw material cost. When deciding to scrap a ship, 20% of its original cost in $$$ and DI is recovered for use, and then the hull is sold off to the market-be 
it DDI, smaller scrappers, wherever. There is a chance these hulls could find their ways into the hands of those who want to cause mischief, but at the same time you do have all the 
paperwork proving you disposed of the ship legally, right?

Gunboats
Gunboats operate in the nebulous middle ground between fighters and full up combat starships.  Able to shrug off most point defense weaponry and small enough to make targeting by 
normal starship weaponry difficult, they perform any number of duties across the Grid.  In the combat rules, they function in a unique fashion supporting their larger counterparts.  
Unfortunately, the battlefield tends to be a dangerous place for these useful craft, as most any weapons that actually connect with them leave them in a bad state.  If at the end of 
the battle no hangars exist for them to be supported from (typically due to battle losses) they are considered destroyed. Furthermore, for each gunboat used in an engagement, roll a 
d6.  On a 1 or 2, they are considered destroyed or rendered otherwise combat ineffective and must be replaced.  

Gunboats of all types cost $40 & 10 DI and 6 Months Construction Time. Each Gunboat adds 1 weight to the carrying ship, unless it is carried in a carrier’s innate hangars.  Gunboats 
carried in a carrier’s innate hangars add 0 weight instead of their default value

Gunboat are normally deployed in small flotillas of 3 to 6 craft each to a specific mission, and are carried into battle by occupying a hangar slot.  Standard gunboats are constructed 
to fulfill one mission role specifically, while some advanced gunboats have a degree of flexibility to them.
Baseline Gunboats have a particular mission set.  Each baseline gunboat flotilla is designated as one of the following types and gives any warship in their squadron the relevant 
benefit:
Standard Gunboat: Adds 2 Tracking or 2 Elusive to its supported warship.
Mine Warfare Gunboat: Counteracts 1 level of Mines per mine warfare gunboat present.  This must be done every turn.
Point Defense Gunboat: Adds two PD to its supported warship.
Anti-Shipping Gunboat: Adds 3 firepower dice at any range, rolled with the rest of the supported warship’s attacks.  This includes Torpedo range.
Landing Gunboat: Gives its supported warship a single Boarding Attack special attack, then is expended for the battle.
Recon Gunboat: Gives its supported warship the Subhunter Trait and +2 to detect cloaked vessels.
Overtech Gunboats:
Overtech Gunboats cost $50 and 10 DI regardless of type.
Overtech Gunboats only are destroyed on a 1.
Velan Gunboats automatically regenerate after a battle and don’t need to be replaced unless their parent warship has been destroyed.
Xantech Gunboats have a multimission ‘rollbar’ that allows them to reconfigure for different mission sets extremely quickly and can select their type before a battle.
Icarus Gunboats provide an inherent 1 Tracking or 1 Elusive regardless of role.
Smart Matter gunboats may swap roles between battles freely, literally shifting the matter that makes up the gunboat into a different configuration. (Same mechanical effect as xantech)
Gunboats can also be assigned to planetary defenses, where they fill the same role as they do with regular warships.  When assigned to support a defensive effort, their losses are 
handled somewhat differently.  If the defenses they are assigned to support survive the battle, they are automatically recovered/repaired.
Fighters
Fighter squadrons have stats that are a little different, and interact differently from ships in combat.  They have a simplified stat line that is mostly trait based.  Fighters can be 
used against their counterparts or against ships.  Each fighter squadron adds 1 weight to the carrying ship, unless it is carried in a carrier’s innate hangars. Fighters carried in a 
carrier’s innate hangars add 0 weight instead of their default value

2.0 to 2.1 Conversion Notes:
All fighters are functionally Marduks now, so convert regular fighters to Marduks free.  Regular drones do not exist any more, so convert those at a rate of 3 drones to 2 fighter 
squadrons, or, if you’re in the Velan overtech, to Velan drones.  Points spent/granted from Fighter HP instead improve or lower the target number attackers need to inflict a 
Condition point (So a +3 Fighter HP advantage translates to enemy PD needing a 13+ to hit instead of 10+) (Be it point defense or in dogfights).  Points spend/gained from Fighter 
Firepower improve or lower the target to-hit shooting at either enemy ships or enemy fighters by 1 per point. (A dumpstatted -3 to Firepower Bomber needs a 13 to hit an enemy warship 
with a bombing run instead of a 10+) (Use your head here-the +3 advantage improves the dogfight target down three while improving a bomber to-hit by 3).  Gundam as noted in the rules 
above give fighters a bonus module (The doctrine is subject to renaming)



Fighter Mechanics:
There are two primary types of squadron available to players before Overtech is considered, the interceptor and bomber.  Interceptors primary engage their counterparts on the other 
side, while bombers attack larger enemy targets such as stations and warships.  Each fighter squadron has a simplified statline with a number of upgrade slots.  (In functional game 
effect, all fighters become functional Marduks modified by any advantage/disadvantage points you may have sunk into them)
All baseline fighter squadrons cost $40 and take 8 DI to build, and have two fixed modules and one multi-role module built into them.  Fighters don’t have HP like regular ships, but 
instead have a simple condition system to indicate the level of capability they have.  Fighter squadrons can either be Intact, Driven Off, Damaged, or Destroyed.  Destroyed fighters 
obviously cannot participate further in a battle and in fact may need to be replaced (and usually will need to be replaced).  Damaged fighters must return to an allied carrier for two 
turns to be returned to Intact status, while Driven Off fighters must return for one.  While these fighters are on their carriers they may of course rearm at the same time.  A squadron 
suffers a status change when they suffer hits equal to or above their Condition Threshold. A squadron with a number of hits equal to their condition threshold, while for each multiple 
of that threshold the condition of the fighter goes one step worse. This means, for example, a baseline bomber squadron is Driven Off when it suffers three hits from point defense, 
damaged when it suffers six points, and destroyed entirely by 9 points of defensive PD fire.

Dogfighting:
Dogfighting is a simple roll: A fighter rolls its dogfighting dice (a d20) in an attempt to damage an enemy fighter.  If the check itself succeeds they then roll a D6 to see what 
condition change they inflict.  1-3 is Driven Off, 4-5 is Damaged, and 6 is destroyed.  Dogfights, like regular ship to ship engagements, are rolled simultaneously, unless an engaging 
fighter has Range.  The number after a fighter’s dogfight value is its target number on the D20-so obviously, the lower the number, the better a fighter is at dogfighting.  This 
number can be modified by a couple of things, primarily Jammer and Dogfight modules.

Point Defense:
Point Defense, in contrast, must roll to hit fighters like regular weapons hit ships.  The base to-hit with point defense is 10+ on a D20 as modified by things like Wild Weasel and any 
other applicable traits (not Tracking).  Point defense fire is resolved after combat space patrol.  This number is improved by certain effects (fighter disadvantages) and reduced by 
others (fighter advantages, jamming).  Point defense hits are allocated by the defender-thus allowing the defender to select between concentrating fire on a few squadrons and damaging 
or destroying them, or spreading out hits to drive off more attackers. Each hit by PD inflicts one point towards Condition Threshold, with critical hits (nat 20s) inflicting two 
points.

Fighters are assigned one of three roles per combat turn.  After a turn deployed, they must return for refueling and repair.  This interval can be increased with items that give the 
Loiter trait.
The three missions are Combat Space Patrol, Space Superiority, and Strike.   As many fighters as you possess in a battle may be assigned to a particular mission.  If, for example, you 
have thirty squadrons of fighters and you want to assign them all to CSP, or to a Strike Mission on a single frigate...that is completely doable...and probably pretty terminal for that 
lonely frigate.

Combat Space Patrol fighters provide close-in protection for your ship squadrons, automatically driving off or destroying enemy squadrons on Strike missions.  Space Superiority 
fighters attempt to engage their counterparts and concentrate on destroying enemy fighter squadrons in the battlespace.  Finally, strike missions attempt to engage and destroy enemy 
warships.  Interceptors can be assigned to all three missions, while bombers are really only suitable for strike missions.  

In CSP, each assigned fighter squadron automatically drives off one attacking enemy fighter squadron, and rolls for the possibility of damaging or destroying it, supporting your 
defending point defense fire.

Space Superiority fighters roam the battlefield.  This is the “flexible” assignment, as these fighters will seek to engage their counterparts assigned to Space Superiority first 
and, when their counterparts are dealt with, attempt to support either CSP or Strike missions.  There is a wild card as this isn’t guaranteed-these fighters could be out of position 
to support an attack or guard a cruiser.  This availability is determined by a dice roll. 

In a Strike mission, bombers automatically attack enemy warships as a Torpedo attack, ignoring enemy evasion entirely and an innate Tracking bonus of 2, assuming they are not Driven 
Off, Damaged, or Destroyed.  Interceptors escorting these bombers have two missions, in order of decreasing importance:
-Countering enemy CSP squadrons.  For each escorting squadron, one guarding squadron’s automatic ability is negated and the two squadrons instead Dogfight 
-The second role escorting fighters have is suppressing enemy point defense batteries in the so-called “Wild Weasel” role.  Select munitions and jamming equipment can degrade the 
performance of point defense batteries at close range, as described in the Upgrade section.  Jammers and Wild Weasel can of course be on Bombers as well.

As a quick reference, the order of operations in the fighter phase:
-Allocate squadrons to missions
-Resolve Space Superiority combat
-Roll for surviving Space Superiority squadrons to other missions
-Resolve Combat Space Patrol
-Resolve Point Defense Fire against attacking squadrons
-Resolve damage against ships by Attack Dice.

Interceptor Statblock: $40 & 8 DI
2 Regular Modules, One Multi-Role
Condition Threshold: 2
Dogfight Value: 14

Bomber Statblock: $40 & 8 DI
2 Regular Modules, One Multi-Role
Condition Threshold: 3
Dogfight Value: 18
Ship Attack Dice: 5, Crit: D6

Upgrades:
Dogfight: -3 to Dogfight Target Number.
Ordnance: +3 to Ship Attack Dice
Ground Support: Enables fighters to attack ground targets.
Range: In combat against opposing fighters, allows you to resolve your attacks first.
Speed: Improves the Space Superiority roll to determine if your squadrons can redeploy.
Loiter: Grants your fighters an additional turn of combat before returning to rearm.  Fighter squadrons may improve condition from Driven off to Intact on a 4+ and then participate in 
next turn attacks without returning to a carrier.
Sensor: Improves Tracking by 1 for bomber attacks and reduces a fighter’s Dogfight value by 1.
Armor: Gives a save versus damage or destroyed results.  On a successful save, the damage is reduced to the next lowest Condition.  Only one armor save per squadron per fighter phase. 
(D6, 3+ to avoid damage, 5+ to avoid destroyed)
Jammer: Each Jammer module increases the to-hit for defending point-defense and enemy fighters against a fighter by +1.  This is pooled in strike missions.  Maximum to-hits apply. 
Assault Boat: Allows for Boarding Attack.
Wild Weasel: Reduces point defense fire against a supported strike by 20% (rounded to whole numbers of dice). Each additional Wild Weasel module’s effect is halved.
AWACS: Gives all fighters in a CSP or Strike Mission the trait Tracking 2. Max 1 per mission.
Extreme Environment: This adapts the fighter to excessively dangerous environments such as the atmosphere of pre-Change Venus, in close to a sun’s photosphere or close to a gas 
giant, underwater, etc.  This upgrade must be built into the base of the hull and cannot be slotted into a multi-mission module.

Overtech:
Each Overtech modifies fighters in some capacity by unlocking a specialized design.  These overtechs unlock their specialized fighter in different ways, consult the technology notes.

Velan: The biomechanical velan ecosystem produces significant numbers of low-capability worker caste drones, which can be grown for combat applications.  While not particularly good 
compared to a purpose designed fighter or bomber, they have the virtue of being extremely cheap and also have virtually no logistical footprint.  With greater integration of the velan 
ecosystem into warships, these drones are self-sustaining and replenish their losses.

Velan Drone: $30 & 7 DI
2 Regular Modules
Condition threshold: 2
Dogfight Value: 15
Ship Attack Dice: 3, Crit D4
Velan drones add a weight of .5 when integrated.

Prometheus: The Icarus project produced fighters slightly more capable than Marduks for a nominal price increase.
Icarus Interceptor Statblock: $45 & 10 DI
2 Regular Modules, One Multi-Role
Condition Threshold: 2
Dogfight Value: 12

Icarus Bomber Statblock: $45 & 10 DI
2 Regular Modules, One Multi-Role
Condition Threshold: 3
Dogfight Value: 17
Ship Attack Dice: 7, Crit D8

Xantech: The Open Palm Federation utilized an advanced hybrid fighter/bomber whose design and execution was easily replicable to states with sufficient background in Federation 
technology.  The OPF name for these craft roughly translated to “Blackbird” and like Project Marduk of twenty years ago, the name has stuck as a rough classification for the entire 
family of fighters that has been produced by states as diverse as COMINSTEL, the Dual Republic, and the Golden Commonwealth

Blackbird Statblock: $80 & 8 DI
3 Regular Modules, One Multi-Role
Condition Threshold: 3
Dogfight Value: 11
Ship Attack Dice: 8, Crit D10

Smart Matter: The unique properties of smart matter enable the ultimate flexible strike fighter package although the base stat lines of the design are not especially impressive.
Enoch Statblock: $55 & 8 DI
3 Multi-Role Modules*, Hostile Environment Upgrade Free.
Each Squadron may pick Interceptor or Bomber role prior to combat, giving them one of the two stat lines:
Interceptor:
Condition Threshold: 2
Dogfight Value: 12
Bomber:
Condition Threshold: 3
Dogfight value: 17
Ship Attack Dice: 5**, Crit D8

*Enoch multi-role modules do not have restrictions on what they can mount.

**In lieu of ship attack dice, an Enoch squadron may deploy a deconstructor ordinance package. They must still roll to-hit. Decon ord deployed by enoch squadrons do not increment in 
multiples like ship deployed ones do.

Sword: Fighters with a specialized hijacker upgrade. Golgotha has these.  Some other people may have acquired them.  There is not a normal unlock that can be easily acquired for these.

Drones but can initiate boarding action themselves. Sword Hijackers skip phase 2 of boarding, moving directly from ‘hull breach’ to seizing critical systems. Additionally, if they 
successfully seize a vessel, that vessel may be immediately deployed into the current combat, rather than merely rendered combat incapable or removed from it.

Sword Hijacker $30 & 7 DI
2 Regular Modules, 1 Hijacker Module
Condition threshold: 2
Dogfight Value: 16
Ship Attack Dice: 4, Crit D6
Sword Hijackers may integrate like Velan Drones. If they do, they add 0.5 weight.

Superbombers $150 and 20 DI
Superbombers have the parasite trait, and can be carried on external parasite racks or in hangars. Regardless, they function in all ways like fighters/bombers, notably having condition 
thresholds instead of HP. Superbombers are currently only available from the Republic of Gardenia for states that have at least one rank in their investment, though other crazy secret 
projects may develop them over time. 
Hangar Queen (2), Parasite, Armor*
3 Regular Modules, 2 Multirole Modules
Weight: 3
Condition Threshold 8 
Dogfight Value: 15
Ship Attack Dice: 18, Crit: D16
*Superbombers may roll armor against each hit they take per round. 

Space Combat Resolution:
Combat resolution in 2.1 is fairly straightforward.  Each side rolls off for speed and the winner picks the range, with the loser getting a +2 towards their roll next turn.  Dice are 
rolled for whatever weapons are in that range bracket, with Tracking and Evasion applied as required.

In a multi-ship engagement things are fairly straightforward.  Players take turns, starting with the defender, designating ships and declaring defenders (See the Pursuit trait).   This 
continues until one side runs out of ships.  The person with the remaining ships then may ‘pile on’ by assigning their remaining ships to attack engaged enemy ships.  In this case, 
the “free” ship enjoys a +2 bonus in the speed roll-off against the defender, which is obviously already engaged with another ship and can’t maneuver as freely.  When it comes 
time to resolve combat, a ship may actually fire at any ship they’re actually engaged with, regardless of whatever they began engaging, but cannot attack any other target.  

Let’s simulate a battle between two Iroquois class frigates, perhaps a rousing wargame between Commonwealth ships on deep range patrol. 

The moderation team determines the Lenape gets +1 tactics, her captain a bit more experienced than the Scythian’s.  This translates to a +1 bonus to Lenape’s Elusive and Tracking 
values. The side with a Luck bonus, if it exists, may add +1 to either Elusive or Tracking.  As a result, these are the relevant statlines going into the battle. Neither side has any 
particular bonuses to elusive or tracking at any range bracket (we are trying to keep this example simple after all).  Both ships have Point Defense (2), which increases the to-hit 
target for missiles by +2.  The base to-hit for all ships regardless of anything else is 10+ on a D20. This is modified by both Elusive and Tracking values. A roll of a 1 always misses 
regardless of bonuses, a roll of 17+ always hits (and a 20 always crits). These values are also applicable for fighters and for point defense batteries.

The Turn Sequence:
-Taking turns, nominate an attacker and announce a defender.  Remember ships with Pursuit may nominate their target instead of having the Defender declare.  When one side is done with 
ships, the other may allocate their remaining ships to any combat (“Piling On”)
-Roll opposed speed checks and determine ranges
-Allocate fighters to missions
-One at a time, roll for attacks & determine damage
-Resolve Fighter Space Superiority Missions
-Resolve Fighter Strike Missions 
-Resolve disengagement/morale
-Clean up for next phase.

Demo Combat:
Lenape: Elusive (6), Tracking (4),  Subhunter
Weight 2, HP 24, Firepower 2/3/2, Point Defense 2

Scythian: Elusive (5), Tracking (3),  Subhunter
Weight 2, HP 24, Firepower 2/3/2, Point Defense 2

Lenape wants to leverage its tactics bonus and stay at range, while Scythian wants to close and negate as much Elusive as possible.  As neither ship has the Torpedo Attack or Stand-off 
trait, we go right into normal resolution.  Round one, Lenape rolls a 25 for speed while Scythian a 36-clearly Scythian is spoiling for a fight, and selects (S) range.  Lenape gets a 
+2 to its speed check next turn.

Lenape attacks, and at close range there are no bonuses to Elusive.  With a Tracking (4) and Scythian’s Elusive (5), the base to-hit of 10+ is changed to 11+.(13+ for missiles)  Her 
two missile attacks roll a 19 and a 5, meaning one hit, beams roll 19, 20, and a 14, all hits, and ballistics score one on a natural 20 and a 2.  The 20s will translate to a critical 
hit.  In response, Scythian’s target number is 12+ (14+ for missiles), and rolls Long 20, 1, Medium 3, 3, 16, and at Short 17 and 7, for a total of 2 regular hits and 1 critical.  

The two crits are rolled against Scythian, translating to 3 extra damage, and Lenape suffers 3 extra damage from Scythian’s lone critical.

Lenape’s HP after one round is reduced from 24 to 18, and Scythian is down to 17.  Neither side has regen, so we go right to the next round of combat.

Lenape rolls a 31 for speed, while Scythian rolls a 24.  Lenape wants to open up the range to medium, so her superior tactics can reduce Scythian’s ability to damage her.  At medium 
range, there is a base +3 to evasive, raising the base to hit for Lenape to 14+ (16+ for missiles), and Scythian to 15+ (17+ for missiles!)

Lenape’s rolls at Long: 2, 2, Medium, 12, 1, and 5.  So all whiffs.
Scythian rolls a 16 and a 13 at long, and at medium a 20, a 16, and an 8!  Two hits, one critical, who’s captain is the veteran after all?  The crit adds two bonus damage, and Lenape 
is down to 14 HP.  Someone’s Gunnery officer might be getting a commendation in their jacket.

Round Three’s speed:
Lenape: 21
Scythian: 36

Scythian smells blood in the water, and closes again for a second close range exchange of fire.  The base to-hit values are the same as round one.  

Round Three’s fire:
Lenape: 13 & 6, at Medium 3, 9, and 1, and at short range 2 and 11.  That’s only good for two points of damage, neither critical.  Someone’s gambit may pay off.

Scythian attacks, rolling an 11 and a 16 for long range, at medium a 5, a 20, and a 19, and at short a 20 and a 2.  Yep, the gambit pays off.  The two crits deal an additional 6 points 
of damage, plus the regular 3.  Lenape is down to 5 HP, while Scythian is still at 17.  Lenape is in trouble, and her captain realizes it, acknowledging Scythian’s victory by taking 
the dogleg of the two ship’s patrol routes and sending over a case of beer for their consort’s crew.

This example is based on v.1 of the 2.1 ruleset.
Space Campaigns:
In order to get away from the concept of “doomstacking” engagements above a certain threshold will instead be resolved in a number of smaller engagements depending on circumstance 
and provided orders.  Each of these missions will have multiple methods of success and will occur sequentially in the course of moderation.  Ships deployed in one mission cannot be 
used in the next mission.  With combat resolution as relatively simple as it is, the intent is that a mod can consult with each player and resolve several such small missions 
sequentially in a single session of moderation via PM or IRC or Discord.

Example Campaign Engagements:
-Convoy Raid: An attacking force must engage and destroy convoy escorts in order to disable or destroy a resupply convoy.
-Objective Destruction: A key element of a system’s defense network must be disabled or destroyed.
-Objective Raid: A key enemy asset must be captured by clearing away the defenders and putting a brigade of troops aboard it.
-General Engagement: In order to clear the way, an enemy squadron must be engaged and destroyed.
-Picket Skirmish: Scouts sweeping for each other stumble into each other and fight it out in a astrographically “interesting” region of space.
-Planetary Assault: It’s time to engage the fixed defenses protecting the enemy target
-Carrier Strike: One side’s Pursuit ships attempt to run down the other’s carriers.  Will the close escorts be enough to hold off the enemy until reinforcements arrive? (Battle is 
timed, ‘defenders’ have limited direct-action ships to support the carriers)

A “campaign” may consist of 3-5 battles with the winner being determined by the moderator due to damage, mission victories, etc.  A partial result where both sides have met some of 
their objectives is entirely possible, in which case both sides could reinforce and engage again, or break off, etc.
Orbital Defenses
Orbital defenses have no movement stat and attackers can choose what range they wish to engage at.  They also have no Elusive base, but do have the Guardian trait and can either loan 
out a small amount of EW to defending ships or use it to make themselves a somewhat harder target to track.  On the other hand they have formidable firepower including a first strike 
Stand-off Attack, a bucket of HP with some Regen, and solid anti-fighter defenses.

Light: A small station, a networked platform of weapons platforms, and a sensor network. 
$500, 150 DI, 1 year to construct.
HP: 250 Firepower: 40 PD: 8, Crit D6
Tracking 6, Regen 5
Flak Barrage, Subhunter, Stand-off 1, Grace Under Fire 1, Guardian 5
Can support 5 squadrons

Medium: A battlestation and its attending support structure, along with a heavier cloud of platforms in support and a more robust detection network.  
$1000, 350 DI, 2 years to construct.
HP: 450, Firepower 60, PD 12, Crit D12
Tracking 10, Regen 10
Flak Barrage, Subhunter, Stand-off 2, Grace Under Fire 2, Guardian 10, Large Target 5, Deflector 2
Can support 10 Squadrons

Heavy: A capital defense or monolith station supported by a cloud of platforms and specialized defenses for engaging capital ships.  
$3000, 600 DI, 3 years to construct.
HP: 1000, Firepower 100, PD 20, Crit D20
Tracking 12, Regen 20
Flak Barrage, Subhunter, Stand-off 3, Grace Under Fire 3, Guardian 15, Large Target 10, Deflector 5
Can support 20 squadrons

Expeditionary Starbase
$2000 and 350 DI, 2 years to construct.
HP: 1000, Firepower 40, PD 8, Crit D8
Tracking 15, Regen 15
Flak Barrage, Subhunter, Tachyon Net, Stand-off 2, Grace Under Fire 2, Guardian 10, Large Target 5, Deflector 5
• Expeditionary Base (+200 weight to Expeditionary Formations)
• Provides a 1-2% of GDP discount to Xeno Investments when deployed in support of a relevant polity or sophont. May provide other bonuses at moderator discretion.
• Can support 10 squadrons of smallcraft.
• +10 out of combat stealth detection.
• 1 Modular Upgrade (chosen from the Orbital Defense Modifier list). Swapping a modular upgrade takes one quarter. 
• 1 Fixed upgrade (chosen from the Orbital Defense Modifier list)


Modifiers: These function in the same general fashion as the ground modifiers, adding traits to the stat block of a orbital defense element.  Light defenses gain one modifier, Medium 
two, and Heavy three.  Multiples may be taken.
-Ground Support: Various sensors, ground support weapons, and devices to support forces on the ground of the planet the defenses orbit.  Typically found over worlds like Elysium where 
multiple powers have significant holdings.
-Strategic Defense: A Spiderweb module.
-Anti-Capital Starship: Spinal weapons arrays shoot at big honkin ships.  Adds a special spinal weapon attack that attacks at any range bracket with a single roll to hit that does 30 
damage w/ Crit D12 if it hits.
-Sensor Grid: Basically a sensor array from 2.0.   +10 to detect cloaked ships, +5 Tracking.
-Iris Station: See Planetary Shields.
-Minefields: Minefields
Planetary Shields 
Planetary shields are Open Palm technology, rediscovered by Majestic and introduced to the great human civilization via several neutral, reliable states (the USA, COMINSTEL, 
Abruzzo-Beria and the NWO, plus the Fueglans). Modifications have been done to them to allow them to be constructed with Grid-standard technology, giving them the same effects as the 
Open Palm originals albeit with some penalties due to using a lower tech base. They count as an developed technology automatically due to this. 

Planetary shields come in three sizes: 
• City - nominal radius of effect of 50km (can cover a city, a shipyard/DI complex or the equivalent) 
• Territory - nominal radius of effect 500 km (can cover an entire territory) 
• World - nominal radius of effect 5,000 km (can cover an entire partition - a few can effectively cover a world) 

Planetary shields are powerful enough to deflect effectively any bombardment short of terascale kinetics or the equivalent, making them functionally invincible against known human 
weapons short of dropping a decent-sized comet on the planet. Planetary shields can be circumvented (General Veers, prepare your men for a ground assault) from outside of their area of 
effect, but otherwise entirely protect their contents. 

The downside to being the impenetrable aegis of civilization is that goes both ways; planetary weapons cannot fire into orbit through a planetary shield and civilian traffic likewise 
cannot pass. In addition, simply maintaining a planetary shield in active status costs significant resources. As such the following rules apply: 

• A City shield may protect up to $1000 worth of GDP, with every point of DI equating to $5 for these purposes. 
• A Territory shield may protect all the GDP and DI of one territory (including space territories, presumably in which case everything is consolidated to a number of closely-packed 
stations) 
• A World shield can protect the all the GDP and DI of an entire partition. 

• Ground troops may be landed outside a shield and fight under it, though sufficient World Shields to cover every Partition (min 3) on a planet will leave no 'seams' for planetary 
landings. Cruise missiles may also be fired under them, but a side-effect of the planetary shield is that nuclear and antimatter reactions are damped meaning strategic weapons will not 
function inside. 
• Aircraft under a planetary shield suffer dogfight/defense penalties. Don't want to hit the roof and go splat. 

• Planetary shields cannot be turned off and on at a whim; they take a minimum of one IC week to activate and bring to full power, or likewise to fully dissipate. 

• Every IC quarter (or part thereof) a planetary shield is active, the operator must pay the following: 
$10 for a City Shield 
$40 for a Territory Shield 
$100 for a World Shield 
• Additionally, due to agricultural losses, climate disruptions and severing of merchant travel, every quarter of a year a shield is up the controlling nation suffers a reduction in 
growth (.1% for a city shield, .25% for a territory shield, and 1% for a World shield)  and a 50% effectiveness penalty to DI. (GDP and DI loss is calculated annually in the next year) 

• Iris stations can be built in Territory and World shields; these are low-orbit stations in gravitationally-anchored fixed positions through which controlled holes in the shield can 
be opened. To negate the GDP/DI penalty, there needs to be one Orbital Defenses modification slot dedicated to Irises per level of Territory and World shield.  These can be on a single 
fortification or spread out between two in the case of a World Shield.

Constructing a City Shield costs $1500, a Territory Shield costs $2500, and a world shield costs $5000

Retirement of Forces:
When retiring warships you now have two additional options now besides simply discarding them or selling them off.
The first is mothballing. These ships are deactivated, but kept in basic spaceworthy condition to be returned to service in case it becomes needed. Ships that are mothballed take no 
upkeep and can be kept indefinitely (but, are potentially something that's valuable and stealable so maybe keep them somewhere you can keep an eye on them!) in 'cold' storage, their 
systems able to be reactivated in a reasonably short time frame.

To reactivate a mothballed ship, it requires 25% of the ship's build time (minimum 3 months) and 10% of the ship's original cost in $$$ to bring the ship back online, put crews back 
aboard, complete systems checks, etc.

The other option is scrapping. When a ship is scrapped, the still militarily useful parts of the ship are removed, sensitive equipment is removed, and then the remaining hull is sold 
off for conversion or its raw material cost. When deciding to scrap a ship, 20% of its original cost in $$$ and DI is recovered for use, and then the hull is sold off to the market-be 
it DDI, smaller scrappers, wherever. There is a chance these hulls could find their ways into the hands of those who want to cause mischief, but at the same time you do have all the 
paperwork proving you disposed of the ship legally, right?