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URSA MAJOR
COLONISER'S HANDBOOK
CONTENTS
Introduction Sequence ofAction
The Map Fighting
TeamStructure
Movement Startup
ResourcesTechnicalDevelopments
Time,Distance &Location
TerrainStructuresandBuildings
Economy ReconnaissanceVehicle andUnit
Statistics
SharePrices
SurveyingColonyMorale andRecruitment
Introduction
Humankind has finally worked out how to travel between the stars. Colonisation has become areal possibility, and mankind, being the sort of species it is, has engaged in sometimes violentcompetition over the resources of newly discovered worlds.
This game is about the colonisation of the third planet of the Dubhe system (known as NewEdo). There are a number of human groups wishing to colonise the habitable and resource-richthird continent.
The continent is broken down into a series of areas - each with its own map. Player teams willcontrol a single map to start with and explore additional zones in search of resources. Theirmaps will generally be on different tables. The relationship between these tables is shown on amaster map of the continent.
Players will not be entirely free to act as they wish, however.
Their expensive colonising technology and the cost of the trip to New Edo have been funded bytheir parent company or government. These parent organisation will be expecting a return.
Successful teams will be those who are able to function well as a team, and plan, delegate andnegotiate well.
Those of you with time and enthusiasm, and internet access can find out a lot more about theUniverse in which this game is set at www.pastpers.co.uk/universe .
We hope you enjoy a grand day out on New Edo.
John Rutherford and Jim Wallman
October 2000
http://www.pastpers.co.uk/universehttp://void%280%29/http://www.pastpers.co.uk/universehttp://void%280%29/7/21/2019 Colony Creation Game
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Team Structure
Each team has the following three key members:
Chief Executive In charge of the team.Responsible to the home government orowning mega-corporation for the wellbeing and efficient operation of the
colony.
Head of Resources andPlanning
Assists the CE in planning the growth ofthe colonyManages the effective use of itsresources.Organising exports
Security Chief Ensures that the colony is protected andits area secured from hostile or criminalelements.
Defines security policyReports to owning corporation onsecurity of the colony.If there is no Chief Surveyor, the SecurityChief is expected to co-ordinate surveyactivity.
If there are more than three players then one could usefully add these important roles:
Head of Internal Affairs Responsible for reporting to the homecorporations (in addition to any reportsthe CE makes) and to act as an internalauditor.Responsible for keeping track ofcolonists morale.Responsible (with the CE) fornegotiations with other colonies.
Chief Surveyor Responsible for planning and conductingresource surveysResponsible for organising miningactivity.
Exploring and mapping
Players might choose to rearrange duties, though there should always be one player who isChief Executive or the equivalent.
Time, Distance And Location
The scales are deliberately vague however, if you want to get a sense of the time scale thisgame represents, think in terms of each turn being around 100 days.
This means, using the Universal Time system, that there are about 4 turns per year.
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All the colonies are on the same continent, because this is where orbital surveys have indicatedthe greatest likelihood of a high concentrations of Red Mercury and other suitable minerals.
Economy
There are a number of valuable things that can be found on the surface of new Edo, and thecolonists have the technology to exploit these quickly and easily.
1. BIOMASS (Food and a raw material for other things). BIOMASS is collected most usually
from the jungles by mobile Biomass collectors and processed in factories.2. RED MERCURY (Essential for advanced technology). This has to be extracted from the
ground from certain suitable sites.3. MINERALS (The continent is rich in useful minerals). These can be extracted from
suitable mineral-rich sites.
Share Prices - NEW EDO STOCK MARKET
Player teams represent a subsidiary (that is a wholly owned subdivision) of a much biggercompany this parent is represented by the Umpires.
You should be careful to treat the parent company as a real entity that can both reward goodperformance and penalise poor performance.
Whilst the Board of the parent company usually realise that immediate profits might not bepossible, failure to export after a reasonable period of time might result in the colony be closeddown as unprofitable.
A regular series of shuttles will land near the colony, and the team can decide how much oftheir surplus they export.
The more they export, the more well disposed their financial backers will feel towards them andthe more likely they are to provide additional support, such as professional military support, orimproved technology.
Each turn, the Team Control calculates and gives a move number to Game Control who keeptrack of the share levels. Factors that might influence share prices are:
1. Export Production levels all material can be exported and levels might be higher ifexports include unusual, valuable or unique items.
2. Quality of Management good administrative procedures, regular reporting to the parentcompany, rapid and effective response to problems.
3. Diversification the extent to which the company protects itself from catastrophe byavoiding putting all its eggs in one basket e.g. by building extra cities, redundantsystems.
4. Vision the extent to which the company has a clear and well-explained idea of its ownfuture plans, and is able to promote a common purpose and boost morale with
teambuilding and use of symbols.
Of course, none of this is a precise process, and so there will also be some small randomfluctuations caused by external factors in the interstellar markets. The overall share values ofeach company will be posted for all to see each turn.
Sequence Of Action
Each turn will take 20 minutes to process. It is essential that you think and plan ahead andthis will only be possible when teams delegate and divide their effort between themselves.
Typically we will conduct activities in this order:
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1. Game Control Announces next turn. Share prices posted.2. Player teams plot movement, and place moveable units on the map where they want them
to go, in this order:
a. Place units on your home map.b. Place units on the next adjacent mapc. Place units on the next furthest map - and so on until youve placed all your units. Once
deployed there should be no further movement unless combat occurs.If there is likely tobe a conflict, players may be asked to write down their deployments in advance.
d. Place units under construction this turn on the factory concerned.
1. If a combat or conflict arises, work it out now (EXCEPTION: Flyer overflights must beresolved immediately they occur)
2. Team works out production/gathering of resources (supervised by team control)3. Work out new builds or construction.4. Team allocates resources for export (if any) and passes them to team control.5. Team Control gives share move value to Game Control.6. Team control reports the results of surveys to the players.7. Routine Company shuttle lands with potential immigrants and to collect exports.
Movement
Because each turn represents a considerable period of time, we do not have unit movement inthe conventional sense. Instead, each turn has a deployment phase, in which units areallocated to parts of the map (see above)
In the event of an emergency or the unlikely event of combat, units can be re-deployed instages, according to their agility and the intensity of the combat or emergency.
In theory it might be possible for every unit on the planet to assemble for a single huge combatin one turn though there might be very good reasons why players might not want to do this.
Terrain
There are a number of different types of terrain that will be shown on the map zones. Each typehas different characteristics:
Type of Map ZoneVolume of
Biomass
Chanceof
Minerals
Chanceof Red
Mercury
OperationalDifficulty
Jungle Abundance Average Low Moderate(x2)
Savannah Some Average Average Easy
Marsh Lots Low Low Moderate(x2)
Lake / Ocean Some Low Negligible Hard (x3)
Escarpment Little Excellent Average Hard (x3)
Mountains Little Good Good Hard (x3)
Regolith / Desert None Good Excellent Moderate
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(x2)
Operational Difficulty means the effect that the terrain has on activities.
Easy Everything takes the normal amount of time
Moderate Double the time taken to do things in this terrain
Hardx3 time taken to do things
The effect of the chance of results will be reported by Team Control depending on survey teamactivity.
Reconnaissance
Players may visit other maps on foot or in a ground or air vehicle. Players will be individuallyrepresented by a marker or flag - and when moving around the exact location of a player mustbe indicated.
This may result in some personal risk (local Team Umpires will inform you when this is likely).
You can also send flyers to check out other areas without a player in attendance.
Information you can gather is as follows:
You can always stand and look at another teams colony layout if you are on the samemap (unless forced to withdraw by their security teams).
If you have a flyer and manage to overfly their base, you may look closely and do thingslike count numbers of counters etc.
Fake testing:
If you move a unit within the same map zone of them, or overfly, you may demand a test on upto 2 structures per turn to see if they are fake. Roll 1d6 score 5 or 6 and the owner MUST saywhether it is fake or real.
Attacking a structure will always reveal whether it is real or fake.
Surveying
Survey units can survey any zone, sometimes several times per turn. It depends on theoperational difficulty of the zone the number in the table below is the number of attempts at a
survey you can do in a turn.OperationalDifficulty
Survey Team ATV Survey
TeamFlying Survey
Team
Easy 3 4 4
Moderate 2 3 4
Hard 1 2 3
Players will say whether the survey attempt is looking for Red Mercury or Minerals for eachattempt.
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Results will be reported by the Team Control and will be one of the following results:
Definitely YES you found a potential mining site of the type you are looking for at co-ordinates that will be given to you by the Team Control. Once you install an extraction unit, youwill be told how much can be extracted. A definite YES does not rule out the possibility thatmore than one site of the type you are looking for might exist. You can keep looking until youget a definite NO to be sure.
MAYBE there might be something here, but the survey team cant be sure. You can tryanother attempt if you have one in the same turn - or on subsequent turns otherwise.
Definitely NO There is positively no potential source of the type you are looking for in thiszone. You might as well give up looking.
The Map
Each map represents a segment of the Main Continent. This will typically be divided into 16-25zones, which are used to help administer the economic system.
Typical Startup Resources
Unless detailed otherwise in your team briefing, the initial landing will have the followingbuildings and resources:
Command CentreStructure Manufacturing Centre
Biomass FactoryPower Plant2 Habdomes (and the 10 colonists that go with them)1 Construction vehicle1 Security Team1 DPSR Link25 xBiomass, 15 x Red mercury and 30 x Minerals
OPTIONAL EXTRAS: Choose any Two of the following:
Security TeamSecurity TeamSurvey Team
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Survey Team1 Power Plant1 DPSR Link1 Habdome1 Bulk Carrier1 length of security perimeter fence
Players can lay out their initial base how they please to start with. Bear in mind that the layout,once placed cannot be easily changed. Think carefully about this.
Structures and Buildings
The sequence of construction is:
First Turn : Build Prefabricated Structure at the Structure Manufacturing Centre (SMC). It canbe stored there on subsequent turns if required. (EXCEPTION: DPSR Link and Security Perimeter whichare not made at and SMC)
Second Turn : Load on to construction vehicle and move to site. If the site is on the same map,assembly can take place this turn.
Third Turn : Assemble structure on site.
Structures MUST be linked to nearby structures by data/power/services/road (DPSR) link towork.
Structures in direct contact may be assumed to be linked.
Structures must be assembled by a construction vehicle.
Advanced Structures listed below cannot be built until you receive the plans from your homecorporation (or equivalent) and they will only invest in this way if they feel your colony isprofitable.
Dont expect to access all the advanced structures in the course of the game.
Costs of constructing structures are expressed in terms of Biomass, Red mercury and Minerals(consumed when the structure is first made in prefabricated form at the SMC)
Other requirements are Power and Colonists - these are represented by counters, which mustbe placed on the structure. Insufficient power or colonists means that the structure isn'tfunctioning.
StructureCosts
tobuild
Time tobuild
Power /ColonistsRequired
What it does
Basic Buildings
You can select from this list from the inception of the colony
AutomatedMining Unit
1B
2R
3M
1 1P
1C
Allows mining of mineralsor Red Mercury at a rateof 3 per turn until the mineis exhausted. This must belinked to the processingcentre by a DPSR link
BiomassProcessing
2B 1 2P Central collection andprocessing point for Raw
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Plant 1R
5M
2C Biomass into usablematerial. The collectionvehicles are factored in,and it can collect biomassfrom anywhere within itsmap zone or zone that itcan track a route to via aDPSR link
Collection rates are:
Abundant = 30,
Lots = 20,
Some/Little = 10.
A zone can only supplybiomass for a limited timebefore it is stripped.
The amount of biomass ina given zone is marked onthe map.
CommandCentre
0B
1R
5M
1 1P
1C
Allows communication offworld and on-world.Players will be able to usea radio on an open net.
This is an essentialelement of each colony,since it represents yourmain headquarters. Dontlose it.
Data/Power/Services/Road(DPSR) Link(approx 20cm)
2B
0R
2M
Doesn'tneed to
bemadeat anSMC
0P
0C
This links buildingstogether, and provides aconduit for materials ofvarious sorts. Allowsbuildings etc to functionproperly.
Fake Structure 1B 1 0P
0C
Can be made to look likeany standard structure.
Flyer Factory 1B
1R
10M
1 2P
2C
Allows the manufacture of
all flying vehicle types.
Guard MissileTurret
1B
1R
2M
1 1P
0C
Provides fixed defencesesp. against air units.Defends its own mapzone.
Guard SCATurret
0B 1 1P Provides fixed defencesesp. against ground units.
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2R
1M
0C Defends its own mapzone.
HabDome 1B
0R
2M
1 1P
10B perturn
Provides habitation for 5Colonists.
Power Plant 0B
1R
2M
1 0P
0C
Provides 10 power to thecolony.
Securityperimeter(approx 20cm)
0B
0R
2M
Doesn'tneed to
bemadeat anSMC
0P
0C
May not be crossed byvehicles or foot.
StructureManufacturingCentre (SMC)
1B
1R
10M
1 2P
2C
Allows the manufacture ofprefabricated versions ofmain structures listedhere. It is essential formaking buildings.
Prefabricated buildingsmade by an SMC can bestockpiled prior toassembly by aConstruction Vehicle.
TrainingCentre
2B
2R
5M
1 1P
2C
Converts Colonists intosecurity teams and surveyteams
VehicleFactory
1B
1R
8M
1 2P
2C
Allows the manufacture ofall surface vehicle types.
Warehouse 2B
0R
3M
1 0P
1C
Can store, in reasonable
security, up to 20prefabricated buildings orthe equivalent. (Otherwisestructures awaitingassembly are open to theelements, sabotage orother risks).
Structure What it does
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AdvancedStructures
(Only when blueprints released from Corporate HQ -see 'tech development' below)
Advanced AMU Double the extraction rate from a normal mine.Increased extraction efficiency means that it cancontinue to extract from a depleted mine at a rate of 1per turn after it is depleted.
AdvancedCommCen
Allows players to talk privately when they wish.
Advanced PowerStation
Power output is 20
BiologicalResearchStation
Conducts pure research into the local flora and faunaand native biosystems. Not much direct economic valueto this though. In fact its a bit of a waste of time. Iwouldnt bother if I were you.
Commercial
Zone
Open air trading area, shops etc. Improves Colonist
Morale and increases values of exports. Can only bebuilt if the colony has a Biosystem Safety Certificate
Deep Cover Digging underground bunkers for a building. Makes thetype of building invisible to recce. Also provides somecover against attack (+5 hit points).
The existence of a building cannot be hidden.
This must be built before the building it houses. Needsa construction vehicle to do it.
Education &Training Facility Maintains and improves colonists skills. +1 to colonistmorale
Farm Feeds 5 colonists permanently.
Can only be built if the colony has a Biosystem SafetyCertificate
Hi-Density Hab-Dome
Provides habitation for 10 Colonists.
HSDconstruction
facility
An orbital facility. Must have Industrial Unit, TechCentre and Orbital Trading Station first. Does not
require construction vehicle. Requires some colonists tomanage. Has internal power and is supplied fromplanetside. With a shipyard and HSP allowsconstruction of interstellar ships.
HyperlyniumSynthesis Plant
Must have Industrial Unit and Tech Centre first. Allowsthe construction of Hyperspace Field Generators(HSFG). It takes 1 turn to make enough Hyperlynium tomake one HSFG
Industrial Unit Allows construction to happen more rapidly an SMCon the same map can make any structure in 1 turn.New structures may become available.
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Medical Centre Retains colonists health at a higher level. +1 to colonistmorale
Military TrainingCentre
Must have Industrial unit and Tech Centre first. Allowsproduction and training of military grade ground forcetroops and vehicles (not Pacifiers or Marines though).
Militia Armoury Permits the arming of all colonists in the zone as apeoples militia in time of crisis. Obviously if the militiaare called out, all other functions of the colony cease.The colony must also stop work for one turn initially, toorganise basic training to allow colonists to be armed.
Orbital Shipyard Does not require construction vehicle. Requires somecolonists to manage. Has internal power and is suppliedfrom planetside. Allows construction of orbital shuttles,small interplanetary ships and Starship Marines.
Orbital TradingStation
Must have spaceport first. Does not requireconstruction vehicle. Requires some colonists tomanage. Has internal power and is supplied from
planetside. During construction all exports are reducedby 50%. Once constructed DOUBLE value of allexports.
RecreationDome
Pleasures 40 colonists. +1 to colony morale
Residential Zone Open air housing for 30 colonists. Improves colonistmorale. Makes habdomes obsolete (so once you starton these colonists wont live in habdomes any more).Can only be built if the colony has a Biosystem SafetyCertificate
Security Station Provides internal security and policing equivalent to 6security teams (see Colonist Morale & Recruiting)
Shuttle LandingField
Increases the efficiency of shuttle activity allowsexports and imports to be made more effectively. Add30% to value of all exports.
Spaceport Must be an upgraded Shuttle Landing Field. Massivelyincreases exports efficiency. Add 60% to value ofexports.
Technology
Centre
Allows technologies to be accessed without reference
to the home corporation.
Instant access to plans for all available options forvehicles and structures.
Space DefenceSystem
Can shoot down military flyers, shuttles, and attack loworbit shipping or orbital facilities.
Population growth occurs mainly by immigration. There is therefore as much population asthere are habdomes to support it. Colonists arrive/leave on the Company Shuttle.
Damage to Structures
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Basically, if the enemy has unrestricted opportunity to attack your base, in the 100 days of agame turn they can do extensive damage and destroy many buildings. In the combat sectionbelow, the table will show how many structures a unit can damage in a turn of trying. Units thatfought against defending units in a turn cannot attack buildings in the same turn. A buildingdamaged twice is deemed destroyed.
Deconstruction
Most structures can be dismantled and moved by a construction vehicle. Obviously it loses itsfunction, and it takes 1 turn to deconstruct, and 1M and 1 turn to rebuild at the new site.
(EXCEPTIONS: DPSR link, shuttle landing fields, spaceport, pleasure dome, farm, deep cover).
Vehicle & Unit Statistics
Vehicle(s) Cost Build
timeMovement
AgilityPop
Requirement What it does
Basic Units
AirTrans 2B
2R
3M
1 Flyer 1C Can transportone foot team byair.
Bulk Carrier 1B
0R
1M
1 Lumbering 1C Can transport 20units of anytype. Or 2 footteams.
ConstructionVehicle
1B
0R
2M
1 Lumbering 1C Assemblesprefabricatedstructure kitsand buildscertain items.Capacity 1structure.
Piloted Flyer 1B
2R
2M
1 Flyer 1C More effectivethan RPV.
PilotedSecurity Flyer
2B
2R
2M
1 Flyer 1C
1 Sec team
Armed flyer. Asecurity team isneeded as crew.
RepairVehicle
1B
0R
2M
1 Lumbering 1C Can repair damagedbuildingsquickly.
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RPV Flyer 0B
2R
1M
1 Flyer 0 Useful forsurveying theterrain for new Ror M mines.
Security ATV
1B
0R
1M
1 Agile 1C TransportsSecurity Team
Security GCV
1B
0R
1M
1 Mobile 1C
1 Sec team
Heavily armedcombat vehicle.
A security teamis needed ascrew.
SecurityTeam (foot)
1B
1R
1M
1 Mobile 1C Defends colony.Counts as anextra colonist.Can only be
made in atraining centre.
Survey team(foot)
0B
0R
1M
1 Mobile 1C Detects siteslikely to be goodfor R or Mmining.
Survey TeamATV
1B
1R
1M
1 Agile 1C Detects siteslikely to be goodfor R or Mmining.
Vehicle(s) What it does
Advanced Units
(need technology import from Sponsors)
AdvancedSurvey Team(flyer)
Can find mining sites that may have been missed bystandard survey teams.
In an unsurveyed area they have a higher chance offinding normal mines. New Deep mines require aconstruction vehicle to spend 1d6 turns digging out beforethe Extraction Unit can be deployed.
Heavy Airtrans Can transport 1 vehicle of any type (with its contents). Or3 foot teams
Riot Squad Can capture rather than kill. Very effective at keepingorder in the colony. Not very effective in conventionalcombat.
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Transformer This is a method of converting a vehicle so that it appearsto be a different type. For example, you might convert aSecurity GCV to look like a Bulk Carrier. The disguise isundetectable until they transform. Transformation takestime, so they cannot be used to shoot someone withoutwarning or the opportunity to move away.
Demanufacture
Vehicles can be scrapped. This is an activity conducted at the Vehicle/Flyer factory and takesone turn.
You recover half their mineral value (rounded up) or 1M whichever is greater.
Colony Morale & Recruitment
The colonys morale is significant because it affects the population.
In any turn that you are recruiting more colonists to fill new habdomes, roll 1d6 for the numberof colonists that arrive that turn.
This is modified:
-1 for each colonist or security team lost at any time during the last turn.
-1 if the colony is chaotic. This means that there is insufficient law and order. If the colonyhas less than one security team (or the equivalent) per 20 colonists allocated to internal securityonly (i.e. not wandering about the place picking fights with other colonies), then the Saturdaynight bar fights get seriously out of hand.
-2 if the colony is deemed demoralised. The team control will warn you if this is likely tohappen but you can probably work out for yourselves what is likely to make the colonydemoralised.
-1 if the colony is deemed to disadvantaged. The team control will explain if this hashappened usually if life in another colony on the planet is substantially better than in yourcolony)
Because immigrants arrive on ships, the die roll, once made, cannot be unmade. If the resultantscore is negative, it means that this number of colonists leave.
If you recruit more colonists than you have space for, the unaccommodated ones leaveimmediately (you cant save them up!)
Fighting
Unit(s)
CombatPower
DefensivePower
Movement
Agility
Number ofbuildingsdamagedper turn
VsGrnd
VsAir
AirTrans 0 0 2 Flyer 0
Bulk Carrier 0 0 6 Lumbering 0
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Construction Vehicle 0 0 6 Lumbering 0
Ground Force GCV(1) 15 6 12 Agile 20
Ground Force Section(1)
12 6 10 Agile 12
Guard Turret 8 2 10 Fixed 8
Military Pacifier (1) 10 20 12 Flyer 20
Missile Turret 2 8 10 Fixed 4
Piloted Flyer 0 0 1 Flyer 0
Piloted Security Flyer 1 1 1 Flyer 4
RPV Flyer 0 0 1 Flyer 0
Security All TerrainVehicle
2 1 2 Agile 4
Security GroundCombat Vehicle 4 1 6 Mobile 8
Security Team (foot)or Peoples Militia
2 1 2 Mobile 4
Starship MarineSection (2)
10 2 10 Mobile 10
Advanced Units
Advanced Survey
Team
0 0 1 Flyer 0
Heavy Airtrans 0 0 4 Flyer 0
Riot Squad
1+ 0 3 Mobile 0
(1) Military and certain specialised units cannot be built only imported.
(2) Riot Squad can KO and capture units on foot rather than kill.
DECOY UNITS
Each team is permitted to create 3 decoy units. These are marked on the back clearly asDECOY and can be of any mobile type.
However, once called out in a combat, the real nature of the decoy must be revealed and thedecoy unit is removed from play that turn.
It can be returned to play again the next turn.
COMBAT SEQUENCE
If two (or more) colonies have forces in a given map zone, they may choose to face off. Eachplayer can add to their forces until their opponent is ready to fight, or backs down.
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The order in which forces can be added are:
1. Flyers on the same map2. Agile units on the same map3. Mobile units on the same map4. Flyers on any other map5. Agile units on the next adjacent map6. Mobile units from next adjacent map7. Lumbering units from the same map8. Everything else that can move9. Any units manufactured this turn
SPECIAL RULE: Transformers can join the action by transforming on the phase they wouldotherwise join in, and actually joining in on the next phase.
It goes like this:
Player 1"You leave"
Player 2 "No, you leave"
Player 1 "No"
Control "This is a face off player 1, will you up the ante?"
Player 1 "Yes" moves all three of his security teams on the same map.
Control "Player 2 back down or up the ante?"
Player 2 "Up the ante" moves two security teams in.
Control "Player 1, up the ante?"
Player 1 "No, Ill fight"
Combat is then resolved. In this example, Player 2 is forced out of the zone.
COMBAT RESOLUTION
Total the combat power and defensive power for each side.
Air combat power can be used if there are any air units on the opposing side.
Ground combat power can be used if there are any ground units on the opposing side.
If the defensive power is exceeded then that force must withdraw into the next zone.
If the defensive power is exceeded by a factor of 2 or more, that force must withdraw to the nextmap.
It is possible for both sides to be forced to withdraw.
Losses
Roll 1d6 for each unit in the fight
Winner score 1 for it to be destroyed
Loser score 1 or 2 for it to be destroyed
+1 to die roll if regular military unit
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If a destroyed unit has a C value then lose a colonist as well.
Tech Development
There are no new technologies created during the game (or at least very few).
However the better technologies are expensive to import to the colony and the corporatesponsors want to know that their investment will be worthwhile before allowing you to deploy thehigher tech stuff.
Some technologies (such as the farm) cannot be deployed straight away because of theinvestment needed in analysing the local biological conditions.
This is simulated here by an analysis of the exports each team makes to its patrons. Dependingon how successful at exporting you are perceived to be, you will be awarded technology credits.These can be traded between teams.
You can use technology credits to access the following technologies:
Technology Tech Credit
Value
Advanced AMU 9
Advanced CommCen 4
Advanced power plant 1
Barracks 100
Biological Research Station 7
Commercial Zone 20
Deep Cover 30
Farm 20
Heavy Airtrans 2
Hi-density habdome 8
HSD Factory 150
Hyperlynium Plant 150
Industrial Unit 60
Medical Centre 11
Militia Armoury 5
Orbital Shipyard 120
Orbital Trading Station 50
Recreation dome 15
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Residential Zone 20
Riot Squad 10
Security Station 6
Shuttle Landing Field 2
Space Defence System 150
Spaceport 17
Technology Centre 75
Training Facility 12
Transformers 20
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The Universe(of Starship Marine, Cruel Void and Hellfire) is Jim Wallman 1996-2005. You may freely use this material in other games,works, websites etc for your personal entertainment - with appropriate credits as to authorship and copyright. It may not be resold or distributedwith any publication for sale without the express permission of the copyright holder.
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