VII Legio
VII Legio Rulebook
Table of Contents
Table of Contents
- PART ONE: RULES FOR THE U.C. (COMMANDING OFFICERS)
- 5) Military Rules of the Space Arm
- PART TWO: RULES FOR THE S.C. (SPACE COMPUTER)
- S.C. RULES - ADVANCED LEVEL
PART ONE: RULES FOR THE U.C. (COMMANDING OFFICERS)
1) General Introduction
VII Legio is a role playing game, that is, a game in which the participants step into the shoes of characters whose physical and psychological characteristics are chosen by the players themselves. These characters, Commanding Officers (Ufficiali Comandanti, U.C.) of starships serving in the VII Legio of the Solar Republic, move in a space of which they know neither the characteristics nor the size itself. Their aim is to explore this space, thereby gaining various points which will allow them to have ever more powerful ships under their orders.
All the action is purely theoretical, each player having at his disposal only paper and pencil to write down the coordinates of the routes he wants to follow and the elements of various importance met during his own or others' movement. On separate preprinted sheets each commander records the number and type of elements that make up his ship's equipment (individual weapons, ship's weapons, scientists, tanks, etc.).
A separate player, referee and game conductor, will physically follow the movements of the various starships on a map, prepared beforehand and in secret, using coloured pins (SHIP MARKERS). If the declared routes meet space hazards or inhabited planets, he declares it, bound by a series of information taken from the "computer sheet" and from the "encounter guide", as a function of the dice rolls. The Space Computer (this is the definition of the game director) will also carry out all the activities concerning the aliens, when the legionaries come into contact with them.
The rules written in the two rulebooks, one for the Space Computer and one for the Commanding Officers, are deliberately discursive, being essentially outlines on the basis of which the players know how to behave. If this behaviour conforms to logic and does not violate the limits set by the rules, the Space Computer itself decides, without appeal, whether it is allowed.
VII Legio can be played by three to seven players, but their number can be increased simply by adding more pins on the map held by the judge.
NOTE - All outcomes of the various activities are indicated by a series of tables held by the Space Computer. To find them it is enough to cross the result of a roll of a six-sided or ten-sided die (called in the rules a random or fortuitous outcome) with the elements considered at each point in the game (difference in value in a combat, alien technological level or alliance factor).
Note: VII Legio can be played at two levels of difficulty, easier (basic) or harder (advanced). In the first case there is a ruleset (called "exploration of inner space"); in the second, additional rules are included (the ruleset is called "exploration of outer space"). This holds both for the rules intended for the U.C. and for those intended for the Space Computer.
How to play
VII Legio is played by moves. In each move there are as many turns as there are players, who act one after the other. The general order of succession of the turns is established, before starting to play, with a die roll or by agreement among the players themselves.
Scheme of moves
1st Move - 1st turn of the 1st player; 1st of the 2nd player; 1st turn of the 3rd player; etc. 2nd Move - 2nd turn of the 1st player; 2nd of the 2nd player; 2nd turn of the 3rd player; etc.
How to win
In the normal version the winner is declared to be whoever first, having climbed the whole hierarchical ladder, reaches the rank of Fabius, that is, becomes commander-in-chief of the Legio.
In the timed version, a certain number of moves having been set at the start according to the time available, the winner will be declared to be whoever, in the last move provided, has reached the highest rank. In case of equal rank, whoever has the greatest number of points wins. The victory of whoever first reaches the rank of Fabius, if this happens within the set limits, is of course always provided for.
Equipment of each player
The Space Computer has:
- 1 Tabula spatii (to be placed in the screen box) on which to draw the map of the zone to be explored.
- 2 coloured pins for each player.
- 1 pin representing the alien ship.
- 1 Operations Tables sheet.
- 1 Space Computer Information Sheet.
- 1 Encounter Guide.
- 1 Space Computer Rulebook.
- 1 six-sided die.
- 1 ten-sided die.
Each Commanding Officer has:
- 1 Ship construction sheet (to be filled in).
- 1 blank sheet on which to write routes and useful notes.
A U.C. Rulebook is also available to all the Officers.
Note: To avoid premature disappearance of the players, the Officers, in the whole game, NEVER directly carry out any activity (that is, they do not go down to the ground, do not fight, and so on).
2) The History of the VII Legio
In the year 1781 P.S. (Post Stragem) the VII Legio was founded. It was part of the SPACE ARM (A.D.S.), whose tasks, in general, were to act within the galactic zone over which the SOLAR REPUBLIC (R.S.) extended its influence. Organized on the spirit of the pre-"Strage" republican Roman army, the A.D.S. was divided into legions, each with different tasks: I Legio (Praetorian) for close defence of the solar system, X Legio for repression on rebel planets, III Legio for patrolling the borders of hostile systems, and so on.
The specific task of the VII Legio was to explore the sectors of the galaxy that were unknown and not claimed (at least officially) either by the R.S. or by other neighbouring regimes. In these sectors, delimited from time to time, the Legio is transferred via HYPERSPACE GATES. The exploration proper starts from a base-planet whose position, in relation to the zone to be explored, is unknown.
The hierarchy of the VII Legio is defined by 5 ranks: Decurio, Centuno, Proconsul, Consul and Fabius. Depending on the rank held, each U.C. is entrusted with a ship, whose power is higher or lower in relation to the rank. The equipment of each ship, on the other hand, is left, save limits imposed by the particular characteristics of the ship itself, to the free choice of the U.C., who will fit it out according to the needs of the moment and his own individual characteristics.
ATTENTION: the "Legend of Abbreviations" is found at the end of the rulebook.
3) Rules of the Space Arm
Section: Exploration voyages in unknown inner sectors
ACCESS: COMMANDING OFFICERS. SHIP TYPES: FROMBOLA, GLADIUM, SPATHA, HASTA. BASIC LEVEL. SECRET.
3A) The purpose of the exploration
The development of the R.S. is proportional to the development of knowledge. New scientific or geographic knowledge, subjugation of alien populations of lower civil level, or alliances with aliens of equal and higher intellectual level are the necessary basis for solar progress. In consideration of this, each U.C., once he has passed a minimum score given by these activities, may advance in rank, also receiving the licence to command a ship of a higher level. Naturally, once this coveted reward is obtained, the U.C. will set out again for new and more dangerous missions with a score of 0 points.
The checking of the points obtained will be carried out by a MISSUS of the R.S. from the base-planet, to which one must therefore necessarily return every time a promotion is claimed.
3B) Calculation of obtainable points
Especially with FROMBOLA-type ships, whose potential is fairly low in relation to the risks that may be met on the various planets, points are normally collected through a fast wide-range exploration. For every planet sighted and never discovered before, the R.S. grants the U.C. of any rank 2 points. More points can be obtained, at any level, by landing on the sighted planets and happily carrying out the missions foreseen and communicated, from time to time, by the S.C. How many points are obtainable is written on the ENCOUNTER GUIDE.
It must however be kept in mind that, in relation to the degree of responsibility which the R.S. recognizes according to the rank held by a U.C., the level of the ship must be subtracted each time from the scores obtained (for example the SPATHA has level 2). The level of the ships is written on the ship-sheet. Loss of points is also provided for, based on E. killed or due to emergency returns (see par. 3a and 3c). The points obtained or lost must be recorded on the ship-sheet, in the appropriate space.
3C) Preparation of the ships
Every time a new ship is entrusted to him, at the beginning of operations as at every promotion, it is the specific duty of each U.C. to equip it in the way he considers best and most suited to his own character and to the missions he intends to carry out. Save certain limits dictated by the size of the ships and by the experience of the Legio, shown on the ship-sheets under the heading particular characteristics (min = minimum, max = maximum), how to fill the number of container-spaces of each ship (FROMBOLA = 10, GLADIUM = 16, etc.) is left to the discretion of each commander.
Once the diagram has been filled in with the number of components inserted, this can no longer be changed in flight. Any number of elements may instead be replaced, or reinserted in case of damage suffered, once back at the base planet, always remaining within the maximum number of spaces. This return can naturally also be used to request a Promotion. The refitting, for however many elements are replaced, will not cost lost turns, thanks to the easy and quick interchangeability of the container elements and to the skill of the TECH-DROIDS of the legionary shipyards.
3D) Components available for fitting out
As reported beside the ship profiles, the components available to the U.C. are:
a) Crews
Each crew (E.) is made up of 3 faithful veterans, mostly coming from republican prisons. Aware of doing their duty (and of the exemplary punishments distributed by the U.C. with the greatest ease) they always and everywhere abide by the orders given to them. The only possible risk with these valiant men is desertion, but only on planets with certain SAPIENS populations, during voyages in outer space.
In case of combat with landed E., statistical calculations by the Republican Statistics Centre (C.S.R.) foresee the loss of 1 man for each point resulting from TABLE B. These tragic consequences will be recorded on the SHIP-SHEET, updating the number of embarked E. according to the losses suffered (if the embarked E. were three and 2 men are lost, the 3 will be crossed out and 2 + 1 will be written next to it).
The F.C. of each E. is 3 (1 point per man) plus the F.C. of any individual weapons they travel with. (EXAMPLES: 2 E. = F.C.Att. 6, F.C.Def. 6; 2 E. with 1 individual weapon = I E. F.C.Att. 3+5, F.C.Def. 3 + 1 - II E. F.C.Att. 3, F.C.Def. 3; sum of these 2 E. = F.C.Att. 11, F.C.Def. 7.)
It is forbidden to land E. composed of fewer than 3 men.
For ships of 2nd and 3rd level (SPATHA and HASTA) each man lost costs the U.C. responsible for him 1 negative point.
E. can naturally fight only if landed on a planet.
b) Individual weapons
By individual weapon is meant an air-cushion module on which all the available embarked weapons can be mounted indifferently, one per module. Each module carries one E.
The weapons applicable to the modules are:
- LASER ZIP 3 - F.C.Att. 5 on any planet.
- AIR WEAPONS HO1 - F.C.Att. variable (6 on planets with animal life, 4 against vegetable and 3 for mineral).
- SILICON WEAPONS SIL 12 - F.C.Att. variable (6 against mineral, 3 against vegetable or animal).
Each module occupies one sector of the ship.
On the ship-sheet one first writes the number of modules embarked and then, under the heading "individual weapons", the type of weapons corresponding to them (Example - under the heading modules one writes 2 and then under individual weapons 2 in the laser sector, or 1 in the laser sector and 1 in the HO1 sector).
If a complete crew landed with a module is lost, the module is lost as well. A module increases the F.C.Def. of an E. to 4 points.
c) Ship's weapons
On every ship the mounting of one or more ship's weapons is provided. These are standard (LASER ZIP 11) on every type of ship, with an attack factor of 6 points each. They can fire both at the ground and into space, provided not at the same time as the landing of Crews, who risk attracting the "automatic target search" mechanism and suffering its fire.
d) Self-repelling electrostatic shields
If activated they constitute the F.C.Def. of the ships, both in space and on the ground. The value of each of them is 5. With shields activated it is impossible to land or re-embark crews, while it is possible to fire with fixed Lasers. If the shields are deactivated (or absent) the F.C.Def. of the ship equals the simple protection of the hull, that is 2 points. During a turn the shields are either activated or off.
e) Radar
They are the eyes of the U.C. Each embarked radar has a range of action of 1 parsec, in every direction. Embarking more radars increases not the field of view but the range, thus reaching a distance of 2 parsecs with 2 radars and 3 with 3 radars. Beyond 3 parsecs it is in any case impossible to see, despite a higher number of radars, because of disturbances caused by meteorites that cannot be eliminated beyond that distance.
At the declaration of each route one also tells the S.C. with how many radars the space around the followed routes is explored.
Remember that radars become vital, in case of route errors, when one must return to the base. Tangible proof are the wrecks of ships orbiting around the base, abandoned because, though close, they could not see it. Radars are not limited by the number of sighted planets, being able to see all those within their range.
f) Computer
They constitute the brain of a ship. They have a twofold function: translating the information given by the radars every time a planet is sighted, and keeping the links with the S.C.
I) As to the first function, in case of sighting of planets, for each computer on board one level of information per turn is obtained from the S.C. Each level deepens the knowledge until, at the VI level, all the characteristics of the life form of the observed planet are known. Each piece of information is memorized both by the U.C. (who writes it on the route sheets) and by the S.C. The information is public: everyone can, if he wishes, take advantage of it.
If, during a route, several planets are seen, and one has 3 computers, the requests can be divided as desired, having for example 1 piece of information on the first and 2 on the second or vice versa, or concentrating all the information, deepening the observation of a single planet further.
It is always possible, however, to land on planets not completely known, facing any surprises.
II) The second function allows the dialogue with the S.C. Without them the only information receivable is "LANDED ON ......" with indications about the planet reached. The routes, conducted by the manual system, are in any case followed by the S.C. In outer space one also receives communications on damage suffered from space hazards.
g) Tanks
Each self-refuelling J.NA tank allows a maximum thrust per turn of 5 parsecs. Embarking therefore 3 tanks, in one turn 15 parsecs can be travelled. This example refers to the FROMBOLA, because ships of different type, because of their mass, can travel fewer. How many parsecs a tank allows is in any case reported in brackets in the particular characteristics notes, after the maximum number of tanks that can be embarked for each ship.
3E) The space in which the VII Legio acts
Given the great distance of the galaxy zone in which the VII Legio acts from the republican systems, the starting point of every exploration (base planet) is reached through "hyperspace gates", transferred by automatic conventional means launched tens of years before. The position of this base is therefore not known in relation to the surrounding space.
It has in any case been established, by interstellar convention, that in any zone of the galaxy a sector of it is divided into four levels, each of which can be travelled in 8 directions (N, NW, NE, S, SW, SE, W, E). The passage from one level to another is conventionally calculated as 4 parsecs towards "Up" or towards "Down". These vertical passages cannot be split: that is, it is not permitted to stop between one level and another.
The S.C. knows from the start where the limit of the zone to be explored is placed, and communicates it to the U.C. as soon as they reach it, automatically blocking them in the last parsec of the edge on the Tabula Spatii. Naturally the same happens in case of a route that climbs or descends to levels that do not exist.
3F) Calculation of routes and communications to and from the S.C.
a) Routes
Given the high technology reached by republican civilization, the concept of mechanical piloting of a ship is no longer possible nor necessary. It is therefore sufficient to declare to the S.C. the previously calculated route for it to be faithfully followed by the ship. To avoid in any case possibilities of error, frequently occurring in the past, the number of embarked and available radars is communicated together with the route, so that the S.C. can take it into account during the communications.
The data necessary to establish a route to be communicated are: I) number of parsecs to travel (as a function of the number of embarked tanks and their thrust capacity) II) direction, or sum of directions, indicated by the old references NORTH, NORTH-EAST, EAST, etc. with the addition of the new spatial possibilities UP and DOWN.
Routes need not necessarily be straight lines, but can be made up of several segments declared in succession (for example 5 NORTH + 5 NORTH-EAST + 1 SOUTH-EAST + 4 UP for a route of 15 parsecs in total).
It is naturally not necessary to travel all the parsecs allowed by the embarked tanks, nor is it obligatory to move. Parsecs not travelled cannot be added to those allowed in subsequent turns.
b) Sightings
Once the movement has been carried out to the end, the S.C. will communicate how many planets (and their position with respect to the point of sighting) have been seen thanks to the radars present on the ship in that turn. Example: "Planet sighted at the 5th parsec of the route; position 2N -1NW". In the same turn he will supply the requested information, as a function of the embarked computers.
By staying in view of a planet it is possible first to receive information on it and then to declare the route to move away. If one wants to receive further information (beyond that possibly obtained at the moment of sighting) on planets sighted along the route, it will be necessary in the following turn to calculate a new route that brings the ship back within the radar range of that planet.
Remember that sighted planets are all signalled, while the information can only be divided among the various computers. The information is general and receivable by anyone interested.
If a planet is found exactly along a route, the route itself would stop automatically at the maximum useful distance of the radars, before the planet, to avoid unforeseen landings, except in the case of a route that ends exactly on a planet, declaring that one wants to land. If there were no radars on board there would be obligatory landing on the planet.
c) Rescue return
There is the possibility that, for various reasons, one no longer knows how to calculate the return route to the base, or that all the tanks are destroyed. Crew and U.C. would then be transferred, abandoning the ship, through hyperspace rescue gates, directly to the base. This would however entail the demotion of the U.C., who would set out again with a new ship of a level lower than the one lost and from a score of 0, thus cancelling the points previously acquired, it being understood that if he were a U.C. of the lowest rank, he would remain in that rank at 0 points.
3G) Landing and contacts with the aliens
a) Landing
Knowing the position and any characteristics of a planet thanks to radars and computers, one may decide to land on it. This is done by giving the S.C. a route that ends exactly in the parsec in which the planet is, with the declaration of "landing route".
In the turn in which one lands, before having received all the possibly missing information (who is there, what F.C. it has, how many there are, etc.) one declares one's attitude, which can be: A) Landing with shields activated (F.C.Def. 5X) without fire. B) Landing with shields activated (F.C.Def. 5X) with LASER fire (F.C.Att. 6X). C) Landing with shields deactivated (F.C.Def. 2) landing E. who do not fire. D) Landing with shields deactivated, landing E. who fire (F.C.Att. variable according to number of E. and individual weapons).
b) Possible attitudes
Depending on the type of landing, the U.C. then chooses, knowing who he is facing, what type of mission he wants to carry out (see chapter ACTIVITIES ON PLANETS - MISSIONS). The outcome of the missions carried out with the attitude he has chosen is resolved immediately.
Carrying out any mission requires one turn of time. In the same turn it is not possible to land and re-embark E. When even just 1 E. lands or is re-embarked, in that turn one cannot have shields activated.
Points, the result of missions carried out even with fire of ship's weapons, are obtained only if at least for one turn there were E. on the ground.
Examples of two types of missions
a) Destructive mission TURN I: Landing with shields activated and laser fire - elimination of the monstrous beings present. TURN II: Deactivation of shields and landing of E. who collect the scientific points - Arrival of new beings who attack the ship causing damage. TURN III: Re-embarking of E. - Beings attack the ship causing further damage - Departure with new route.
b) Alliance mission TURN I: Landing with shields deactivated and landing of E. - successful alliance proposal. TURN II: Re-embarking of E. and departure with new route.
It must always be remembered, when making a landing, that not only is the number of Aliens present not fixed, but that at every turn others may arrive. All this is calculated by the S.C., who communicates it to the U.C. at the beginning of every turn.
3H) Activities on planets - Missions
Except for lucky cases of meeting planets with the sole presence of OZ minerals or SECOR plants, which yield 2 or 4 points without any risk to whoever lands to collect them, in all other cases, as already seen, on arrival on the planet one must choose what type of mission one wants to carry out. Which ones to choose among is explained by the S.C. together with the characteristics of the Alien met, number of Aliens and other things.
In general the outcome of missions is given by the meeting of Legionary Factors and Alien Factors; the C.S.R. (Republican Statistics Centre) has calculated how this can be modified by random factors, obtaining a series of tables in which random factors are crossed with the Legio-Alien ratio.
The activities provided for U.C. of the Legio, in conformity with the Republican moral code, are: a) Physical elimination or capture of Non Sapiens Aliens. b) Intimidation of Sapiens Sub Civiles or Civiles Aliens. c) Alliances with Sapiens Super Civiles or Civiles Aliens. d) Carrying out commercial activities with merchant Sapiens Aliens.
Other particular missions may be carried out, on information from the S.C., with peoples having characteristics different from the norm, according to what is written on the Encounter Guide, read by the S.C. Remember that, to avoid misunderstandings in the reports to the Solar Senate, each U.C. landed on a planet is allowed to carry out only one type of mission, with the exception of the elimination attempt, which can always constitute a fallback mission in case of failure of other activities. A detailed description of each type of mission is given in the chapter LIST OF MISSIONS.
From the moment a ship takes off from a planet, this is defined as "known" and can no longer give points to anyone.
3I) Particular practical rules
a) Splitting of objectives
The well-known chivalry of a legionary does not go so far as to oblige him to fight simultaneously against all the possibly aggressive Aliens he faces. The possibility is therefore provided of concentrating all the F.C.Att. of the ship against only one or some objectives, at the U.C.'s choice. For his part, the adversary will certainly not hesitate to do the same.
b) Cooperation
It is possible to cooperate between U.C., adding for example one's F.C.Att. in case of a clash against the same Alien. Naturally it is also possible to run to help or to ask for it. In all cases it is possible to establish a reward (voluntary or on request) by paying the rescuer points obtained previously, which will naturally be subtracted from one's own score.
c) Re-embarking
During the turn in which E. are re-embarked and one departs one may suffer an attack from Aliens present on the planet or from new arrivals. Who is the objective of this attack (ship or E.) is deduced from the particular characteristics of the Alien written in the G.I. If nothing is written or deducible, the S.C. himself chooses the objective.
To obtain points from any type of operation at least 1 complete E. (3 men) must be re-embarked.
4) List of Missions
TABLES BY THE C.S.R.
General note
Points are obtainable, with any type of mission, only if E. have been landed (at least 1) and if at least 1 is re-embarked.
I) Alien - Legio combat
Purpose - PHYSICAL ELIMINATION OF ALIEN OR RESPONSE TO ATTACK - TAB. A - B - C.
In the clash with Aliens it is necessary to take into account the reaction times between the two contenders. The moments of Legionary Fire and those of Alien Fire are in fact considered as differentiated. The times vary according to circumstances:
a) landing with fire (of ship's weapons or of landed crews) against peaceful aliens: LEGIO FIRE (TAB. A) - OUTCOME. ALIEN FIRE (TAB. B) - OUTCOME. The alien fire is carried out by the survivors. b) landing with fire against hostile aliens: LEGIO FIRE - ALIEN FIRE - OUTCOMES (simultaneous). c) landing with peaceful mission without fire against hostile aliens: ALIEN FIRE - OUTCOME - LEGIO MISSION - OUTCOME. The legionary mission is carried out by survivors. d) landing without fire for a peaceful mission that fails, as in case c).
If the alien's objective is E., each point resulting from table B corresponds to 1 man (1 F.C. point). If the objective is the ship, the outcome obtained equals an equal number of damages, checked on TAB. C (if TAB. C shows a non-existent element as damaged, the damage does not exist). If the damage corresponds to the HULL it is considered as not suffered thanks to the characteristics of the latter. If however there are two hull damages, successive and in the same turn, the ship is considered destroyed (with escape of the U.C. through the rescue gate).
TABS. A and B are read by crossing the columns corresponding to the difference between Legio F.C. and Alien F.C. with that of the random outcome.
The letter F (Wounded) means a decrease of 50% (rounded up) of the F.C. of the Alien that is the objective of the attack. The letter U (Killed) means elimination of the attacked Alien(s).
Always remember that at every turn there is the possibility of arrival of new Aliens with full F.C. Even when eliminating several Aliens, the points obtained by completing this mission are always the same. A single attack, even one, makes hostile all the aliens present and surviving.
II) Capture of Non Sapiens Aliens
Purpose - RESTOCKING REPUBLICAN ZOOS - TAB. D.
This mission is feasible with hostile or peaceful NON SAPIENS and is possible only by landed E., without considering the F.C. of the landed individual weapons. When a being is capturable it is stated in the G.I.
If the Alien is peaceful the mission is carried out immediately, and its outcome is positive if one obtains Yes, null with -. In case of outcome No there is an immediate attack by the Alien subjected to the capture attempt, without Legionary response, who can possibly fire only the following turn.
If the Alien is hostile, capture can be attempted only after having suffered an attack, with the relative losses.
In TAB. D too, the random factor is crossed with the difference between Legio F.C. (without individual weapons) and Alien F.C. The turn after a capture, while the E. re-embarks, there may be an attack by surviving or uncaptured Aliens. In this mission too, the obtainable points are not multiplied by the number of Aliens captured. It is always possible to capture wounded Aliens, but they are worth 50% of the points.
III) Alliance proposal
Purpose - INCREASING THE REPUBLIC'S SPHERE OF INFLUENCE - TAB. E - ONLY WITH CIVILES OR SUPER CIVILES SAPIENS.
Some SAPIENS peoples, be they CIVILES or SUPER CIVILES, have a particular alliance factor shown on the G.I. (under the heading F.ALL.).
If a U.C., landed with at least one E. and without opening fire, wants to attempt such a mission, he checks the random outcome, in relation to the specific F.ALL. on TAB. E.
If the result is Yes, the alliance is done, the U.C. obtaining the points provided and written beside the Alliance Factor under the heading VAL. If the outcome is - nothing happens and one can retry the following turn. If the outcome is No the pestered Alien, tired of the Legionaries' insistence, attacks them without their responding until the following turn.
The alliance can normally be proposed to peaceful or even to hostile ones, after having sustained an attack without reacting. After 2 unsuccessful alliance attempts, it becomes impossible.
IV) Intimidation attempt
Purpose - MAKING THE ALIENS REALIZE THE STRENGTH OF THE LEGIO - TAB. F - G - ONLY WITH SUB CIVILES OR CIVILES SAPIENS.
To intimidate an alien people, it has been shown several times, one must show a technical superiority such as to induce them to believe us demigods without however terrorizing them, to avoid uncontrolled reactions. The concrete activity to carry out is therefore a theoretical combat (F.C.Att. of the Legio against Alien F.C.) without however consequences for the latter. (TAB. F)
This can be done either with ship's weapons or with fire of landed E. If the outcome is Yes, one checks on table G how many veneration points have been obtained. If the outcome is - one may try again later. If the outcome is No, the Aliens not only do not let themselves be impressed but, having become aggressive, counterattack with concrete results on the Legio.
Intimidation can also be carried out on Aliens already aggressive from the start, after having patiently endured an attack from them. In this case the outcome No is considered as -.
V) Commercial exchanges
Purpose - OBTAINING MANUFACTURED GOODS OR OTHER VALUABLE OBJECTS - TAB. H - ONLY WITH MERCHANT SUB CIVILES OR CIVILES.
Commercial activity is as old as the galaxy. It entails the possibility of buying points, but also the risk of losing parts of the ship, in case the merchant skill of the Alien exceeds that of the U.C. The negative points resulting from the table are therefore to be considered as damage suffered, according to the modalities already seen for table C. Commercial activity can be repeated for no more than two consecutive turns. It is permitted to trade with Aliens only if they are defined "merchants" by the G.I.
VI) Launch of Tot 100% on planets
Purpose - ELIMINATING A PLANET FROM THE GALAXY - TAB. L.
On ships of higher level (SPATHA and HASTA) there is the possibility of embarking ion-nuclear weapons, whose destructive power is enormous. The consequence of the launch of one of these bombs is the cancellation of the target planet from the map of the galaxy. Whatever the purpose of this launch, eliminating dangerous monsters or mere spite between colleagues, it is not always possible however to overcome the scruples that limit so drastic a solution. It is therefore necessary first to check on TAB. L whether the thing can be done.
In inner space, where the personality of the U.C. does not count, the crossing with the random outcome is done on column no. 3.
A detail of secondary importance: if a colleague has landed on the struck planet, his ship too is destroyed, forcing the occupants to a rescue transport through hyperspace gate, with a consequence equal to that of abandoning the ship.
OTHER TABLES ARE CONSIDERED WITHIN THE SCOPE OF THE RULES THAT GOVERN VOYAGES IN OUTER SPACE AND ARE NOT CONSIDERED BY THE BASIC RULEBOOK.
Notes
A) In inner space the personality of the commander is not considered. B) The starting base is the same for everyone. C) It is forbidden to draw the routes that are travelled - only the coordinates may be marked. D) When reading the technical sheets of the G.I., the S.C., in inner zones (basic game), will not read the following information: TECHNOLOGICAL LEVEL, PREFERRED ENVIRONMENT, NON-VITAL ENVIRONMENT.
5) Military Rules of the Space Arm
Section: Exploration voyages in unknown outer sectors
ACCESS: COMMANDING OFFICERS. SHIP TYPES: FROMBOLA, GLADIUM, SPATHA, HASTA. ADVANCED LEVEL - TOP SECRET.
Note: All the points considered in the basic rules remain valid in the advanced rules.
5A) Outer space
All commanding officers already expert and tested by missions in zones close to the central system are permitted to proceed to explorations in more distant and consequently more dangerous zones. In these zones, since the control over activity and navigation by the S.C. is reduced, more complex situations may be met, which will entail greater responsibility for the U.C.
5B) Space hazards
While in the innermost zone navigation involves no particular risks, in outer zones various astrophysical phenomena can multiply the problems for a subsequent happy return to the base planet.
a) Black Holes
Phenomena not yet totally defined, these centres of antimatter, in case of routes tangent to their zone of influence, extending variably up to 4 parsecs from the nucleus, produce damage to republican ships. The statistical calculation of the C.S.R. on the probability of suffering this damage is summarized by this formula:
DISTANCE (FROM THE NUCLEUS) - MASS (SHIP LEVEL) - RANDOM OUTCOME.
Any negative number obtained corresponds to the damage suffered, to be checked then on TAB. C. The distance is calculated from the parsec of that route which passes closest to the B.N. This calculation is carried out only once per turn, and is not considered in case of routes that move away from the B.N.
In the zone to be explored there is always only 1 B.N., but its influence extends over all levels, starting from the same parsec-square. Being principally an antimatter phenomenon, the nucleus is not detectable by radar, so only its effects are felt, based on distance, without knowing its exact position (except obviously in the case of crossing the nucleus).
b) Magneto-gravitational nets
Phenomena of recent discovery, they are present in a number of one per level, and each extends over 3 adjacent parsec-squares, not necessarily in a straight line. The effect of these invisible webs, formed by billions of magnetic "threads" not detectable by radar, is to hold back any ship that crosses them. Therefore a ship that travels, for example, 10 parsecs North, if it meets a net at the 3rd parsec ends its route, without knowing it, in that parsec, setting out again the following turn from there. The problem of the U.C. who, not knowing of this interruption of his journey, tries to recalculate the return route to the base planet is easily imagined.
The meeting with a net is signalled only if a Princeps PSI is present on the ship (who however risks dying because of this).
c) Nullius Distortions
Discovered by the scientist Alfonso Nulli in the year 15 Prestrage, these zones of non-space cover 3 parsec-squares, not necessarily adjacent, on every level. They are detected by the on-board instruments, which however cannot define where one is transported following the encounter. This will be communicated by the S.C. only if a Princeps PSI is on board who, as usual, however risks immediate death. Not being true physical phenomena, their position cannot be indicated by radars.
The only consequence communicated to the U.C. is that the route ends at the encounter, and that the distortion can shift the ship up to a maximum of 6 parsecs, in all directions. If the shift were to bring it to a parsec-square in which a planet is present, the U.C. would find himself automatically landed there, with all the modalities and consequences of the case. From the following turn he could however set out again normally.
IN GENERAL, THE MINIMUM DISTANCE OF EVERY SPACE HAZARD FROM PLANETS IS NOT LESS THAN 4 PARSECS.
5C) Alien vessels KNOX or BRUCEL
a) Description
Alien combat ships are normally present in the outermost zones, only officially uncontested either by the R.S. or by its neighbours. There are no great differences between our ships and the Alien ones, in F.C.Att. as well as in defence. What must be stressed instead is the character of their missions: not to explore but to attack our explorers.
Their objective is undifferentiated: they attack the nearest Legionary, entering the exploration zone from a side and at a level known only to the S.C. Fortunately their number is never greater than 1 vessel at a time, no others being introduced until the previous one has been destroyed (TAB. Q and TAB. S).
b) Combat
Their combat tactic is called in legionary circles "SPACE GLUE". Once they have entered a parsec-square in which a solar ship is located, they no longer allow it to leave until one of the two contenders is destroyed.
During their turn, which falls between that of the last of the legionaries and the first, they attack the enemies with outcomes provided by TAB. N. In the turn of the hooked Legionary he may in turn attack them, according to TAB. M. The Legionary combat factors usable are, in attack, those given by the on-board Lasers, and in defence by the shields. It is however permitted to try to disengage, setting out again normally, by obtaining a random outcome of 5 or 6; the disengagement attempt may be simultaneous with the combat.
On TAB. M the outcomes D mean destruction of the Alien, those R reduction by 50% (rounded up) of both combat factors. A double R is equivalent to D. A ship no longer receives information from the S.C. when it is hooked.
If a Legionary comes to the aid of a colleague in one of these clashes, the Alien attacks only one (at the choice of the S.C.), suffering the fire, in the various different turns, of both. It is permitted to pay in points for the help received. In the turn in which an Alien is destroyed one may normally set out again.
Note: The numbers indicated by TAB. N correspond to the number of damages suffered by the republican ship, then checkable as usual on TAB. C.
5D) Personality of the commander
In sending commanding officers to outer zones, the command of the A.D.S. must also take their personality into account. At the beginning of the voyage each U.C. will therefore record on his own ship-sheet the score relating to his character, in the appropriate section, according to his own free evaluation. The higher the score (max. 5) the more aggressive the U.C. will be, the lower the score (min. 0) the greater his inclination to diplomacy. In particular the score will affect:
a) degree of combat training of the landed crews. The commander's personal score is added to their total combat factor, in attack and in defence. b) diplomatic capacity of the landed crews. The commander's personal score is subtracted from the random factor that determines the success of the alliance. c) skill in capture - as in point a). d) possibility of obtaining veneration points. From the random outcome that determines the veneration points obtained, once the intimidation has been carried out (on which the personality of the U.C. has no effect), the commander's score must be subtracted. This is because veneration presupposes not terrorizing the Aliens to the point of favouring violent reactions. e) commercial exchanges. From the moment the personality of the U.C. is considered, in commercial exchanges TAB. I is used in place of TAB. H. f) possibility of desertion. Every time he lands crews by landing on a planet with SAPIENS-CIVILES life forms, the U.C. will check a random Factor (6), adding to it his own personality score. For each point above 7 one man of the Crew landed in any mission deserts (for example 9 corresponds to the desertion of 2 men, being 7 + 2). The consequences of desertions are to be marked, like normal losses, on the ship-sheet. There can be no desertions among Crews that are not landed.
The commander-score may also affect other particular missions, provided for by the G.I. Once established, it can no longer be changed.
5E) Specialist Officers (U.S.)
In outer sectors the help of specialist officers (solar scientists or princes of Alien peoples to whom solar citizenship has already been extended) can be very useful. They may have different values (from 1 to 4), reported on the ship-sheets at the choice of the U.C. beside the name of the embarked character, which determine both gain and loss of points during exploration.
On every ship, of any type, only one specialist officer at a time can be embarked, without occupying particular spaces. This is because of incompatibilities between the characters of the U.S. themselves, which would only lead them to quarrel without any usefulness in case of cohabitation.
A broad description of the U.S. is given in the G.I. The list that follows is only a brief summary of their characteristics.
a) Princeps PSI - Senses the presence of nets and exit points from NULLIUS distortions. At each warning he however risks dying, causing the loss of 3 points. b) Princeps ROBUR - Adds combat points to the crews landed with him and prevents every type of alliance. His loss costs 5 points. c) Scientist Officers - Add their own factor to the points obtained on planets for which they are specifically prepared. The same factor is subtracted from the general score in case of their death, which occurs, in 50% of cases, every time the ship on which they are embarked suffers damage. Scientist officers also allow technological research on planets with civiles or sub civiles life forms endowed with a technological level (see G.I.). The points obtained through this research, which constitutes a mission, are defined by TAB. R.
5F) Differentiated landings
Unlike the inner zones, where landings are perfectly controlled by the S.C., in the more remote zones they may occur in sectors of the planet where the Aliens are not present or where they are instead stronger. At each landing therefore the S.C., on TAB. P, will check the terrain on which the ship settles, communicating it.
It is always permitted, losing a turn, to try a new landing to look for favourable terrain, repeating the same operations.
The effect of the terrain on the alien race met is reported on the G.I. under the headings: PREFERRED ENVIRONMENT (also with indication of how many combat points the Alien gains in that environment) and NON-VITAL ENVIRONMENT. A landing in the latter means that the F.C. of the ship cannot be used, and that it cannot be attacked by the Aliens in any case. The missions will therefore be carried out only by landing Crews who will move over the planet to look for the Aliens.
Take-off and re-landing to look for more favourable environments do not eliminate the possibility of obtaining points on that planet.
5G) Landing risks and radioactivity
While the CENTRAL COMPUTER controls almost completely the landing activity in inner zones, in the outer ones this cannot happen. In relation therefore to the mass of the planet, damage may be suffered during landings. This is checked by the U.C. himself who, every time he lands, examines the effects of his manoeuvre. If the random outcome (6) is equal to or lower than the number indicating the mass (found by the S.C.) on TAB. O, the number obtained equals the number of damages suffered. Which they are is then checked on the usual TAB. C.
The S.C. also communicates, during the first information, the rate of radioactivity present over the whole planet. If it is α each landed crew will be worth 1 F.C. less because of the encumbrance given by the supplementary suits. If it is β it will be worth 2 F.C. less, again because of the anti-radiation suits, in this case even bulkier.
6) Example
Taken from the logbook of Decurio Notius, active in the inner space of the galaxy CORNIFEX on a ship of type GLADIUM (level 1) named MARTHIA. The on-board equipment present on that ship was: CREWS 2; DEFENSIVE SHIELDS 5; FIXED ON-BOARD LASERS 3; RADAR 2; COMPUTER 1; TANKS 3; INDIVIDUAL WEAPONS 0.
The ship left the base planet in the 22nd period of 1944 Post Stragem. After the voyage discussed in this passage, the Decurio set out for a new mission from which he never returned. Note by the Republican Historical Studies Centre (C.S.S.R.).
Turn I DECURIO - My route is 10 parsecs North and 5 parsecs East. I have 2 radars on board. S.C. - At the 10th parsec you have sighted a planet never seen before (you gain 2 points, minus 1 for the level of your ship). Its distance from your route was: 1 parsec direction West, 1 parsec direction North-West. How many computers do you have on board? DECURIO - 1 computer; I want one piece of information. S.C. - (rolls a 10-sided die and gets 6) the discovered planet is of Martian type (he writes the corresponding letter E beside that planet on the Tabula Spatii).
Turn II DECURIO - I hate Martian planets! New route: 5 parsecs South and 10 South-East. I have 2 radars. S.C. - At the 6th parsec you have sighted a planet never seen before (you gain 2 points, minus 1 for the level of your ship). At the 12th parsec you have sighted another planet never discovered before (you gain 2 points minus 1 for the level of the ship). The distance of the first planet from your route was: 1 parsec East and 1 parsec North-East. The distance of the second planet from your route was: 2 parsecs South-West. How many computers do you have on board? DECURIO - I have 1 computer on board. I want one piece of information on the second. S.C. - (rolls a 10-sided die and gets 1) The planet is of terrestrial type (he writes the corresponding letter A beside the planet on the Tabula Spatii).
Turn III DECURIO - Approach route: 3 parsecs North-West, 1 parsec South-West. I have two radars on board. S.C. - At the 4th parsec you have sighted a planet of terrestrial type. Distance from your route: 1 parsec South-West. How many computers do you have on board? DECURIO - 1 computer; I want one piece of information. S.C. - (rolls a 6-sided die and gets 2). The sighted planet has vegetable life forms. (He writes the letter V beside the letter A written previously on the Tabula Spatii).
Turn IV DECURIO - I want to land: landing route 1 parsec South-West. My landing attitude is: shields activated, no Crew landed, no fire with the fixed Lasers. S.C. - (rolls the dice needed to complete the missing information, recording the data on the Tabula Spatii beside those marked previously) The Aliens present on this planet are: Non Sapiens, Monsters, Peaceful. They belong to the race of the SEVOLVENTES (he then reads aloud the characteristics of these aliens from the Encounter Guide). Being peaceful they do not attack you. They are present in a number of 2 and their combat factor is 5 points each.
Turn V DECURIO - I deactivate the shields, I land two Crews whom I order to fire on both aliens (rolls the 6-sided die and gets 6). S.C. - (consulting table A) You have obtained F, that is the elimination of 50% of the alien factors, that is the killing of one of them. The surviving being becomes hostile and attacks a single Crew. (Rolls a 6-sided die getting 1. On table B he checks the outcome of the alien attack, which in this case amounts to nothing done). He has not hit you! You gain 5 points if you embark it, minus 1 for the level of the ship.
Turn VI DECURIO - My brave Crews pick up the corpse and re-embark. Take-off route: 4 parsecs North-West, 6 parsecs West. At the end of the route I must land on the base. S.C. - (rolls a 6-sided die to check whether, before re-embarking, other Sevolventes arrive on the scene, and gets 2). Before you can re-embark a new Sevolventes arrives who, together with the surviving one, attacks you, trying to avenge the fallen companion. The attack is carried out against all the Crews who are withdrawing. (Rolls a 6-sided die and checks its effect on table B). The attack costs you the loss of 2 points, that is two men. (The Decurio, distraught, crosses out from the ship-sheet the number 2 in the Crews column and writes in the box beside it 1 + 1.) Your take-off route has brought you back directly to the base. Having a score of 1+1 + 1 +4 = 7 you can be promoted. Now you can fit out the ship of the immediately higher level, with which you may set out again as soon as ready. Congratulations from the REPUBLICAN MISSUS, who will report the news of your feat to the SOLAR SENATE.
7) Legend of Abbreviations
- (6) = 6-SIDED DIE
- (10) = 10-SIDED DIE
- VII L. = SEVENTH LEGIO
- S.C. = SPACE COMPUTER
- U.C. = COMMANDING OFFICER
- E. = CREW
- R.S. = SOLAR REPUBLIC
- C.S.R. = REPUBLICAN STATISTICS CENTRE
- F.C. = COMBAT FACTOR
- F.C.Att. = COMBAT FACTOR IN ATTACK
- F.C.Def. = COMBAT FACTOR IN DEFENCE
- Al. = ALIEN
- A.D.S. = SPACE ARM
- TAB. = TABLE
- S.N. = SHIP MARKER
- C.R.N. = NUCLEAR RESEARCH CENTRE
- D.P.R. = RADIOACTIVITY PROTECTION DEPARTMENT
- A.R. = ANTI-RADIATION
- S.S.C. = SPACE COMPUTER SHEET
- G.I. = ENCOUNTER GUIDE
- B.N. = BLACK HOLES
- F.ALL. = ALLIANCE FACTOR
- VAL. = VALUE
- U.S. = SPECIALIST OFFICERS
PART TWO: RULES FOR THE S.C. (SPACE COMPUTER)
CIVIL RULES - SPACE COMPUTER CORPORATION (C.S.C.)
Section: EXPLORATION VOYAGES IN UNKNOWN INNER SECTORS. ACCESS: SPACE COMPUTER, CLASS B. LEVEL: BASIC - SECRET.
General note
For a good understanding of this rulebook it is presumed that the S.C. already knows the U.C. rulebook.
A) Function of the members of the Space Computer Confederation (C.S.C.)
The C.S.C. was born in 1836 Post-Stragem because of the need to assign to a specific body the responsibility for the management of LOGIC-PLANETS. To these enormous self-sufficient clusters of computers in orbit around the central planets of the Solar Republic were connected the terminals placed on the various ships. The ships could thus have a super technological control without particular encumbrance. To each group of ships corresponded, on a Logic Planet, a technical SPACE COMPUTER (S.C.), graduate of a course of at least twenty years' duration, to whom their responsibility is referred.
His function is to carry out materially all the mechanical and technical functions necessary for the movement of space ships, thus leaving to their commanders only the tasks of deciding the routes to follow and the missions to complete. The necessity is evident that these S.C. make no mistakes, because of which men and vehicles, through no fault of their own, could irremediably be lost in the void, getting very angry with the responsible S.C.
B) Material at the disposal of the S.C.
In his comfortable metal cell, from which he follows the undertakings of the various U.C., each S.C. has:
a) TABULA SPATII, on which to mark the topography of the zone of space to be explored and on which to trace the routes requested by the U.C. b) TWO coloured SHIP MARKERS (S.N.) for each Legionary in action. c) A "INFORMATION SHEETS" module, from which to draw the general information on the planets met by the explorers. d) An "ENCOUNTER GUIDE" with the particular information on the various alien races met by the Legio on the various planets. e) An Alien Ship Marker (S.N.A.) f) Two dice, of 6 and 10 sides, with which to check the various random outcomes.
C) The galaxy zone to be explored
The first activity of an S.C. must be the topographic creation of the galaxy zone to be explored. The TABULA SPATII is divided into 4 sectors, corresponding to the three-dimensional levels on which the planets are placed. Between one level and the next a hypothetical distance of 4 parsecs is agreed (one parsec corresponds, in the graphic view of space, to one square). The highest level is the one at top left, the lowest is the one at bottom right.
On each level 9 planets must be placed, each inside a parsec-square. Among these 36 planets one will be the base planet from which all ships depart, and it will be marked with the letter B. There are no limits to the arrangement of the planets, except the ban on overlapping 2 on the same level. All this operation must be done without the U.C. being aware of it.
Note: Given the distance travelled by the ships, the space occupied by the planets would be enormous (1 parsec-square). In effect by planet is meant an entire system, of which only one planet is of interest for the purposes of exploration.
D) The routes
When the preparations of the space to be explored are finished, the S.C. will place one S.N. for each U.C. on the base planet.
Note - To ease the placing of these S.N. a polystyrene sheet, supplied in the packs, is placed under the TABULA SPATII.
At this point the exploration can start: each legionary (in an order previously established by lot), having prepared the ship, will declare the route to follow, the number of tanks used and the number of radars embarked. The route will be given in parsecs, with indication of direction (North, North-East, etc.). Routes need not necessarily be carried out in a straight line.
On the basis of this information the S.C. will mark the corresponding route with a pencil, placing the second S.N. of that legionary at the final point of the route itself. This S.N. will be the starting point for the next movement of that same officer. In the case of routes that leave the intended zone, whether horizontally or vertically, the S.C. would end the movement at the last useful parsec on the TABULA SPATII, communicating to the U.C. concerned both that he has stopped at the limit and in which parsec this occurred. This also holds in the case of routes that subsequently should re-enter within the limits with the same movement.
E) Sightings
Once the whole route has been traced, the S.C. runs along it again to see whether, thanks to the on-board radars, that ship could sight planets. If within range (1 parsec for each radar, up to a maximum of 3) there are any, this is communicated, in such a way as to be heard by all, with indication of: a) in which parsec of the route the sighting occurred (if it occurs from several parsecs the nearest one is communicated) b) the distance in parsecs between the sighting point and the planet c) the direction.
EXAMPLE U.C. - "Route 10 N + 5 E - 3 tanks and 3 radars" - S.C. - "Sighting at the 5th parsec - Distance from planet 3 parsecs - Direction 2 West + 1 North-West"
This will be repeated every time that, from the points that mark the route, there can be a sighting, regardless of the number of embarked radars, which allow seeing all planets within their range of action.
If the declared route crossed a planet, the movement would end on the first parsec on which the sighting of this occurs, except in the case of routes that end exactly on a planet, with prior mandatory declaration of "LANDING" by the U.C.
ATTENTION: in case of absence of radars on board, there would be obligatory landing on the planet crossed by the route.
If a ship changes level, its route line will be interrupted on the initial level and will continue starting from the corresponding parsec on the new level. To ease this passage, letters and numbers, arranged in the same succession, are reported beside each level.
F) Information
Sighting a planet is not in itself always important from the point of view of a Legionary U.C. Normally he also wants to have information on it, so as to know the risks that may be met there and the relative possibilities of gaining points.
He can have, at the beginning or at the end of his own movement, as many pieces of information as there are computers installed on board. In case of sighting of several planets the U.C. can choose how to divide the receivable information, asking for all of it on a single planet or some on one and others on others, always within the limit given by the number of embarked computers. The information is given only on planets within radar range. Therefore, if during a route a planet is sighted, wanting to receive new information on it, the U.C. will have to, the following turn, bring the ship back with a new route within the radar range of that planet.
The information is drawn from the INFORMATION SHEET on the basis of a random outcome of 6 or 10 probabilities, indicated from time to time on the SHEET itself. Each piece of information takes into account the preceding ones (for example after establishing that a planet is of type A, terrestrial, one will see whether there are animal, vegetable or mineral life forms. If they are mineral one will check whether they are Sapiens, Non Sapiens or OZ minerals, etc).
This information is to be read as follows: bearing in mind the level of information requested (II, IV, etc.) and those previously given (mineral life forms, for example) one rolls the die indicated for that level and reads the characteristic corresponding to the outcome obtained.
EXAMPLE REQUEST: III LEVEL OF INFORMATION - PREVIOUS NEWS: planet JUPITER (G) with VEGETABLE life forms. 10-SIDED DIE: 6 NON SAPIENS LIFE FORMS ARE DECLARED. NEXT REQUEST: IV LEVEL OF INFORMATION - PREVIOUS NEWS: planet JUPITER (G) with NON SAPIENS VEGETABLE life forms - if the 6-sided die shows 1-2-3 they are POISONOUS, if it shows 4-5-6 they are instead MONSTERS.
With this system one starts from the type of planet until one comes to know the precise name of the alien race. The IV level also indicates the reference (number at bottom left) corresponding to the same race on the G.I. The news written on it must be read IN FULL, both as regards the description and as regards the TECHNICAL SHEET. The number of Aliens present is declared on the basis of a new die roll, made before reading the whole.
Note - An information D.N.S. means that the data processed by the computer are not enough and that the request must be repeated, uselessly wasting the previous one.
Every time the S.C. gives a piece of information, it will also be recorded, beside the planet, on the TABULA SPATII and will remain known even in case of subsequent requests by other U.C.
In case of landings without having deepened the information to the last level, once landed the U.C. will receive from the S.C. all the missing information together, but only after the U.C. himself has declared his attitude at the moment of landing. This information too depends on random outcomes, exactly in the same way as that supplied on request.
Every time a U.C. departs from a planet, this will be crossed out on the TABULA SPATII and will no longer be visitable by anyone, being by now defined as "known".
All the information previously given is repeated "free of charge" every time any ship passes within the radius of the radars from that planet. The information is always received by all the U.C., being public domain. The sub-informations of the first level (type of radioactivity) are considered only in explorations of outer space.
G) Landing on planets
Every time a U.C. lands on a planet, the Space Computer, besides completing the missing information, must: a) Establish how many Aliens are present (PRESENCE TABLE in the TECHNICAL SHEET of the G.I.), checking with a random outcome (6). b) Carry out all the activities provided for the Aliens (combat, veneration, etc.), checking their outcomes on the various tables. Note - On each table it is stated whether the random outcome is checked by the U.C. or by the S.C. c) Check how many new Aliens arrive at each turn in which the U.C. remains on the planet (ARRIVALS TABLE in the technical sheet of the G.I.). d) Assign the points obtained, marking them on a separate sheet beside the name of the U.C. who carried out the mission. All this as a function of the characteristics of the Aliens present on the planet, defined by the ENCOUNTER GUIDE which the S.C. will read to the U.C. concerned in all its points (except for the possibilities of new arrivals). This news too will be public domain.
S.C. RULES - ADVANCED LEVEL
CIVIL RULES - SPACE COMPUTER CORPORATION (C.S.C.)
Section: IN UNKNOWN OUTER SECTORS. ACCESS: SPACE COMPUTER, CLASS A. LEVEL: ADVANCED - TOP SECRET.
General rule
All the norms provided for inner space remain valid.
A) Outer space - Hazards
If in the geography of inner space only planets are found, in the outer one one can also meet: a) Black Holes b) Magneto-gravitational nets c) Nullius Distortions
a) Black Hole (B.N.)
Present in a number of one per level exactly at the same point, it is inserted on the TABULA SPATII at not less than 5 parsecs from the nearest planet. Within a radius of 4 parsecs the B.N. has effects on ships that pass near it according to the following formula:
DISTANCE - MASS (level of the ship) - FORTUITOUS OUTCOME (6)
where the distance is understood as calculated from the route parsec nearest to the nucleus of the B.N.
The B.N. is not visible with radars. The negative number possibly obtained equals the number of damages that ship suffers, to be checked on TAB. C, at the end of the route in question, by the U.C. The effects of the B.N. are communicated by indicating the parsec in which they were suffered, but without indicating the exact position of the B.N.
b) Magneto-gravitational nets (R.M.G.)
One is found on every level, not necessarily in correspondence with each other. Each occupies 3 adjacent parsec-squares in any arrangement. A route that crossed even a single element of one would stop there, without this being communicated to the U.C. (except in presence of a Princeps PSI on board). In presence of a PSI it must however be checked whether the discovery kills him (see G.I.). Each R.M.G. must lie at not less than 4 parsecs from the nearest planet. The turn following the encounter with an R.M.G., the route of that ship will start from the parsec in which the encounter took place. R.M.G. too are not visible with radars.
c) Nullius Distortions (D.N.)
Present in a number of 3 on each level, not necessarily adjacent, each occupies one parsec-square. A route that crosses them is blocked there, communicating it to the U.C. What he does not know, except with the presence of the usual Princeps PSI, is from where the next route will start. This will be calculated by the S.C. in secret, on the basis of two random outcomes (6), with the following table:
I Fortuitous Outcome (6): 1 = direction North, 2 = East, 3 = South, 4 = West, 5 = Up, 6 = Down. II Fortuitous Outcome (6): the distance reached equals the outcome itself.
If the distortion would carry outside the TABULA SPATII, the distortion movement would be stopped in the last parsec before the exit. If the distortion led to ending exactly on a planet there would be immediate and obligatory landing, according to the general norms. D.N. too are not detected by radars.
B) Average radioactivity present on planets
At the first level of information, in a sector defined "outer space", one finds the indication for establishing, by the usual random outcome, the level of radioactivity on a planet. This must be communicated to the U.C. together with the type of atmosphere present and recorded on the TABULA SPATII beside the letter that identifies the type of planet.
Radioactivity can be of three levels: 0 = non-existent, α = 1st level, β = 2nd level.
To protect landed E. in presence of radioactivity two anti-radiation suits have been developed: the BIMPER suit and the LEGGY suit (see G.I.). The first protects from rays of type α and, hampering movements to a limited extent, will lower by 1 point the F.C. of an E. (2 instead of 3 points). The second, which protects from rays of type β, is bulkier and will take away 2 points making the F.C. of an E. equal to 1.
It is clear that, for example in the first case, an E. from which 1 man is eliminated will be worth 1 point, while if it loses 2 men it will be worth 0 points, and so on.
C) Mass and landing risks
Not all planets are equal as regards gravity. Every landing will therefore be subject to variable risks, proportional to the mass of the planet considered. This is established by the S.C. on the basis of a random outcome (6) checked on TAB. O at the moment the ship lands. If the random roll equals one of the numbers written on the table in the row corresponding to the planet in question, that number also coincides with the number of damages suffered by the ship in landing, checked then on table C, as usual.
D) Landing zones
Unlike voyages in inner galaxy zones, where all activities, including landings, are under control of the S.C., in the outer zones this does not happen, and it is therefore necessary to consider the different zones of the planet in which a ship may land. This is established by the U.C. by means of a random outcome (10), checked on table P.
On the G.I. (TECHNICAL SHEET) are indicated the zones in which the various Alien races are stronger and those in which they are not present. In the first case the F.C. of each Alien is considered increased by the value written under the heading PREFERRED ENVIRONMENT. In the second case the U.C. can use only the factors of the E. to carry out the missions. In compensation the ship cannot suffer damage because of Alien attacks.
A U.C. dissatisfied with the landing zone can, if he wishes, attempt a new landing by declaring a route that takes off and lands again. This does not entail the definition of "Known planet", and therefore no longer visitable, for the planet in question. Re-landing is permitted only once and is carried out in the normal way (checked, that is, on table P).
E) The alien ships
General notes
a) The last task to be fulfilled by the S.C. is the movement of the Alien ships. Their movement is automatic, since they always move, along the shortest path, towards the republican ship nearest to them, on the basis of their own movement factor. There may be only one alien ship at a time, which cannot be replaced except at the moment it is destroyed. Which one it is, is calculated afterwards by the S.C. at the moment it enters play, thanks to TAB. Q. On this are also reported the F.C.Att., F.C.Def. and movement factor of the ship. The side from which it enters is also established by TAB. Q, while the precise parsec of that side is chosen by the S.C. The level of entry is the one in which more enemies are present.
ATTENTION: ships landed on any planet do not attract the alien ships.
The position of the alien ship is remembered by placing the black S.N. Its movement takes place at the end of a general turn in which all the U.C. have acted. If on the level on which the Alien ship is located there are no more ships, it too changes level, towards the most populated one. An alien ship can be picked up by radar, but only during the U.C. movement.
b) Combat
At the moment the alien ship enters a parsec of space in which a legionary is located, he is attacked. Combat is carried out as follows:
- Alien turn = it arrives in the parsec in which there is a legionary and attacks him (the S.C. checks the outcomes on TAB. N and, if there is damage, this is checked by the U.C. on TAB. C).
- Legionary turn = he checks a random outcome (6) and if he obtains 5 or 6 he can leave. Otherwise he attacks the ship that hooks him with outcomes found on TAB. M (D = eliminated, R = F.C.Att. and Def. 50%).
This continues until the legionary disengages or the Alien is destroyed.
It is permitted to join 2 ships of the Legio to fight an Alien; their F.C.Att. are used in the individual turns; the F.C.Def. also remain separate and the Alien attacks one at a time. Which one is attacked is freely chosen by the S.C. No points are awarded for the elimination of alien ships.
F) Summary of the activities of the S.C.
- Draws the TABULA SPATII.
- Moves the S.N. of the U.C.
- Signals the sightings.
- Gives information drawn from the INFORMATION SHEET and G.I.
- Carries out all the activities of the Aliens.
- Moves the alien ships after checking the type.
- Checks presence and new arrivals on the various planets.
- Assigns points and ranks.