Gameplay

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Race Modifiers[edit | edit source]

Ships, Fighters, Mobile Suits[edit | edit source]

Hitpoints : if a ship reaches 0 it explodes or is otherwise destroyed.


Armor : Armor directly reduces how much hitpoints are lost if the attack strikes the hull (Say you have 1000 hull and 20 armor and the attack does 30 damage, only 10 hitpoints are actually lost.)

  • Armor Penetration : every point of armor penetration a weapon has negates 1 point of armor.


Shield : if a ship has shields the shields will take 100% of the damage first, if the damage exceeds the shield amount the first 50% of the damage will be reduced by half, after any damage is full normal to hull (counting in armor as normal). Once a shield has exceeded its maximum points it is gone and doesn't count any further for defense unless regenerated. (Due to power requirements in general only large ships are able to have shields)


To hit : before any weapon actually does any damage a normal 2d20 must occur, per-weapon cluster, anything above 10 on roll is a hit with exception of weapon/unit modifiers.


Nation Modifiers for Space Vessels[edit | edit source]

United Republic of Earth[edit | edit source]

  • +25% HP, +50% Reliability on all standard weapons, Modular equipment halves repair & upgrade time, +25% Max movement per turn.


Commonwealth of Mars[edit | edit source]

  • +40% HP, +30% Armor, Standardized Template Construction (50% faster construction once production reaches peak on all standard vessels), initial stealth attack does double damage (if to hit is successful).


Jovian People's Federation[edit | edit source]

  • +300% Shields over standard, Shields have +5% Absorption factor, Shield Piercing Plasma weaponry.


Venusian Concordat[edit | edit source]

  • N/A (No individual bonus, uses retrofit earth vessels)


Saturnian Union[edit | edit source]

  • +25% resistance to sensor jamming, Electronic warfare twice as likely to succeed against enemies, Advanced Ablative Armor absorbs an additional 10% of all energy damage, disabled ships self repair.


Uranian Combine[edit | edit source]

  • Signal reducing hull tech -25% on to hit rolls against, Master Salvagers - capital ships may regain hull by consuming others ships hull (or wreckage) with harvester beams.