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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/
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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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    18/18

    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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