starforce scenario 100: the outleap, 2400 …...12 home system populationi mlc value table home...

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11 STARFORCE SCENARIO 100: The Outleap, 2400-2500 A.D. by Arnold Hendrick The history of the Outleap from 2341 to 2785 is often seen as a collection of "wars" amid a largely peaceful and economically minded expansion of sentient starfaring races. However, the same history can be represented on a larger level of political and economic conflict, showing why governments of individual planets and systems had such an intense interest in interstellar hegemonies and leagues. This Scenario shows the forces behind the rapid colonial expansion of various races and systems, and the political, economic and military complica- tions that ensued. (101) INTRODUCTION TO PLAY The full advanced game rules of StarForce should be used. Furthermore, FakerForces rules must be used, and Reserve StarForces and GateLink optional rules are strongly recommended. Situational Continuity and Battle Mode Crew Fatigue may be introduced if desired. The game is played by yearly turns, called Eco Years (economic years), which include an indefinite number of normal (strategic) Stellar Game-Turns. It is very useful to make some additional counters for this Scenario. Each Player should 'receive 16 "Control" Markers to use to denote control of colonies without StarGates, about 20 (possibly more if Players feel it necessary) "EE Group" Markers, and StarSoldier Division Markers (SS Divisions) in denominations of 1, 2, 4 and 6 divisions. About a half dozen of each denomination is usually sufficient. (102) ECOYEAR TURN PROCEDURE .GENERAL RULE: Overall play of the Scenario proceeds EcoYear by EcoYear, until Victory Conditions are met or the time limit exhausted at the end of a given year. PROCEDURE: Each Eco Year is divided into the following Phases, in which all Players may participate: 1. Diplomacy Phase: Players engage in public and secret bargaining. 2. Income Phase: Players openly determine population resources and MegaLaborCredits (MLC) available; including transfers of the latter between Players. 3. Expenditure Phase: Players secretly determine building and maintenance of items using available population resources and MLC's. New StarGates are then deployed. 4. Organization Phase: Players organize available items, embarking those desired on StarForces, and denoting initial StarForce LiteZulu locations. Then all StarForces are placed on the Stellar Display. 5. Stellar Phase: Players begin play of normal strategic-advanced game, using Stellar Game-Turns, and Tac-Turns where required. Phase has at least three Stellar Game-Turns. 6. Consolidation Phase: conquest and control of systems is determined, with appropriate StarGate changes. All Star Forces are then withdrawn from the Stellar Display, and EE Groups may also be withdrawn by the Owning Player if desired. (103) DIPLOMACY GENERAL RULE: In the Diplomacy Phase of each EcoYear, Players may discuss deals or other matters that interest them secretly and openly. Secret meetings between any and all Players are limited to a single 15 minute period, begun whenever anyone Player requests it during the Phase. This limit should be strictly followed to avoid unnecessary delay of play. There is no limit on public diplomacy. CASES: (103.1) Normally all political deals and arrangements must be made in the Diplomacy Phase of the EcoYear. Players should adhere to the spirit of this rule, in the interest of playing the game rather than talking about it. However, Players are entitled to request and respond to calls for alliances, wars and truces during other Phases. They should not engage in any prolonged debate over such requests and responses at that time, but rather wait until the next Diplomacy Phase. (103.2) The sole exception to Rule 103.1, above, is when allies are allowed shift support, in which case the allies may coordi- nate their Stellar Shifting together during Stellar Game-Turns. (104) HOME & COLONIAL SYSTEM INCOME GENERAL RULE: Home systems and habitable colonies with one or more Population Resource Points will contribute Population Resource Points and MegaLaborCredits (MLC) to a Player that controls them, during the Income Phase of the Eco Year. PROCEDURE: Determine Population Resources and MLC of each system controlled, and total each separately to determine total available. Cal- culations are public, not secret. Note that home system values vary with race, colonial system MLC calues with the Population Resources. CASES: (104.1) Home systems automatically contri- bute their full Population Resources and MLC Value to their original Player each Eco Year. The home system cannot be changed or conquered during the course of the game. (104.2) All inhabited non-home systems are considered colonies. Both primary and secondary systems may be colonies, depending upon the exact Scenario Set-Up procedure used. (104.3) A Player may elect to increase the Population Points of each and/or any colonial system he controls, or leave it at the current level, when determining income. If Population is increased, only half the MLC of that system is received (based on increased Population Value). Colonial systems with the maximum Population Resource Value may not be increased. If population is not increased, the full normal MLC of the system is received, based on the Population Value. See Colonial Population and Colonial MLC Tables. (104.4) A Player totals all MLC received in the current Eco Year, and adds all MLC left over from the previous year. This grand total is the amount of MLC that may be "spent" that year. Note that MLC may be given away to other Players, and may be reduced due to political events suffered in the previous EcoYear. (104.5) A Player totals all Population Resources in the current year, and compares that total to the total of the previous year. If there has been any increase, then that increase is available for building new StarForces and StarGates. Increases not used in previous years are also available. It is important that a running list of Population totals for each year, as well as increases available and used, be kept, because current population total also affects new construc- tion. Population Resources are not transfer- able between systems or Players. (104.6) Except for the option given in 104.3, Population Resources and MLC are not related.

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Page 1: STARFORCE SCENARIO 100: The Outleap, 2400 …...12 HOME SYSTEM POPULATIONI MLC VALUE TABLE Home System Population MLC Human 19 54 L'Chal-Dah 17 57 Rame 20 52 Other 18 55 MAXIMUM COLONIAL

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STARFORCE SCENARIO 100:The Outleap, 2400-2500 A.D.

by Arnold Hendrick

The history of the Outleap from 2341 to 2785is often seen as a collection of "wars" amid alargely peaceful and economically mindedexpansion of sentient starfaring races.However, the same history can berepresented on a larger level of political andeconomic conflict, showing why governmentsof individual planets and systems had suchan intense interest in interstellar hegemoniesand leagues. This Scenario shows the forcesbehind the rapid colonial expansion ofvarious races and systems, and thepolitical, economic and military complica-tions that ensued.

(101) INTRODUCTION TO PLAYThe full advanced game rules of StarForceshould be used. Furthermore, FakerForcesrules must be used, and Reserve StarForcesand GateLink optional rules are stronglyrecommended. Situational Continuity andBattle Mode Crew Fatigue may beintroduced if desired.

The game is played by yearly turns, calledEco Years (economic years), which include anindefinite number of normal (strategic)Stellar Game-Turns.

It is very useful to make some additionalcounters for this Scenario. Each Playershould 'receive 16 "Control" Markers to useto denote control of colonies withoutStarGates, about 20 (possibly more if Playersfeel it necessary) "EE Group" Markers, andStarSoldier Division Markers (SS Divisions)in denominations of 1, 2, 4 and 6 divisions.About a half dozen of each denomination isusually sufficient.

(102) ECOYEAR TURN PROCEDURE.GENERAL RULE:Overall play of the Scenario proceedsEcoYear by EcoYear, until VictoryConditions are met or the time limitexhausted at the end of a given year.

PROCEDURE:Each Eco Year is divided into the followingPhases, in which all Players may participate:1. Diplomacy Phase: Players engage inpublic and secret bargaining.2. Income Phase: Players openly determinepopulation resources and MegaLaborCredits(MLC) available; including transfers of thelatter between Players.3. Expenditure Phase: Players secretlydetermine building and maintenance ofitems using available population resourcesand MLC's. New StarGates are thendeployed.

4. Organization Phase: Players organizeavailable items, embarking those desired onStarForces, and denoting initial StarForceLiteZulu locations. Then all StarForces areplaced on the Stellar Display.5. Stellar Phase: Players begin play ofnormal strategic-advanced game, usingStellar Game-Turns, and Tac-Turns whererequired. Phase has at least three StellarGame-Turns.

6. Consolidation Phase: conquest andcontrol of systems is determined, withappropriate StarGate changes. All StarForces are then withdrawn from the StellarDisplay, and EE Groups may also bewithdrawn by the Owning Player if desired.(103) DIPLOMACYGENERAL RULE:In the Diplomacy Phase of each EcoYear,Players may discuss deals or other mattersthat interest them secretly and openly. Secretmeetings between any and all Players arelimited to a single 15 minute period, begunwhenever anyone Player requests it duringthe Phase. This limit should be strictlyfollowed to avoid unnecessary delay of play.There is no limit on public diplomacy.

CASES:(103.1) Normally all political deals andarrangements must be made in theDiplomacy Phase of the EcoYear. Playersshould adhere to the spirit of this rule, in theinterest of playing the game rather thantalking about it. However, Players areentitled to request and respond to calls foralliances, wars and truces during otherPhases. They should not engage in anyprolonged debate over such requests andresponses at that time, but rather wait untilthe next Diplomacy Phase.(103.2) The sole exception to Rule 103.1,above, is when allies are allowed shiftsupport, in which case the allies may coordi-nate their Stellar Shifting together duringStellar Game-Turns.(104) HOME & COLONIAL

SYSTEM INCOMEGENERAL RULE:Home systems and habitable colonies withone or more Population Resource Points willcontribute Population Resource Points andMegaLaborCredits (MLC) to a Player thatcontrols them, during the Income Phase ofthe Eco Year.PROCEDURE:Determine Population Resources and MLCof each system controlled, and total each

separately to determine total available. Cal-culations are public, not secret. Note thathome system values vary with race, colonialsystem MLC calues with the PopulationResources.

CASES:(104.1) Home systems automatically contri-bute their full Population Resources andMLC Value to their original Player eachEco Year. The home system cannot bechanged or conquered during the course ofthe game.

(104.2) All inhabited non-home systems areconsidered colonies. Both primary andsecondary systems may be colonies,depending upon the exact Scenario Set-Upprocedure used.

(104.3) A Player may elect to increase thePopulation Points of each and/or anycolonial system he controls, or leave it at thecurrent level, when determining income. IfPopulation is increased, only half the MLC ofthat system is received (based on increasedPopulation Value). Colonial systems with themaximum Population Resource Value maynot be increased. If population is notincreased, the full normal MLC of the systemis received, based on the Population Value.See Colonial Population and Colonial MLCTables.

(104.4) A Player totals all MLC received inthe current Eco Year, and adds all MLC leftover from the previous year. This grand totalis the amount of MLC that may be "spent"that year. Note that MLC may be given awayto other Players, and may be reduced due topolitical events suffered in the previousEcoYear.

(104.5) A Player totals all PopulationResources in the current year, and comparesthat total to the total of the previous year. Ifthere has been any increase, then thatincrease is available for building newStarForces and StarGates. Increases notused in previous years are also available. It isimportant that a running list of Populationtotals for each year, as well as increasesavailable and used, be kept, because currentpopulation total also affects new construc-tion. Population Resources are not transfer-able between systems or Players.

(104.6) Except for the option given in 104.3,Population Resources and MLC are notrelated.

Page 2: STARFORCE SCENARIO 100: The Outleap, 2400 …...12 HOME SYSTEM POPULATIONI MLC VALUE TABLE Home System Population MLC Human 19 54 L'Chal-Dah 17 57 Rame 20 52 Other 18 55 MAXIMUM COLONIAL

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HOME SYSTEM POPULATIONIMLC VALUE TABLE

Home System Population MLCHuman 19 54L'Chal-Dah 17 57Rame 20 52Other 18 55

MAXIMUM COLONIALPOPULATION TABLE

Star System Pop.Alpha Centauri (1821/-4) 17Beta Hydri (24201-21) 10CD-20 (0732/-7) 961 Cygni (26261+7) 17Delta Pavonis (2427/-18) 1282 Eridani (3009/-14) 11Epsilon Eridani (2713/-2) 15Epsilon Indi (2523/-10) 16Eta Cassiopeiae (30181+15) 13HR 7703 (2833/-11) 14HR 8832 (32231+18) 1236 Ophiuchi (1636/-8) 1270 Ophiuchi (20361+1) 14p Eridani (3116/-18) 12Sigma Draconis (23261+17) 12Sol (202010) 18Tau Ceti (3015/-3) 16

COLONIAL MLC VALUE TABLE

Population MLC1 102 143 184 215 236 267 278 309 31

10 3211 3512 3613 3814 3915 4016 4217 4318 44

(105) TERTIARY SYSTEM INCOMEGENERAL RULE:Tertiary systems are incapable of supportingsignificant populations, but may be occupiedby Economic Exploitation (EE) Groups,which may find items of significant value to

the race, measured in terms of MegaLaborCredits (MLC) income to the occupying andcontrolling Player.

PROCEDURE:After the first Eco Year, each worthwhilesystem controlled by a Player and occupiedby an EE Group contributes MLC to thatPlayer's income. Amount of MLC varies withthe type of system and a randomizer chitpick, as shown on the Tertiary SystemIncome Table.

Income derived from tertiary systems, andthe chit pick that produced it, must bepublic. However, the type of systemdiscovered is kept secret if a Player desires.

CASES:(105.1) The first year a tertiary system isoccupied by an EE Group, exploration forvaluable materials is undertaken. During theIncome Phase of the Eco Year a randomizerchit is secretly drawn for each system under-going initial exploration, and the resultssecretly noted by the exploring Player. Thesystem may prove to be worthless - have nomaterials of value, or have very rare (VRM)or rare (RM) minerals, or special vegetablelife (SV) suitable for bionic purposes.(105.2) Exploration results are different foreach Player. If another Player occupies thesame system, he makes a separateexploration, and must abide by its result. If aPlayer abandons a tertiary system and thenreturns, he is not allowed anotherexploration. Thus, it is possible for a systemto prove valuable to one Player and worthlessto another.(105.3) Each EcoYear after the explorationyear, each Player that occupies the systemwith an EE Group and controls the systemopenly draws one randomizer chit andconsults the Tertiary System Income Table.He then announces the MLC income result.Due to the construction of the table, this maygive other Players a hint of what hisexploration results were.(105.4) For purposes of victory determina-tion, and general Player interest, VRMsystems average an output of 7.4 MLC yearly,RM systems 5.8 MLC, and SV systems, 5.4MLC.

(106) EXPENDITURESGENERAL RULE:Population Resources and MLC are used tocreate new TeleShips and StarGates, up tothe limit of total current PopulationResources. MLC alone may be used to buildSeed Colonies, EE Groups and StarSoldiers(SS) Divisions. All previously built items mayonly be continued to be used in subsequentyears if a maintenance cost in MLC isexpended. Failure to maintain an itemsimply makes it unavailable for that year,failure to maintain never destroys an item.

PROCEDURE:Each Player makes a secret ExpendituresList, giving maintenance of items alreadybuilt, new items built, and already builtitems not maintained (and thus not available)in that year. The list should be retained, sothat opponents can examine it at the end ofthe game.

CASES:(106.1) A list of already built TeleShips,StarGates (with location), Seed Colonies notyet used, EE Groups and SS Divisions mustbe maintained, and updated to reflect lossesfrom year to year. Except for StarGates,which are permanently located once built,only a list of the quantity of each is neces-sary, since they can be redeployed at the startof each Eco Year. Each of these items may beactivated in a particular year by expendingthe maintenance cost. Items not activated areretained in limbo, and may be used in futureyears, even though they were not used in thepresent one. Non-maintained items are neverlost.

(106.2) Building new TeleShips andStarGates requires the use of bothPopulation Resources and MLC. PopulationResources spent to build new Forces andGates must not exceed population increase ofthat year over the previous year (plusunexpended increases of the previous years).In other words, only new "unused" Popula-tion Resources may be used for building newForces and Gates. Furthermore, the Popula-tion Resources involved in all TeleShips andStarGates of the Player may never exceed thecurrent population. If current inventory of

Income ResultsChitPick

ExplorationResults

TERTIARY SYSTEM INCOME TABLEChitPick

o VRM system 9VRM 9RM 5SV 0_1 RM sy~.!~m 8VRM 8RM 5SV2 RM sYlltem lOVRM 7RM 7SV3 SV system 13VRM 7RM 7SV4 SV system 7VRM 7RM 7SV5 worthless l2VRM 6RM 6SV6 worthless 6VRM 6RM 6SV7 worthless 5VRM 4RM 4SV _~ __ ,_8 worthless 3VRM 3RM 3SV9 worthless* lVRM lRM 4SV* EE Group destroyed during course of exploration; remove EE Group from game asbuilt item.

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Ships (Forces) and Gates exceeds PopulationResources, no new items of either may be builtuntil population catches up. Total popula-tion puts a limit on all construction.However, already built Ships and Gates maybe maintained even though their require-ments might be in excess of currentpopulation. This would come about if aPlayer lost one or more systems to anotherPlayer.(106.3) All other items only require MLC tobuild, and all items only require MLC tomaintain. This MLC must be spent againeach year to maintain the item, althoughsome items can be maintained for nothing,and are, therefore, "free" once built. Noitems need be maintained in the sameEco Year in which they were built; buildingcost includes maintenance for the first year.

(106.4) New StarGates may only be built ifthere is a controlled system to place them in.StarGates may only be placed in primary orsecondary systems with three or more (3+)Population Resource Points, and only insystems currently without a StarGate. Asystem may never have more than oneStarGate. Location of newly built Gates mustbe specified with building, and placement onthe Stellar Display in the appropriate LiteZulu made at the conclusion of the Expendi-tures Phase.(106.5) Location of all other newly built ormaintained items is not necessary until thefollowing Organization Phase of theEcoYear.

EXPENDITURES CHARTTo Build: To Maintain:

Item: Pop. MLC MLC

TeleShip 1 8 2StarForce(4 TeleShips) 4 32 8StarGate 7 30 10Seed Colony 0 15 1EEGroup 0 6 0StarSoldierDivision 0 2 1

(107) ORGANIZATIONGENERAL RULE:After Players determine items available tothem for the Eco Year (see Expenditures),they organize their TeleShips into StarForces, embark items upon them, and deploythe StarForces among controlled primaryand secondary systems.

PROCEDURE:All organization is initially done in secret andrecorded. StarForces are then deployed, oneor more per hex, as per Semi-Hidden Displayrules (7.4). Embarkation is kept secret untilitem is disembarked.

CASES:(107.1) Available TeleShips must beorganized into FakerForces of one ship, and

StarForces of four ships. The number ofFakerForces may not exceed half the numberof StarForces, except that a Player is alwaysallowed to form up to four (4) FakerForces,regardless of how few StarForces he hasavailable. Organization and number ofFakerForces and StarForces used in theprevious year has no effect on current yearorganization. Organization may be changedduring the game only within the FakerForcesrules limits (see 33.1).(107.2) Available Seed Colonies, EE Groups,and StarSoldier (SS) Divisions may beembarked on Forces. Items not embarkedare considered unavailable that year, even ifa maintenance cost was paid. Embarkation isonly possible during the Organization Phaseof the Eco Year.(107.3) A Star Force may embark up to oneSeed Colony or one EE Group or one to sixSS Divisions. A combination of items maynot be embarked on the same StarForce. AFakerForce may embark one SS Division ifdesired, never more. Because embarkation isonly possible in this Phase, FakerForcecombination during a Stellar Game-Turnonly serves to combine any SS Divisionscarried by the components.(107.4) Starting locations of all StarForcesand FakerForces must be secretly written, sothat starting deployments are made inignorance of enemy deployments. Note thatnewly built StarGates will have been alreadyopenly deployed (in the previous Eco YearPhase). Deployment is limited in three ways.First, StarForces and FakerForces may onlydeploy in controlled primary or secondarysystems. Second, systems without a StarGatemay not have more than one force (one StarForce or one FakerForce) deployed in them.Third, no system may have more TeleShipsdeployed in it than the home system;remember that a FakerForce contains only 1TeleShip,a. StarForce, four TeleShips. Notethat the total number of TeleShips deployedin the colonies could exceed the total athome, provided that the amount in anyonecolony did not exceed the amount at home.

(107.5) After deployment locations have beenprepared, Forces are placed on the StellarDisplay.(107.6) EE Groups already debarked into atertiary system in some previous EcoYear,and still placed in the system at the start ofthe current year (i.e., were not withdrawn inthe previous year) may not be redeployed.They remain in that system during theOrganization Phase of the Eco Year. EEGroups withdrawn from a system in theprevious year and newly built groups mayonly be embarked on a StarForce, they maynot be directly deployed into a tertiarysystem.

(108) STELLAR DEBARKATIONGENERAL RULE:Debarkatgion of EE Groups, Seed Coloniesand SS Divisions into appropriate starsystems is allowed during the StellarGame- Turns.

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PROCEDURE:StarForces and/or FakerForces debarkingitems into a system should add a "DB" totheir Shift Plot. In the case of debarking SSDivisions, the number of divisions debarkedmay be specified if less than the full comple-ment is to be debarked (i.e., DB-4SSindicates four SS Divisions are to bedebarked).

CASES:(108.1) No Force may ever debark items intoa LiteZulu occupied by any opposing Forceor StarGate, except LiteZulus solely occupiedby a permanently neutralized StarGate.Furthermore, in order to debark items, thecarrying Force must be in the LiteZulu towhich the items are debarked (i.e., Forcesmay not debark items from distant LiteZulususing their Shift capability, since debarkingis not a Telekinetic process).(108.2) To debark SS Divisions, a Force mustremain in the same LiteZulu for one entireStellar Game-Turn. To debark a SeedColony or EE Group, the StarForce mustremain in the same LiteZulu for two entireconsecutive Stellar Game-Turns. The Forcemay not shift while debarking, but mayenhance the shifting of other Forces into thatLiteZulu. If opposing Forces shift into theLiteZulu during debarkation, the debarka-tion is prevented, and must be started overagain after the opposing Forces are removed,or started over again at some other time, andpossibly in some other LiteZulu. DebarkingForces involved in a tactical situation areautomatically in Battle Mode. IMPOR-T ANT: Remember that no Force may shiftinto a LiteZulu and debark any item duringthe same Stellar Game-Turn; nor may aForce debark and then shift out in the sameStellar Game-Turn.(108.3) EE Groups may be debarked into anytertiary system not already occupied by anEE Group and/or SS Division of an EnemyPlayer. An EE Group may be debarked intoa tertiary system already occupied by an EEGroup of another, non-hostile Player. EEGroups not debarked during the StellarPhase of the Eco Year are available again thenext year; and may be reernbarked on aForce again. Once debarked, EE Groupsmay only be withdrawn from a system at theend of the EcoYear, during the Consolida-tion Phase.(108.4) Seed Colonies may only be debarkedinto an unoccupied primary or secondarysystem (i.e., a system without anypopulation). Upon completion of successfuldebarkation, the Seed Colony is immediatelyconverted (at the end of that StellarGame-Turn) to one Population ResourcePoint, and control of the system is awardedto the Player who debarked the Seed Colony.Debarking Seed Colonies is an irreversableprocess, because the resulting populationmay never be moved.

(108.5) SS Divisions may only be debarkedinto an Enemy colonial system. They may bedebarked into a system already occupied bySS Divisions. Debarking SS Divisions must

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at least match the Population Resources ofthe system (on a one-to-one basis), or, if thesystem is already occupied by SS Divisions,must be at least double the number of SSDivisions already in the system if those in thesystem are hostile. If Friendly SS Divisionsare in the system, additional divisions may bedebarked in any amount. Failure to debarkat least the minimum number of SS Divisionsresults in the immediate destruction of allthe debarking divisions. Successful debarka-tion of SS Divisions into a system occupiedby Enemy Divisions results in the destructionof all Enemy Divisions.(108.Sa) An SS Division may be debarkedinto an Enemy tertiary system containing anEE Group. The SS Division will destroy theEnemy EE Group, but will, in turn, bedestroyed itself unless a Friendly EE Groupis also debarked into the system on thefollowing Stellar Game-Turn. No more thanone SS Division may be debarked into atertiary system per Eco Year.(108.6) Note that these rules preventFriendly SS Divisions from being used forpurely defensive purposes, to forstall Enemyoccupation. However, once Enemy occupa-tion is made, they may be moved in toreconquer the system for its original owner,at which point any number may remainstationed there. SS Divisions, like otheritems, may not be reembarked during StellarGame-Turns. During the ConsolidationPhase of the Eco Year, after control is deter-mined, all SS Divisions are withdrawn fromall systems; a "standing garrison" is notmaintained from one year to the next.(108.7) All debarkation is open. The type orsize of the debarkation is never kept secret.

(109) WAR, TRUCE & ALLIANCEGENERAL RULE:The number of Stellar Game-Turns in anEco Year varies depending upon the politicaldecisions made by the Players. A declarationof war may prolong the number of StellarGame-Turns to be played.

PROCEDURE:War may be declared at any instant during aStellar Game-Turn, including after ShiftExecution. but before Combat Execution,thus allowing a certain form of "surprise"attacks. A truce may be requested at theconclusion of any Stellar Game-Turn by anyparty at war. Players are not to makecomplex bargains, political deals orotherwise hold involved political discussionsduring the Stellar Phase. Alliances may bedeclared at the conclusion of any StellarGame-Turn, and apply as long as the partieswish it, or until the war is concluded with atruce.

CASES:(l09.1) War(l09.11) If any Player declares war uponanother, those two Players are automaticallyhostile to each other (opposed, Enemies,whatever). Other Players may declare war oneither or both parties individually, as theydesire. Note that a declaration of war by one

Player automatically makes the target of thedeclaration at war with him, too.(l09.12) A Player must declare war in orderto cause use of the advanced game Tacticalprocedure (i.e., cause a battle), and mustdeclare war in order to make a combat casteffective against another Player's Forces orGates, or to land an SS Division in a systemcontrolled by another Player.(l09.13) A Player may only declare war uponPlayers already involved in a war, or Playerswhich control a system within 20 Lites of acontrolled system of the declaring Player.(109.14) If Players are at war and have EEGroups in the same system, the Player whocontrols the system must immediatelydestroy Enemy EE Groups in the samesystem.(109.15) The Stellar Phase of an EcoYearends whenever the third or any later StellarGame-Turn ends without a declared war stillcontinuing. Thus, at least three StellarGame-Turns are insured ina given year, butmore are prohibited unless war occurs. TheStellar Phase ends simultaneously for allPlayers (i.e., either all Players are involved inthe Phase, or it is over; thus a single war willcontinue the Phase for all Players, eventhough some may not be at war).

(109.2) Alliances(109.21) Players not at war with each other,but at war with the same Enemy, may forman alliance at the conclusion of any StellarGame-Turn. Allies automatically combinecombat casts against their mutual Enemy(see 27.42 for details).

(109.22) Whenever one or more Forces orGates of two allies occupy the same LiteZuluat the conclusion of the same Stellar Turn,shift supporting is allowed. Shift supportingmeans Forces and Gates of one ally mayparticipate in stellar shifts involving Forcesand/or Gates of the other (see 109.23 for aspecial limitation).

(109.23) When different races are allied, shiftsupporting suffers two limitations. StarForces of one race may not enhance thestellar shifting of those of another race.StarGates of different races may notparticipate in Gate-to-Gate shifts or links.However, StarForces of one race may freelyuse the Gates of another in a normal GateShift or Enhanced GateShift, and both mayplan joint shifting maneuvers.(109.24) Triple or larger alliances arepossible, provided all conditions are fulfilledby all involved Players.

(109.3) Truces(109.31) Any warring Player may request atruce after any Stellar Game-Turn, and hemay request it of any or all Players he iscurrently at war with. A Player must requesta truce if he has not debarked any SSDivisions into an Enemy occupied system orbeen involved in a Tactical battle resolutionprocedure in the last ten Stellar Game-Turns. This might require more than oneparty in a war to request a truce at the same

time, putting a Player in the position of bothrequestor and receiver at the same time.

(109.32) Any Player who requests truce on aStellar Game-Turn must consult the TrucePolitics Table once for each Turn he requeststruces. Note that many requests in the sameTurn only incur one check on the table. APlayer who is refused one Turn may requestagain on another Turn. Results of the TrucePolitics Table must be made public.(l09.33) A Player who receives a trucerequest may respond positively or negatively.If a positive response is made, the war is over,and the Players may not again declare warupon each other in that EcoYear (but may inany subsequent year). The receiver maystipulate any type of MLC payment, controlof systems, or other privileges as part of hispositive response. However, the requestormust only honor those stipulations noted inthe Truce Politics Table for the particularchit pick he made. In many cases, the chitpick permits him to ignore all stipulations.(109.34) If a receiver responds negatively,then he, too, must consult the Truce PoliticsTable and make an appropriate chit pick forhis negative response. In some cases, the chitpick automatically forces him to make apositive response, as per the rules in 109.33.For each negative response, a receiver makesto each truce call, another chit pick isnecessary. Thus, if a Player is at war with twoother Players, and both request truces Turnafter Turn, he must make two chit picks eachof those Turns, as long as he wishes torespond negatively.

(110) CONSOLIDATIONPROCEDURE:In the Consolidation Phase of the EcoYear,Players first determine control of all starsystems with items debarked on them.Control Markers and StarGates are adjustedaccordingly. Then most playing pieces areremoved from the Stellar Display, inpreparation for the following year.

CASES:

(110.1) Players first determine conquest andcontrol of all star systems, adjusting ControlMarkers accordingly. Players controlling asystem with a permanently neutralizedStarGate of some other Player may exchangethat StarGate for one of their own (i.e., takecontrol of the StarGate also).(110.2) All neutralization markers areremoved from all items, including "perma-nent" neutralization.

(110.3) Players may now withdraw any andall items of theirs from the Stellar Display,with two exceptions: Location and existenceof StarGates may not be changed, and sizeand location of Population Resources maynot be changed. EE Groups may bewithdrawn from the Display if desired. AllForces and SS Divisions must be withdrawn.(110.4) Items withdrawn should be noted, sothat a final record of remaining availablematerials after that year can be shown at theend of the game, and to assist the Player in

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calculating his expenditures in the next year.\ ithdrawn items are simply removed fromthe Display so that they may be maintainedor put "in limbo" for the next year asdesired, and those maintained in the nextyear may be redeployed in systems as desired,and consistent with the Organization Rules.Ability to withdraw items from the StellarDisplay is therefore mainly an advantage,but can cause frustration if the StellarPhase ends one Stellar Game-Turn before aPlayer finishes debarking a Seed Colony orEE Group.

(111) CONTROLGENERAL RULE:Control is the occupation politically of asystem. Systems of opposing Players arecontrolled by landing SS Divisions to destroyEnemy EE Groups or control a system'spopulation.CASES:(111.1) The systems a Player begins on hecontrols. The first Player to debark any iteminto a system' controls that system.(11l.2) A system occupied by SS Divisions isautomatically controlled by the Player whohas the most SS Divisions in that system.(111.3) Joint control is impossible, althoughan EE Group may be in a system controlledby another non-hostile Player. If, for somereason, two Players can simultaneously layclaim to controlling a system, each picks arandomizer chit, and the higher picker isawarded control.

(112) SCENARIO SET-UPPROCEDURE:Home and any initial colonial systems aredetermined by selecting one of the optionsgiven below. Then each Player computesavailable Population Resources and MLC.He then doubles the MLC. Then each Playermay use these Population Resources anddoubled MLC to build items as he desires.After expenditures are completed, results arerevealed and StarGates placed. Play thenstarts with the first EcoYear, which will haveits own Income and Expenditures, meaningthat, overall, each Player is allowed triple hisMLC before making his first Stellar Shifts.SET-UP OPTIONS(112.1) Basic Racial Primary Systems: Thissystem is only possible in two- or three-Playergames. One Human, Rame and L'Chal-DahMarker is placed in an empty randomizerand each Player draws one marker. Theresult indicates the Player's race and homeplanet, which is automatically that race'sprimary system (Sol, 70 Ophiuchi or SigmaDraconis).

(112.2) Optional Racial Systems: In thisversion as many Players as different countersets are possible, mainly five, unlessadditional counters are constructed. EachPlayer secretly names three different choices,in order of desirability, for his home system.Choices must be over 10 lites apart. Playersalso write if they wish to be Human,L'Chal-Dah or Rame. Players then reveal

choices. All first choices are honored first,conflicts are resolved by randomizer chitpicks in favor of the high-picker. Losers inthe first choices then take their secondchoice, with conflicts again resolved by picks.If somehow a Player loses in all three of hischoices, he may choose any system whichremains available more than 10 lites from theother Players' systems. Such a Playerautomatically loses his original choice ofrace, and becomes an entirely new race. If noappropriate primary or secondary system isavailable over 10 lites from all other systems,the Player may choose any appropriatetertiary system and consider it secondary.(112.3) Xenophobe Races: When using the112.2 procedure, if a Player is forced out ofall his choices of systems and races andbecomes a new race, he may secretly opt tobecome a Xenophobe. In this case, he winsonly by wiping out all other races in thevolume via induced nova effects. See 31.5 forNova Inducement rules. All other Xenophoberules do not apply, since the race originatedin the volume, and is, therefore, telepathe-cally similar and able to shift with equalease as all other races (i.e., ignore all specialStarGate and Unknown Space rules). Playersmay only use conversion triggers and Novainducement if they are Xenophobes, or ifcombating a Xenophobe Player who hasalready used such weapons. In other words,novas may only be induced by or against aXenophobe.(112.4) Optional Colonial Bonuses: In any ofthe above set-up 'options, Players mayoptionally wish to start the game with somecolonial development already underway. Inthis case, each Player automatically is givencontrol of the secondary system nearest hishome system, with one Population ResourcePoint on that system. Only secondary systemswithin 10 lites may be so colonized. If thenearest secondary system is another Player'shome system or equa-distant to anotherPlayer's home system, then no pre-gamecolonies are possible. This option is onlysuggested to introduce a bit of diversity intoScenarios that might get a little stale in theiropening stages.

(113) VICTORY CONDITIONSGENERAL RULE:Players must, at the start of the game, decidewhich Victory System they wish to use. AllPlayers use the same Victory System, exceptthe Xenophobe races, which are required toeliminate all other races in the volume to win(see 112.3).VICTORY SYSTEMS OPTIONS(113.1) Political Victory: The first Player tohave imposed at least one truce on everyPlayer in the game is declared the politicalvictor. Note that the victor can win regardlessof the number of truces imposed upon him.This system is suggested for Players wishingrelatively short Scenarios, or in games with alarge number of Players.(113.2) Timed Economic Victory: After the10th Eco Year of play, the Player with thegreatest wealth (see 113.4) is the winner.

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Players may wish to reduce or extend play bymutual agreement at the start of the game;that is, play for five EcoYears, eightEco Years, fifteen Eco Years, etc.(113.3) Volume Economic Victory: At theend of the first year where all primary andsecondary systems either have one or morePopulation Points or have gone nova, thegame ends and the Player with the greatestwealth (see 113.4) wins. At the start of thegame Players, by mutual agreement, maywish to reduce the number of systems fromall 17 to 12, or 10, if only a few Players areinvolved in the game.(113.4) Greatest Wealth is computed bydoubling a Player's normal yearly MLCincome in all his currently controlledpopulated systems, adding the averageincomes of all controlled tertiary systems(see 105.4), multiplying by the totalPopulation Resources, then dividing by tentimes the number of systems controlled, andfinally adding the MLC left over from the lastExpenditures Phase (i.e., "cash on hand").An equation summarizing this process isgiven below:(2H+T)P!lOS+Cwhere H = income of habitable controlledsystems, T = income average of tertiarycontrolled systems, P = total population, S =number of controlled systems, and C = MLCleft over from last Expenditures Phase.

(114) POLITICAL DOMINATIONOPTIONAL RULE

GENERAL RULE:This optional rule allows one Player to makeothers subservient to him through taxation,and thus shows how the Hegemonies andLeagues actually formed in the early decadesof the Outleap. Its primary effect in gameterms is to introduce even greater politicalcomplications, and to allow Players tomaintain a temporary superiority longer, andmake warfare a common event, often asPlayers attempt to exert or throw offdomination of another.

CASES:(114.1) A Player may make anothersubservient to him when he accepts a truce.The truce requestor must accept subser-vience if his home system StarGate ispermanently neutralized at that time, andEnemy StarForces occupy the home system'sLiteZulu, or if he requested a truce of thesame Player in the previous year at any time.In all cases, the truce requestor may acceptsubservience if he desires, but is not requiredto do so.

(114.2) A subservient Player must give 10% ofhis total MLC income each Eco Year to thePlayer who dominates him. If more than onedominates him, he need only pay the Playerthat first dominated him. The subservientPlayer may be asked to supply any otheritems or MLC, but giving it is strictlyvoluntary.(114.3) A subservient Player may only escapehis status by declaring war on thedominating Player. If he can avoid

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neutralization of any of his StarGates duringthe first ten Stellar Turn of war, or if he canneutralize any Enemy StarGate before one ofhis own is neutralized, or if he accepts a truceoffer from his Enemy, the subservience islifted. A Player subservient to many Playersneed only overthrow subservience to theoriginal dominating Player.(114.4) A dominating Player may in no wayuse the Population Resources or other itemsof subservient Players. He collects his taxes,and must get voluntary cooperation foranything more. Thus dominance - subser-veince does not affect the basic individualityof each Player's decisions and interstellarempires.(114.5) In the strange case that Players wishto rig up a subservient relationship for theirmutual benefit, a brief war must be declaredand a truce formed, per the normal rules.This means the necessary risks of the TrucePolitics Table must be taken. Players mustremember that they are never entirely theirown masters, and the demands of the peoplesthey govern are represented by the war &truce mechanics.

(115) SCENARIO NOTES & HINTSThese rules provide for long "campaign"style games that incorporate significanteconomic and rather interesting politicalfactors, as Players expand. into the Primary

Known Volume. In games using the17-system Volume Economic Victory, it isnot uncommon for large fleets to engage inthe later stages of the game. It is suggestedthat Players not exceed the number ofcounters available. Allowing additionalForces or Gates may make for someextremely cumbersome tactical situationsand a very messy map.

It is helpful to make up a set of EE GroupMarkers. Population Markers are useful tomany Players, andSS Divisions ("stolen"from large strategic games, so that only troopsymbol and strength is shown) are useful tosome, also.

Players will discover that most expansionplans in an Eco Year should be limited tosystems within 10 lites of a StarGate, or 5lites of another inhabited system, since,unless a war prolongs the game, this is themaximum shift possible with time remainingfor debarking. Often Players will declare awar just for an excuse to expand, but thispolicy can rebound in unpleasant ways fromtime to time.

Players should decide upon either a careful,slow expansion with, at most, one new colonystarted each Eco Year, and then only aftercareful negotiation with neighbors, or animmediate "blitzkrieg" of all nearbyhabitable systems. The latter approach is

handy, in that one can let other Players beginthe colonies, and then take them over justbefore they are able to deploy a StarGate.However, the greedy approach will usuallyrouse people's ire permanently, and ofteninvolve a Player in a war against an alliance,which can be extremely dangerous. On theother hand, a well placed "stab" that lops offa large colony can put a Player at anenduring disadvantage in following years,especially in the early years of the game.

Players should also exploit the truce rules tothe maximum, especially if a war begins to goagainst them. It is best to call for a trucebefore major losses are suffered, since theopposition cannot afford to reject the call forlong, and may end up accepting a truce thanconfers upon it virtually nothing. Therefore,unless far-flung allies are speeding to therescue, it is foolish to continue a war untilnothing is left but one's home system.

In Scenarios where Players discover one oftheir number is a Xenophobe, they mustcombine forces and seek to crush him, or begradually destroyed one by one. It is in theXenophobe's interest to wait until the lastpossible moment before using conversion'triggers and give away his game. Even withthis strategy, it is very difficult to win as aXenophobe, but not entirely impossible .••