(c) Copyright Andrew Harding 1999, 2000. Permission given to make copies
of this document for personal use and to distribute it provided no fee
is charged.

Please send questions, comments and suggestions by email:
aharding@lavalink.com.au

Last revised 14 June 2000. Revised to plain text document to remove
incompatibility between formats. Minor corrections and changes were also
included.


Description
===========

Earth Expects is a highly detailed set of tactical space combat rules
which emphasise skill over firepower. It is well suited to playing
battles from duels to squadron actions; because of the high level of
detail large fleet battles can be slow to play and therefore optional
rules are provided to speed play in these games.

Earth Expects is designed to represent battles within the solar system
between ships capable of manoeuvre at sub light speed. No aliens have
been encountered; battles and wars are fought between human factions as
they have been since before the dawn of history. Modification for use in
a galaxy spanning campaign is straightforward.

Each hex on the main map represents 1,000 km. Each turn of the game
represents one minute (ships do not move at sufficient speed for
significant relativistic effects - the speed of light is roughly 18,000
hexes per turn). Each hex on a ship display represents roughly 50
meters. A typical warship will have around 5 crew per box, although
there are wide variations to this figure.

Record keeping, with the exception of damage, is left to the players
discretion. If records are kept they should be clear, complete and
unambiguous. 

Key concepts in these rules:

* Manoeuvre is crucial to success. Correctly reading your opponent's
intentions and acting appropriately will bring victory.

* Accurately tracking an enemy warship at several thousand kilometres is
not a trivial endeavour.

* Numbers and firepower help, but are not as important as good play.

* Ship design is quick and simple while having plenty of detail.

* Balanced ships and fleets are generally better than specialised ones.

* The rules are simple, but the decisions needed are not.

* Combat is dangerous. There is no combination of defences that renders
a ship capable of defeating weaker opponents without risk.

* Warships, although probably making up a small percentage of total
shipping, are the ships most likely to be used in the game and therefore
are considered the standard. Other types are treated as special cases.


Definitions
===========

* Range: The number of hexes between one object and another, including
the hex occupied by one of the objects unless the other object also
occupies that hex. (Two objects in the same hex are at range 0; Adjacent
objects are at range 1.)

* Die, Dice: The standard dice used in the game is a normal six sided
dice. If using the crew quality optional rule, some ships use eight or
ten sided dice. 

* Engine: A series of connected engine (E) or half engine (e) boxes
making up one system. Ships may have any number of engines.

* Strength: The number of powered boxes in a weapon or shield.

* Operating: A powered undamaged box or a system with one or more such boxes.

* Armed: An operating weapon (exception: Missile launchers do not
require power, but are armed if they are currently loaded)

* Adjacent: Two hexes next to each other. For a ship, two boxes
separated by armour are not adjacent. Each box is adjacent to the armour
separating them. A hexside between two hexes is adjacent to both hexes
but not to anything else.

* Hex: Short for hexagon. Hexagons are used in a grid rather than
squares because there are no diagonally adjacent hexes.

* Facing: which of the six sides of a hex a ship is pointing towards.
Ships always face a hexside (edge) and not a vertex (corner).

* Box: A hex on a ship record representing part of that ship. Armour is
a box even though it is not a hex. Hexes without systems are not boxes.

* Primary box: The box of a multi-box weapon used for calculation of
firing arcs. The weapon cannot fire if this box is damaged. Shown on the
ship record by circling the letter representing the box type.

* System: One or more connected boxes of the same type. Two adjacent
boxes of the same type could be separate systems or parts of the same
system. Half engine boxes may be part of the same engine system as
standard engine boxes

* Ship record: The arrangement of boxes that represent a ship. It is
used to show the capabilities of the ship and to record damage. For
instance:

	 _   _   _   _   _   _   
	/ \_/ \_/ \_/ \_/ \_/ \	
	\_/ \_/ \_/S\_/ \_/ \_/	
	/ \_/ \_/ \_/ \_/ \_/ \	
	\_/ \_/ \_/P\_/ \_/ \_/
	/ \_/ \_/H\_/H\_/ \_/ \	
	\_/ \_/ \_/C\_/ \_/ \_/	
	/ \_/ \_/E\_/P\_/ \_/ \
	\_/ \_/ \_/H\_/ \_/ \_/	
	/ \_/ \_/e\_/e\_/ \_/ \	
	\_/ \_/L\_/ \_/L\_/ \_/	
	/ \_/ \_/ \_/ \_/ \_/ \

* Line of sight: A line drawn from the centre of one hex to the centre
of another. A line of sight is blocked if any part of it touches a hex
or hexside which contains something which blocks a line of sight
(passing along a hexside touches both adjacent hexes. Passing through a
vertex touches all adjacent hexes and hexsides). Weapons and sensors
cannot be used through a hex or hexside which blocks line of sight. For
those terrains where the number of hexes passed through is important,
passing along a hexside counts as one hex of the terrain regardless of
whether one or both adjacent hexes contain the terrain.

* Firing arc: the hexes into which a weapon may fire or a sensor may
operate. A weapon (sensor) on a ship can fire (operate) into any hex on
the main map for which that weapon (sensor) would have a clear line of
sight through the equivalent hex on the ship record to the edge of the
ship record (remembering to allow for the facing of the firing ship). 

* Engine Failure: damage done to a ship by gravitic backlash when unable
to achieve a legal speed.

* Tailing: Having a lock-on to an enemy ship while behind it (the line
of sight passes through the rear hexside of the enemy ship, not
including the vertexes of that hexside). 

* Open to Space: a hexside is open to space if a line drawn from the
center of it's hex through the centre of the hexside does not touch any
other boxes of the ship before leaving the ship record.

Turn sequence 
=============

Turns are broken up into steps, in each of which certain things happen.
All players perform each step together in the order shown below. Players
decide secretly in each step what they wish to do and then reveal their
decisions together (unless specifically noted as remaining secret). In
practice some steps may be combined and done by all players
simultaneously to speed up play, although new players should stick
carefully to the turn sequence until they gain a feel for when it is
appropriate to combine several steps. Once all steps are completed for a
turn begin again at the start of the sequence for the next turn.

1.	Power

Each ship takes the power generated by it's power systems and decides
which systems to operate with that power - see the power system rules. 

2.	Movement

Ships move on the map according to the engine rules. 

3.	Repairs

Ships that have already taken damage may repair some of it. First,
restore all boxes with light damage to undamaged (erase the dot). Those
ships which allocated zero manoeuvre power this turn can then repair
(reduce moderate to light or critical to heavy) one box per undamaged
control system they had at the start of this phase.

4.	Weapons

All ships may now fire any weapons they carry according to the rules for
each weapon type. The target for each weapon must be chosen before any
of them are resolved (except for point defence weapons).

5.	Sensors

Ships now determine which ships they are tracking for the next turn as
explained in the Sensor rules.


General Rules
=============

Victory
-------

Earth Expects has no standard set of victory conditions; the importance
of destroying enemy ships as opposed to simply damaging them or driving
them away, as with the importance of preserving one's own force, will
vary from time to time and place to place. Specific scenarios may give
objectives and it is up to the players to determine who achieved their
objectives from a given battle better. If you cannot agree on who won
the battle, history is likely to record another indecisive combat or
lost opportunity.

Escape
------

A ship can only be considered to have escaped a battle if the enemy
agrees to let it go or if it is at least as fast as the fastest armed
enemy ship and no enemy ship is close enough to have any chance of
causing damage. 

Shifting the Map
----------------

Because one patch of space is much like another, there is no reason that
players should feel any need to stay within the arbitrary confines of a
map. If the battle is getting close to moving off the edge of the map,
move everything on the map the same number of hexes away from the map
edge, keeping the same relative locations and facing (or add another
mapsheet). Adding another mapsheet is recommended if there is any
terrain involved or if there are a lot of ships in play.

Docking ------- To dock one ship to another requires that both ships be
in the same hex with no power assigned to either speed or manoeuvre.
After this has been true for one turn, either ship may announce the
intention to dock at the start of the next turn (if the ships are owned
by different players, the other may refuse if the ship has any
undestroyed engines). Again, neither may assign any power to either
speed or manoeuvre.

If neither ship fires any weapons or takes any damage during the docking
turn then the ships become docked at the start of the next turn. Combine
the two ship records so that the two ships touch on one display with
both having the same facing (folding one of the displays works well).
Once docked, the player who initiated the docking chooses one of the
ships to remain active - it may use all systems normally, although some
firing arcs are likely to be restricted. The other ship not use any
system. 

After one more turn without speed or manoeuvre then the combination may
begin moving, assuming the engines of the active ship have not been
blocked. The speed and manoeuvre cost of the combination is that of the
ship class of the combination (If a CA and a BB dock for a total of 150
boxes then the smallest hull that could hold that many boxes is a SD,
for a speed cost of four.) If the combination ever generates manoeuvre
points destroy the non-active ship.

Further ships can be added to the docked pair by the same procedure. The
entire procedure (three turns) must be repeated for each additional ship
to be added.

To undock reverse this procedure.

Hidden ships
------------

Given the right circumstances it is possible for ships to hide
themselves so effectively that they are effectively invisible, although
others observing the ship from a distance will have at least a rough
idea of where it is from where tracking was lost. Ships cannot become
hidden during a game; when setting up for a game involving hidden ships
both sides should know where the hidden ship could be, but not it's
exact location.

A hidden ship is revealed at the end of any phase if there is an enemy
ship within a number of hexes equal to the amount of power it used this
turn (round fractions down; if a ship used four and a half power then it
would be detected by an enemy ship four hexes away). It is also revealed
at the end of any phase in which it fires any weapon, operates any
sensor or assigns any power to engines. 

Hidden ships may use unpowered flight without revealing their location.

To search for a hidden ship requires the use of a sensor; the attempt is
made during the lock-on phase. Roll the die for the sensor as normal; if
that roll would have achieved a lock-on to the hidden ship then the
hidden ship is revealed. All normal sensor rules are used (firing arc,
modifiers, power needed, etc.) If the hidden ship is revealed by that
search, roll again using the same sensor and modifiers to see if it has
been locked onto.

Damage
------

As the boxes of a ship (including armour) take damage their damage level
increases. The damage levels are listed below. Each level requires a
certain number of damage points to reach.

Undamaged: The normal state of a system. No mark. Zero damage points. 

Light damage: A small electrical short, tripped safety or other minor
effect. The box will be unavailable for one turn. If this occurs to part
of a multi-box system, this box cannot be used next turn but all other
boxes can be (unless this is the primary box). The hull of the ship
shows minor damage - slight buckling, laser scratches, etc. Mark the box
with a dot ( . ). One damage point.

Moderate damage: There is some damage to the hull but the internal
systems are mostly intact. Perhaps a melted circuit board, broken power
connection or loose mounting has made this system unavailable. If you
let your crew move around by holding off on the manoeuvres they will be
able to at least jury-rig a fix (reducing the box to light damage).
After the battle a more lasting repair can be made without recourse to a
shipyard. Multi-box systems cannot connect through a box with this level
of damage. Structurally the section is still sound, although there is
probably a slow leakage of atmosphere. The box is marked with a single
line ( / ). Two damage points.

Critical damage: Serious damage to the structure of the ship has
occurred at this level and the internal systems are in bad shape,
although many components can be salvaged. Power cannot be traced through
a box with this damage level, although it is possible to restore that
connection within a game, reducing the damage level to Heavy. It is only
possible to repair this damage level between games, with several days or
weeks available for work. This damage level is shown by crossed lines in
the box ( X ). Three damage points.

Destroyed: Effectively non-existent. A few twisted girders may remain,
but the box is not present for any game purpose. The ship will require
considerable time in a shipyard to rebuild the section. This is shown by
filling in the box. Four damage points. 

Heavy damage is the result of a repair to a critically damaged system.
Although the system still cannot be used, power can now be traced
through the box. A single point additional point of damage will still
destroy the box. Show this level by drawing a circle around the cross
that is already present representing critical damage. Equivalent to
three damage points. 

Unrepaired damage to systems is cumulative from turn to turn. (If a
system already has two points of damage from the previous turn and
repaired one this turn then three more points are required to destroy
it.)

At the end of the weapons phase, if a ship has taken so much damage that
it contains two or more sections which are no longer connected to each
other then the owning player must decide which section to continue to
play. All other sections are considered destroyed. 

Initial Point of Impact
-----------------------

When weapons of most types are fired at a ship, their hit location is
determined by this procedure. See the rules on the individual weapons to
see what effect a hit has.

1. The attacker (firing player) chooses a row of hexes on the target
ship. This row must be as parallel as possible to the line between the
two ships on the main map; If two sets of lines would be equally
parallel then the defender can choose which set of lines to choose
before the attacker chooses the specific line.

For instance, the United Nations battlecruiser Vigilance is attempting
to stop the scout Icarus from escaping. With the ships placed as shown
below left (V is the Vigilance and I is the Icarus, both facing up the
page - M is a group of four missiles launched by the Vigilance last
turn), the defender has the choice about whether to use a vertical line
on the ship record or a diagonal one. Trying to preserve his engines in
order to get away, he tells the attacker to choose a diagonal row.
Trying to hit the engines in order to slow down the scout before it gets
way, the attacker chooses the line marked **** in the diagram below
right.


	\_/ \_/ \_/ \_/ \_/ \_/		\_/ \_/ \_/S\_/ \_/ \_/
	/ \_/ \_/ \_/I\_/ \_/ \		/ \_/ \_/+\_/ \_/ \_/ \
	\_/ \_/ \_/ \_/ \_/ \_/		\_/ \_/+\_/P\_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \		/ \_/+\_/H\_/H\_/ \_/ \
	\_/ \_/ \_/V\_/ \_/ \_/		\_/+\_/ \_/C\_/ \_/ \_/	
	/ \_/ \_/ \_/ \_/ \_/ \		/+\_/ \_/E\_/P\_/ \_/ \
	\_/ \_/M\_/ \_/ \_/ \_/		\_/ \_/*\_/H\_/ \_/ \_/		
	/ \_/ \_/ \_/ \_/ \_/ \		/ \_/*\_/e\_/e\_/ \_/ \		
	\_/ \_/ \_/ \_/ \_/ \_/		\_/*\_/L\_/ \_/L\_/ \_/		
	/ \_/ \_/ \_/ \_/ \_/ \		/*\_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/ \_/ \_/ \_/		\_/ \_/ \_/ \_/ \_/ \_/

2. The attacker chooses whether rolling high moves left or right (up or
down if attacking from the side), then the defender rolls two dice. For
each point above or below seven, move the chosen line of fire one row in
the appropriate direction. The first box of the ship which that line
crosses is the initial point of impact. If that line never touches the
target ship then the weapon has missed (some weapons have special rules
modifying this). 

Continuing the above example, the attacker chooses that rolling high
will move the row up the page, then the defender rolls two dice and gets
a nine, which is two more than seven so the row is moved two spaces up.
This is shown by the row marked ++++ in the above diagram. Unless the
Vigilance has hit with other weapons this turn, it looks like that scout
is going to get away - it probably isn't going to be too concerned about
damage to a sensor at this point. If the roll had been a ten, that would
have moved three rows up and the shot would have missed the target.

Same hex combat
---------------

If two ships end movement in the same hex, calculate their relative
positions by this procedure. Although several of these steps say to
calculate firing arcs as if one or both of the ships were in a different
hex, this is only to calculate the arc - both ships are still in the
same hex and any weapons fire will be at range zero. When calculating
firing arcs for ships in the same hex, use the actual facing of the ship
even if the firing arcs are calculated as if one or both of them were in
different hexes. 

If neither ship moved this turn, relative positions are the same as they
were last turn.

If only one ship moved, calculate firing arcs as if the ship that moved
is in the hex it entered the final hex from. (Use this line to calculate
firing arcs against missiles, treating the missile as the moving ship.)

If both ships moved, calculate firing arcs as if the slower ship (the
one that spent fewer speed points this turn) is in the hex it entered
the final hex from.

If both ships moved at the same speed, calculate firing arcs as if the
ship with more unused manoeuvre points is in the hex it entered the
final hex from.

If both ships moved at the same speed and have the same number of unused
manoeuvre points, calculate firing arcs as if both ships are in the
hexes they entered the final hex from. (This may include repeating this
process for that hex. If the ships also started the turn stacked, firing
arcs are the same as they were last turn.)

Point Defence
-------------

Although currently only used for missiles, this procedure is explained
here (rather than in the missile section) in order to allow for the
possibility of other systems requiring similar handling. Should such
systems be added later, please interpret 'missile' as 'legal point
defence target' for the rest of this section. Firing arcs apply normally
to point defence fire.

Unlike other weapons fire, point defence need not all be allocated
before any is resolved. Instead the firing player can choose the target
for each attempt just before resolving it. 

All weapons have a defence rating. This is modified by +1 for each hex
of range between the firing ship and the missile. For each operating
sensor in arc of the missile one hex of range may be ignored for this
purpose. Any sensors used in this phase cannot be used to make lock-on
attempts later in this turn. Some weapons have additional range
penalties (eg. Ion cannon) which cannot be reduced by sensors.

To hit a missile requires a roll equal to or greater than the modified
defence rating on one die (some weapons have special rules - such as
Anti missiles choosing which of two rolled dice to apply). If that
results in a hit the weapon may fire again, needing to equal the higher
of the modified defence rating for the new target or the immediately
previous die roll to hit again. A weapon can keep firing in this mode
until it misses or runs out of targets in arc.

Looking at the situation above left, it is now the start of the weapons
phase. The first thing that occurs is that the four missiles move to
their target, the Icarus. From their location the attacker could choose
to have them enter the hex of the Icarus from either directly below or
from the bottom left. In either case, two lasers will be available for
the defence, so the attacker chooses to have them all enter from
directly below for a good chance of obtaining engine hits.

Both lasers are powered and the defender chooses to use both for point
defence (probably a good idea in this case.) The range to the missiles
is zero, so the modified defence number of the laser is the same as it's
base number - two. The first laser rolls a two, destroying a missile.
This allows it to roll again, this time rolling a five, destroying a
second missile. To kill a third missile now needs a five or better, and
a roll of four misses, ending the fire from that laser for this turn.
The second laser rolls a one, failing to destroy a missile, so the two
remaining missiles will hit the Icarus this turn. 


Ship Systems
============

Anti-Missile
------------

Abbreviation: A
Defence rating: 2 (Special, see below).
Firing arc: Standard
Power needed: 0

Anti-missiles are small high-speed missiles used to defend against enemy
missiles. They simply close with the target missile and depend on the
interaction between the two drive fields to destroy the missile's engine
(the small engine of a missile cannot cope with even minor fluctuations
as the larger and more stable ship engines can). This means that pin
point accuracy is not required to score a kill. They are incapable of
damaging ships.

When used for point defence fire, each anti missile system rolls two
dice, although only one of them counts. The firing player chooses which
to use and which to ignore.


Armour 
------ 

Abbreviation: N/A (represented by either a thick line
between hexes on the ship display or by two parallel lines on one
hexside. Use whichever you find easiest.)

Power needed: 0

Armour represents a whole range of damage dissipation and absorption
equipment, not just thick metal or composite plating. Effective against
most types of damage, it's main failing is the inability to prevent
electrical overload from following the ships power network. 

Armour is a box and therefore absorbs damage like any other box (with
the exception of Ion Cannon damage). Each box of armour only counts as
one sixth of a box against a ship's allowed total.

Control
-------
Abbreviation: C
Power needed: 0

Control systems include all the specialist systems necessary to operate
a warship: high powered computers, communications gear, emergency life
support systems, etc. Control systems are needed to manoeuvre, to guide
missiles and to operate sensors; damage control parties are based in
them. Control systems may be mounted anywhere in the ship.

Several other systems require control systems either to function or to
function at full effectiveness. A control system can be used any number
of times in a turn, but only once for each function.

Engine
------
Abbreviation: E
Power needed: Up to 1 per box

Engines allow ships to move and manoeuvre. They operate by wave-locked
gravitic principles allowing a ship to achieve change in position
relative to the most significant local mass without expending reaction
mass. The drive is very effective at movement towards and away from the
local mass and at movement with or against it's spin but has extreme
difficulty moving out of that plane. Other problems include the limited
volume within the field that is sufficiently stable to operate
electronic systems and the difficulty of changing the direction of
motion, a procedure requiring at least two sources of gravitic flux and
substantial quantities of computing power to prevent runaway
instability. Most warships mount two or more engines.

Restrictions

Engine systems may contain more than one box, although there is an upper
limit on the size of any one engine system which depends on the class of
the ship. All boxes making up an engine system must be in a straight
line aligned with the ship's direction of motion; the rear hexside of
any engine system must be open to space. Unlike weapons, all undamaged
boxes of an engine system may be used even if other boxes of that engine
are damaged. 

Abilities

Engines can produce either speed or manoeuvre points. Each speed or
manoeuvre point costs an amount of power which depends on the class of
ship. Each engine box may use up to one point of power per turn. All
boxes of the same engine system must produce the same type of points. No
more than one engine system may be used to generate speed points. One
engine system may be used to generate manoeuvre points per undamaged
control system.

Acceleration & Deceleration

The amount of power allocated to speed cannot increase by more than one
point from the amount allocated in the previous turn. It may not
decrease by more than one unless sufficient manoeuvre points (see below)
to make up the shortfall are generated and used for deceleration. One
manoeuvre point allows deceleration by one speed point; the power
required depends on the class. (If the Vigilance, a battle cruiser with
a speed cost of two and a manoeuvre cost of three, spent six power on
speed last turn (producing it's top speed of three) and wanted to spend
only three this turn, this is a reduction of three in speed power. That
is an extra reduction of two points of speed power, equivalent to one
point of speed, so one point of manoeuvre is needed, which will cost
three manoeuvre power.)

Engine Failure

If a ship is incapable of assigning sufficient power to manoeuvre to
decelerate then it takes one die of damage per quarter point shortfall
(round up to the nearest quarter point). This applies only if the ship
cannot achieve a legal speed - ships cannot voluntarily take this damage
in order to slow down faster. This damage is applied one die at a die
and is treated as Ion cannon damage except that the initial point of
impact is selected randomly from all engine boxes on the ship and armour
can be damaged by it. If a ship has no engine boxes when selecting an
initial point of impact for this damage then it is destroyed.

Resulting speed & manoeuvre

Divide the power assigned to each of speed and manoeuvre by the relevant
cost for the ship to calculate the actual number of speed and manoeuvre
generated this turn. After allowing for any necessary deceleration
points, discard any fractions. Reduce the manoeuvre points generated by
one (to a minimum of zero) for each other ship of equal or larger size
(speed cost) in the same hex. This is the number of speed and manoeuvre
points the ship has to spend this turn.

Tailing

At the start of the movement phase (after power has been assigned by all
ships) you must announce both the power allocated to speed and manoeuvre
and the resulting number of speed and manoeuvre points for each ship you
control if an enemy ship is tailing it. In games with more than two
sides, only give this information to players who control qualifying
ships. 

Unpowered flight

If a ship (not base) with one or more undestroyed engine boxes (they may
be damaged) assigns no power to either speed or manoeuvre during a turn
it may either change it's facing by one hexside or begin accumulating
partial hexes of movement. If the ship accumulates partial hexes for ten
consecutive turns then it is moved directly forward one hex. It is still
considered to be moving at speed zero.

Movement plot

Now decide on where you are going to move your ship. All of the ship's
speed points must be used; each of which moves the ship one hex forward.
Manoeuvre points can be spent before each hex of the ship's movement (no
manoeuvre points can be spent after the ship has used it's last speed
point except if the ship has no speed points this turn). Not all
manoeuvre points need be used (although they still count as generated -
any leftover manoeuvre points are assumed to be used making minor
constant evasive course changes, too small to show up on the map but
enough to avoid enemy railgun fire.)

Turning one hexside takes one manoeuvre point.

Changing the next hex of movement so that the ship moves one hex forward
and to the side costs one manoeuvre point. This is called a 'drift' and
does not change the facing of the ship. If two drifts are done in a row
the next hex of movement will be backward and to the side; three drifts
will move the ship directly backwards.

Cancelling the next hex of forward movement costs two manoeuvre points.

If two manoeuvres are made without using a speed point in between then
the second one costs double. If three are made in a row then the second
one costs double and the third costs triple (and so forth).

After movement has been decided for all ships, move them all on the map
according to what was decided. Show the exact path that each ship takes
as well as the final hex and facing. 

Resolving impossible moves

If after movement a ship is found to have made a move that it is not
capable of doing (spent four manoeuvre points when it can only generate
three for instance, or accelerated by more than a single point of power,
or spent more power than it has) then change it's movement so that it
simply moved straight ahead at the same speed as last turn instead of
the planned move (if it is incapable of reaching that speed, move it at
it's current top speed and assign any needed power to deceleration). Any
excess speed power is lost; if there is insufficient speed power then
take power from manoeuvre to make up the shortfall (if this reduces
manoeuvre power to zero, the ship still may not perform repairs or
reload missiles this turn). If there is still insufficient power then
take power from weapons or sensors to make up the difference (the
opponent may choose which weapons or sensors become unpowered, which
will require revealing the power assignment decided at the start of a
turn).

For instance, the battlecruiser Vigilance has two six box engines, a
speed cost of two and a manoeuvre cost of three. If six points of power
have been allocated to speed and six to manoeuvre this turn this
produces three points of speed and two points of manoeuvre. Starting in
the hex marked V below facing up the page, it could:


	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/1\_/ \_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/2\_/5\_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/ \_/ \_/ \_/
	/ \_/ \_/ \_/3\_/ \_/ \
	\_/ \_/V\_/ \_/ \_/ \_/
	/ \_/ \_/ \_/4\_/ \_/ \
	\_/ \_/ \_/ \_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \

1	Simply travel straight forward three hexes.

2.	Use both manoeuvre points to cancel one of the hexes of forward
movement, then travel forward two hexes.

3.	Turn to the right, travel two hexes, then drift to the right for
the last hex.

4. Turn to the right, travel one hex, turn right again and move two more
hexes.

5. Drift to the right for the first and second hexes, then move one hex
forward.

This list is not exhaustive, it has many more options to choose from.
For comparison , the Stunt Double, a corvette with four one box engines
(and not much else after the four hull, four power and three control
systems needed to use them) could generate as many as four speed points
and twelve manoeuvre points. One possible manoeuvre for such a ship
would be to turn one hexside, then drift three times to move directly
backwards (1), using ten manoeuvre points as four manoeuvres have been
made from the same hex, then turn again and move (2), then turn again
and move two more hexes (3,4), which is about as close as Earth Expects
comes to the Bootlegger Reverse. Sure, the same final hex and facing
could have been reached with only five manoeuvre points, (turn twice and
move, turn once and move, drift once then move one more hex) but it
wouldn't have looked as good on camera.


	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/ \_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/S\_/ \_/ \_/
	/ \_/ \_/1\_/ \_/ \_/ \
	\_/ \_/ \_/2\_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/3\_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/4\_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/ \


Half engine
-----------
Abbreviation: e
Power needed: 0

Half engines, as the name implies, act in many ways as though they were
half an engine box. In particular, each half engine box counts as only
half a box towards the maximum permitted engine size and can be used to
produce half a point of speed or manoeuvre power. They can be combined
with engine boxes in a single system.

Half engine boxes include a dedicated power supply, so that their use
does not require any power from the rest of the ship, although their use
is considered movement power for all other purposes (such as
acceleration limits, tailing, repairs and reloading missiles).

Half engine boxes still require a full hull box to support.

Generator
---------
Abbreviation: G
Power needed: 1 per box

Shield Generators create strong magnetic fields around the ship.
Although this has no effect on lasers, missiles or rail guns the charged
particles that an ion cannon projects are accelerated harmlessly around
a ship. A sufficiently powerful and focussed ion stream is still capable
of penetrating a shield; one that is already starting to disperse is
unlikely to. Shield generators may be mounted anywhere on a ship. Shield
generators do not need to designate primary or supporting boxes and need
not be connected; all operating shield generator boxes count towards the
system strength.

Add the strength of the target ship's shields to the range when
resolving Ion cannon fire.

Hull
----
Abbreviation: H
Power needed: 0

Hull systems include crew quarters, life support, workshops, fuel
supplies, cargo space, passenger quarters, structural reinforcement,
etcetera. Any system mounted on a ship that has no role during combat is
represented by hull.

Ships are required to have at least as many hull boxes as they have
total Engine and Half engine boxes. Most weapons are limited in size to
the number of hull boxes on a ship.

Ion cannon
----------
Abbreviation: I
Defence rating: 3 (+1 per hex of range)
Firing arc: standard
Power needed: 1 per box

Ion cannons are powerful but short ranged weapons. They project a narrow
beam of charged particles at relativistic speeds, the electrical pulse
produced when hitting the target is highly effective at shorting out
equipment but less likely to totally destroy systems. Range is limited
by the charged particles making up the beam dissipating into
harmlessness because they repel each other; the magnetic fields that are
produced by shield generators are a highly effective defence. Individual
ion cannon systems may not consist of more boxes than there are hull
boxes on the ship.

To resolve Ion cannon fire, roll one die per operating box. Add one die
if the firing ship has a lock-on to the target. This is the attack
factor.

The defence factor is equal to the square of the range to the target (if
the target is operating shields, add their strength to the range before
squaring). 

The Ion cannon does damage to the target equal to the difference between
the attack factor and the defence factor (assuming the attack factor is
higher - no fair claiming that your one box Ion cannon can do 99 points
of damage because the target is ten hexes away!). Ion cannon cannot
damage armour - completely ignore any armour on the target when
calculating the point of impact and when resolving the damage.

Calculate a point of impact for the Ion cannon normally and apply one
point of damage to that box. If any points remain, choose a box randomly
from those adjacent to the last box damaged and apply another point.
Repeat until all points are used.

For instance, the Vigilance has fired on the Icarus with a three box Ion
cannon. As the Vigilance has a lock on, it gets to roll four dice for
damage. With rolls of 3, 5, 1 and 2 for a total of 11 and a defence
factor of four (the range is two and the Icarus mounts no shields) seven
points of damage are done.

The point of impact is determined to be the sensor on the front of the
Icarus and one point is done to that box (point number 1 in the diagram
below) .As there is only one adjacent box, the second point is applied
to that box (power, number 2 below). The third point could be applied to
any of four boxes; a die is rolled to choose between them with 1 being
the sensor, 2 the right hull, 3 the control, 4 the left hull. The roll
is a 5, so it needs to be rerolled; this time it is a 1 and the sensor
is damaged a second time (point number 3). Point number four hits the
power system again. Point number five again could hit any of the
adjacent boxes; using the same procedure, this time the roll is a two,
damaging a hull box. Point number six could hit any of the adjacent
systems; a die is rolled (1-2 bottom power, 3-4 control, 5-6 top left
power - the exact system does not matter as long as all boxes have an
equal chance, in this case four is rolled) to select between them,
hitting the control box. The last point could hit any of the adjacent
boxes; with 1 chosen as the top box and higher numbers counting
clockwise around, a roll of three knocks out the second and last power
system. With no power to allocate and no ability to manoeuvre next turn,
perhaps the Icarus will not be able to get away after all...


 	/   \ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \	
	\ _ /   \ _ /   \ _ / S \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ /   \1_3/   \ _ /   \ _ /   \
	\ _ /   \ _ /   \ _ / P \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ / H \2_4/ H \ _ /   \ _ /   \
	\ _ /   \ _ /   \ _ / C \5_ /   \ _ /   \ _ /
	/   \ _ /   \ _ / E \6_ / P \ _ /   \ _ /   \
	\ _ /   \ _ /   \ _ / H \7_ /   \ _ /   \ _ /
	/   \ _ /   \ _ / e \ _ / e \ _ /   \ _ /   \
	\ _ /   \ _ / L \ _ /   \ _ / L \ _ /   \ _ /
	/   \ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \

Laser
-----
Abbreviation: L
Defence Rating: 2
Firing arc: standard
Power needed: 1 per box

Depending on concentrated coherent light to deliver damage, lasers have
a tendency to damage many systems along the exterior of a target rather
than penetrate deeply. This is due to the difficulty in holding the beam
on the same point of the target. Effective at longer ranges than ion
cannon (although beam dispersion does still occur) and without the
restrictive firing arcs of the rail gun they are versatile and common.
They are often mounted in large groups in order to compensate for the
relatively low individual damage potential - even the largest single
lasers have difficulty doing significant damage against modern
countermeasure systems, although they have a fearsome range. Individual
laser systems may not consist of more boxes than there are hull boxes on
the ship.

To resolve Laser fire, roll one die. This is the attack factor.

The defence factor is equal to the effective range divided by the
strength of the laser, rounded down. If the firing ship has a lock on
then the effective range is equal to the range, otherwise it is equal to
the sum of the ranges out to the range. (If the range is 4 but without a
lock-on, then the effective range is 1+2+3+4 or 10). A table is provided
at the back of the rules for common situations; if using a size of laser
not on the table it can be useful to calculate the range brackets
beforehand.

The laser does damage equal to the attack factor minus the defence
factor (with a minimum of zero). The first point is applied to the point
of impact. Now roll to see whether the point of impact row moves; roll
one die, with a 1 or 2 moving one row, 3 or 4 not moving and a 5 or 6
moving one row in the other direction - keep the same 'high' direction
as was used to determine the initial point of impact. Apply another
point to the box which is the new point of impact (note that this box
isn't necessarily adjacent to the box damaged by the first point, but
will be one which could have been the initial point of impact) and
repeat until all points are used.

If the point of impact for a laser misses the target ship completely,
either in the initial roll or as a result of drifting off the target
with later points, only one point is wasted. Roll again for initial
point of impact for any remaining points, using the same line as the
attacker first chose for that laser.

For example, the Vigilance also has a two box laser powered and in arc
of the Icarus. Seeing no reason to hold fire, the player rolls a six for
it's damage. As the Icarus is two hexes away and the Vigilance has a
lock-on, the defence factor is only one, so five damage results.

Once again the attacker chooses to target the visible engine box (line
****); a ten is rolled to determine the initial point of impact (line
oooo) and the first point of damage is wasted. The defender rolls again
for hit location for the second point, so following line ++++ the sensor
takes a third point of damage (two have already been done by Ion cannon
fire earlier in this turn). Rolling for drift, the defender gets a four,
so a fourth (third from this laser) point is done to the sensor,
destroying it. For the fourth point the defender rolls a three, which
means no drift; as there is no longer a sensor box to damage that point
also misses the Icarus completely. Rolling again for initial point of
impact (for the one remaining point) a six is rolled, which means that
point number four damages the left laser of the Icarus (six is one lower
than seven, so the point of impact moves one row down the page from the
row first chosen by the attacker - line xxxx). The following diagram
shows damage from the laser only in the order it was rolled:

	
	\ _ /   \ _ /   \ _ / o \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ / o \(1)/   \ _ /   \ _ /   \	
	\ _ /   \ _ / o \ _ / S \(4)/   \ _ /   \ _ /
	/   \ _ / o \ _ / + \2_3/   \ _ /   \ _ /   \	
	\ _ / o \ _ / + \ _ / P \ _ /   \ _ /   \ _ /
	/ o \ _ / + \ _ / H \ _ / H \ _ /   \ _ /   \	
	\ _ / + \ _ /   \ _ / C \ _ /   \ _ /   \ _ /
	/ + \ _ /   \ _ / E \ _ / P \ _ /   \ _ /   \
	\ _ /   \ _ / * \ _ / H \ _ /   \ _ /   \ _ /
	/   \ _ / * \ _ / e \ _ / e \ _ /   \ _ /   \
	\ _ / * \ _ / L \ _ /   \ _ / L \ _ /   \ _ /
	/ * \ _ / x \5_ /   \ _ /   \ _ /   \ _ /   \
	\ _ / x \ _ /   \ _ /   \ _ /   \ _ /   \ _ /
	/ x \ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \


Missile
-------
Abbreviation: M
Defence Rating: N/A
Firing arc: standard
Power needed: 0

Missile launchers carry a large supply of guided missiles with both
gravitic and reaction drives. Although the launching ship must provide
guidance to the missile during flight as the missile is not capable of
independently tracking targets they remain effective, especially against
targets without significant point defences. They carry a mechanical
device for homing in the final stage of flight (after entering the
target's gravitic field) and a powerful chemical explosive warhead.
Nuclear tipped missiles are also carried although they are ineffective
against moving targets because the electronics necessary to achieve
detonation cannot survive the entry into the targets field. Due to the
significant storage and cargo handling requirements for missiles no ship
may mount more missile launchers than it has hull boxes.

Missile attacks are not resolved within a single combat phase. Instead,
upon launching a missile place a counter on the map to represent it (if
playing with miniatures a useful alternative is to place a die with the
number of launched missiles showing). The target of the missile must be
announced when it is launched; the type of the missile need not be
announced until impact.

In the sensor phase of that turn, remove the missile if the launching
ship does obtain a lock-on to the missile's target. Also remove any
missiles launched by a ship that it cannot control (a ship may control
one missile per undamaged control system).

After movement of the next turn, move the missiles to their target.
Missiles may choose any facing in their start hex before moving, but may
only spend one manoeuvre point once they have begun moving. They have an
unlimited number of speed points. This will result in them entering the
target hex.

Missiles may be prevented from impact by enemy point defence fire; a
single hit from point defence will destroy a missile. Any missiles that
survive point defence fire now hit their target. 

If the missile was a nuclear missile, it does no damage unless the
target ship spent no power on either speed or manoeuvre this turn, in
which case the target is destroyed.

Standard missiles resolve a point of impact based on the location of the
missile, not the launching ship; if the line of fire is moved so much
that the missile would miss the target then turn the line of fire sixty
degrees, keeping the same point of impact and count any excess rows in
the new direction. This can only be done once - if the missile would be
required to change it's line of fire a second time to hit the target
then it has missed.

Having determined the point of impact, roll two dice and apply that much
damage to the point of impact. If this destroys that box, apply any
remaining damage to random adjacent boxes (one point at a time). If any
of those boxes are destroyed by the missile hit then boxes adjacent to
them become part of the random selection as well.

Continuing the example from above, the Icarus has been hit by two
missiles of the four launched at it. The attacker must choose a vertical
line of fire and picks the one passing through the left engine (****);
with low rolls moving to the left and a roll of 4 (three less than
seven) shifts the row gets shifted one row to the left, which is as far
as it can go, then rotates around the laser box and moves two more rows
up to the line shown as ++++, so the front left hull box is hit. Two
dice are rolled for damage for a total of nine. That hull box is so far
undamaged, so four of those points are applied to that box, destroying
it. The next point is applied to one of the three adjacent boxes chosen
at random, in this case the engine (a die was rolled with the power
system 1-2, the control 3-4 and the engine 5-6 and coming up a six). The
sixth point again could hit one of those three boxes and the power is
chosen. Point number seven again hits that power system, destroying it
(it already had two points of damage from earlier in the turn). With the
destruction of that power system another hull box becomes part of the
random selection (as would the sensor if it had not already been
destroyed). The eighth damage point hits the control system and point
number nine hits the right hull box.

Pleased at the result so far, in particular damaging the control box
beyond repair (without another control box to do the repair, moderate
damage is sufficient to achieve this), the attacker chooses the rear
hull as the target for the last missile (figuring that a near miss in
either direction will hit an engine). That looks like a good choice when
an eight is rolled for hit location, but a roll of only four for damage
means that only that box gets destroyed, although the adjacent laser
will be also be destroyed at the end of the weapons phase as it is no
longer connected to the rest of the ship (technically the player could
choose to keep the laser and destroy the rest of the ship, but... )


	/   \ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \
	\ _ /   \ _ /   \ _ / S \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \		
	\ _ /   \ _ /   \ _ / P \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ / H \6_7/ H \ _ /   \ _ /   \
	\ _ /   \ _ / + \1-4/ C \9_ /   \ _ /   \ _ /
	/   \ _ / + \ _ / E \ 8 / P \ _ /   \ _ /   \
	\ _ / + \ _ /   \5_ / H \ _ /   \ _ /   \ _ /
	/ + \ _ /   \ _ / e \ _ / e \ _ /   \ _ /   \		
	\ _ /   \ _ / L \ _ /   \1-4/ L \ _ /   \ _ / 
	/   \ _ /   \ _ / * \ _ /   \ _ /   \ _ /   \
	\ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ / * \ _ /   \ _ /   \ _ /   \
	\ _ /   \ _ /   \ _ /   \ _ /   \ _ /   \ _ /
	/   \ _ /   \ _ / * \ _ /   \ _ /   \ _ /   \


Power
-----
Abbreviation: P

Power systems supply the power necessary to run all onboard systems.
Providing enormous power through warm fusion techniques these safe and
efficient generators are standard in all military and most civilian
craft. Power systems require one box each and can be mounted anywhere on
the ship.

Each undamaged power system generates one point of power per turn.
During the power phase of the turn which systems of each ship are going
to be powered must be decided. A box can only be powered if a path can
be traced from the power system(s) providing the power which passes only
through boxes with no more than moderate damage.

There are limitations on assigning power to engines which are described
under the engine rules. 

Power assigned to a system but not used does not carry forward to the
next turn.


Railgun
-------
Abbreviation: R
Defence rating: 5
Firing arc: restricted to front (rear) hex row only
Power needed: 1 per box

Accelerating large projectiles to high speed by electromagnetic means,
Railguns are perhaps the least subtle of modern weapons. Although they
have difficulty hitting manoeuvring targets and have narrow firing arcs
they remain popular because of their fearsome damage potential. Given a
lock-on to a target in front of the ship range is irrelevant as the
projectile does not lose power with distance. All boxes of a rail gun
must be in a straight line aligned with the direction of motion of the
ship and individual rail guns may not contain more boxes than the number
of hull boxes on the ship. 

The firing arc of a railgun is restricted to the row of hexes directly
in front of the ship (rear mounted railguns are restricted to the row of
hexes directly behind the ship) and then only if it meets the normal
criteria for firing in that direction. Railguns cannot be both front and
rear; should a railgun be mounted in such a position that both forward
and rear arcs would be legal draw an arrow beside the railgun to
indicate the direction of fire.

To hit with a railgun requires a roll on one die greater than the amount
of manoeuvre points generated by the target. Add one to the die roll for
each lock-on beyond the first which the firing ship has to the target.
Add the range to the target's manoeuvre if the firing ship does not have
a lock-on to the target. Add the firing ship's manoeuvre to the target
ship's manoeuvre if firing a rear rail gun.

If a railgun hits, it does one die of damage per operating box. Apply
all of this damage to the point of impact, which is determined normally.
If that destroys the box, apply any remaining damage to the next box in
the line of fire; repeat until all points are used. 

Sensor
------
Abbreviation: S
Defence rating: N/A
Firing arc: standard
Power needed: 1

Sensor systems include an array of detection, analysis and ranging
equipment. Although they are capable of many more functions than fire
control, that remains their most important game use as weapons either
cannot fire or suffer reduced performance without accurate targeting
data.

A ship may make one lock-on attempt per control system; each attempt may
use one or more sensors; each sensor may only be used in one attempt.
Any number of attempts may be made against a single target. To resolve
an attempt, roll one die. The attempt succeeds if that die roll is
greater than the range to the target. Modify the die roll by +1 if the
rolling ship had a lock-on to that target last turn, by +1 for each
sensor making the attempt beyond the first and by +1 if the target ship
took damage, fired any weapons or is using sensors this turn.

With the Vigilance two spaces from the Icarus, a modified roll of three
or better is needed to obtain a lock-on. With +1 for having a lock on
last turn and +1 for doing damage to the target (the use of weapons by
the Icarus would also give this modifier, but it can only be counted
once) that is rather easy (needing a roll of one or more to succeed) so
every attempt will succeed.


Ship design
===========

To design a ship, first decide what type of ship and look up it's
statistics on the table below. The maximum boxes and engine size columns
are upper limits; the speed and manoeuvre cost columns show fixed costs
for the class. The value column shows what cost to use if purchasing
ships from an allotment of points for a battle or campaign. 

Now choose which boxes to use (within the limits on the various types of
boxes given with the system descriptions) and lay them out on a hexmap. 

Type, Maximum boxes, Engine size, Speed cost, Manoeuvre cost, Value

Corvette (CT)         ,  15 ,  1   ,  0.25 , 0.25     , 1
Scout (SC)            ,  12 ,  1.5 ,  0.25 , 0.5      , 1
Destroyer (DD)        ,  30 ,  1.5 ,  0.5  , 0.5      , 2
Frigate (FF)          ,  28 ,  2   ,  0.5  , 1        , 2
Heavy cruiser (CA)    ,  50 ,  3   ,  1    , 1        , 4
Light cruiser (CL)    ,  45 ,  4   ,  1    , 2        , 4
Battleship (BB)       , 100 ,  5   ,  2    , 2        , 8
Battlecruiser (BC)    ,  85 ,  6   ,  2    , 3        , 8
Dreadnought (DN)      , 135 ,  7   ,  3    , 3        , 12
Superdreadnought (SD) , 160 ,  8   ,  4    , 5        , 16
Battlestation (BS-0)  , 200 ,  9   ,  5    , 8        , 20
Oversized (per level) , +25 , +1   , +1    , See note , +4

Oversized ships are ships larger than battlestations and the modifiers
are to the battlestation costs. The first level of oversize has a
manoeuvre cost modifier of +4; this increases by one per level (+5, +6,
+7...). Such ships are noted as BS-1, BS-2, etc.

Ships may mount engines from a larger class. Such ships use the higher
of their normal speed and manoeuvre costs and those of the hull the
engines are taken from. A CA of 50 boxes mounting DN engines would pay
DN costs, but could dock to an 85 box BC without increasing those costs
further.

For example, due to a need for a large and fast ship to use to
discourage raids in the Jovian planetary system, construction of a new
battlecruiser is approved. This gives the designer a total of 85 boxes
to assign.

In order to use the full potential of the hull's speed, a full six box
engine is chosen as the first engine. A second six box engine is also
mounted, providing both redundancy and a reasonable ability to
manoeuvre. Twelve hull boxes are needed to support those engines, as is
a control station.

Thinking about what kind of weapons to carry, the designer notes that
the ship is intended to fight or pursue lighter craft, not to take on
ships it's own size. Against smaller opponents, missiles are perhaps the
best weapon, although Ion cannon are also good. Ten missile launchers
and a pair of three box Ion cannon are selected. Five additional control
systems are included in order to allow guidance of a large missile
volley; eight sensors should allow launching of that volley at very
substantial ranges.

As the ship is not suited to dogfighting only a two box railgun is
installed, mainly to punish any enemy attempt to conduct repairs,
although it also provides some standoff capability against bases due to
the large sensor array.

A pair of two box lasers are added to provide additional medium range
firepower; two more one box lasers are included for both additional
short ranged firepower and missile defence. The remaining twenty three
boxes are all used as power systems to provide the power to operate the
ships systems.

After experimenting with a few different arrangements of the weapons mix
and other systems, the designer comes up with the layout shown below
(primary boxes are shown by bold print) and names the new ship the
Vigilance. 


	\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
	/ \_/ \_/ \_/ \_/ \_/S\_/S\_/ \_/ \_/ \_/ \_/ \
	\_/ \_/ \_/ \_/ \_/M\_/R\_/M\_/ \_/ \_/ \_/ \_/
	/ \_/ \_/ \_/ \_/M\_/E\_/E\_/M\_/ \_/ \_/ \_/ \		
	\_/ \_/ \_/ \_/ \_/P\_/R\_/P\_/ \_/ \_/ \_/ \_/
	/ \_/ \_/ \_/ \_/H\_/E\_/E\_/H\_/ \_/ \_/ \_/ \	
	\_/ \_/ \_/ \_/S\_/P\_/C\_/P\_/S\_/ \_/ \_/ \_/
	/ \_/ \_/ \_/M\_/P\_/E\_/E\_/P\_/M\_/ \_/ \_/ \	
	\_/ \_/ \_/S\_/P\_/P\_/P\_/P\_/P\_/S\_/ \_/ \_/
	/ \_/ \_/M\_/P\_/P\_/E\_/E\_/P\_/P\_/M\_/ \_/ \
	\_/ \_/ \_/C\_/P\_/ \_/C\_/ \_/P\_/C\_/ \_/ \_/
	/ \_/ \_/H\_/P\_/C\_/E\_/E\_/C\_/P\_/H\_/ \_/ \	
	\_/ \_/I\_/I\_/P\_/P\_/P\_/H\_/P\_/I\_/I\_/ \_/
	/ \_/ \_/I\_/H\_/H\_/E\_/E\_/H\_/H\_/I\_/ \_/ \	
	\_/ \_/L\_/H\_/S\_/L\_/H\_/L\_/S\_/H\_/L\_/ \_/
	/ \_/L\_/M\_/ \_/ \_/ \_/ \_/ \_/ \_/M\_/L\_/ \	
	\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
	

Bases
-----

Bases are considered a special type of ship (ships that don't move) and
all rules referring to ships also apply to bases except where
specifically noted. Bases cost one quarter as much as a ship of the same
size (there is no further discount if the base is an auxiliary or
civilian type).

Bases may not move or manoeuvre but may mount engines, although the
engines need not have any hexside open to space. A base needs as many
engines as the speed cost of it's equivalent hull; these allow the base
to maintain a stable position and to prevent attack by nuclear missiles.
A base can be hit by nuclear missile if it does not assign this power to
the engines (the grav field of a base is far more stable and less
disruptive to electronics than that of a ship and therefore a stronger
field is needed to prevent detonation). Ships may dock to bases (with
the bases permission) even if the base is operating it's engines; the
base must be chosen as the active ship if docking during a game (it is
possible to dock to a base for the purpose of moving it, but it requires
lengthy and difficult procedures both before and after moving before the
base can become active again). Two bases cannot dock to each other.

If a railgun is mounted on a base it may only fire at a specific other
base, chosen when the base is constructed. 

Bases may rotate; if so they rotate one hexside per turn. The direction
of rotation cannot be changed during a game (it may be changed between
games) and it does not require any power.

Naval Auxiliaries & Civilian ships
----------------------------------

Auxiliaries (meaning civilian craft which have been converted to carry
armament, purpose built paramilitary craft and some older or cheaper
warships) have no restrictions on their design or available systems.
However, being converted to a role or built to lower standards does have
it's cost. Such ships can only absorb three points of damage per box
rather than four - the first point taken to such a ship does Moderate
damage, the second Critical and the third destroys the box. Repairs are
possible as usual (Moderate to Light, Critical to Heavy). A lightly
damaged box that takes one point will become Moderately damaged again.
In addition, lock-ons to such ships are slightly easier; to lock on to
an auxiliary requires only that the modified sensor die roll equal the
range rather than be greater than it. 

Auxiliaries cost only three quarters of what equivalent warships do.

Most passenger ships and some freighters have two damage points per box.
The first point taken does Critical damage and the second destroys the
box. Such ships may not mount Anti Missiles, Generators, Ion Cannon,
Missiles or Rail Guns. Laser systems may not exceed one box. This is not
a political restriction but represents the lack of support equipment
necessary for such systems to function. The speed and manoeuvre costs
for these ships are doubled, representing more efficient but less
powerful engines. When resolving lock-on attempts against one of these
ships double the modified die roll before comparing it to the range; a
result of equal or greater than the range is needed. These ships cost
half what an equivalent sized warship would.

Many freighters have only one damage point per box. These ships consist
of little more than a superstructure and are not suitable for passengers
or any cargo that cannot stand vacuum. Only those boxes which are
completely surrounded by armour may hold atmosphere; those ships of this
type that carry a crew usually have at least one hull box protected in
this way. The only systems such ships may mount are engines, power,
armour, and hull. The speed cost for these ships is also doubled (the
manoeuvre cost is irrelevant as they cannot mount control systems). They
are locked onto in the same manner as passenger ships and cost one
quarter of the cost of an equal sized warship.

Terrain
=======

Planets & Moons
---------------

Planets are represented in the game by several different terrain types.
On the outside is an atmosphere, for those planets that have one. Then
comes the surface and interior hexes inside that. The number of each
depends on the size of the planet. 

Gas giants have no surface, just atmosphere hexes and interior
(atmosphere too dense for ships to survive and inwards). Planets with
exceptionally hostile atmospheres have only interior hexes.

Moons as treated as planets, although they are smaller (possibly as
little as a single surface hex).

For instance, Earth would be represented by a circle of surface hexes
nine hexes in diameter surrounded by one row of atmosphere hexes with
all hexes inside the surface being interior hexes.

Although planets move, this can usually be ignored in the game because
all ships inside it's interface move along with the planet. If combat
could occur on both sides of the planet's interface, move the planet
(and any ships within it's interface) at the start of the movement phase
before ships move. 

Atmosphere
----------

Ships may enter an atmosphere hex by any means, but if not entering by
unpowered flight take one point of damage per point of speed to every
box that can be hit by fire coming from directly in front of the ship.
Entering an atmosphere hex ends a ship's movement for the turn (simply
ignore any further hexes of movement) but does not reduce it's speed.
Missiles do not take damage upon entering an atmosphere hex, but do stop
movement for the turn.

Atmosphere does not block line of sight except for Ion cannon. (Railguns
may operate into or out of an atmosphere hex but not through). Any laser
or railgun fire into, out of or through an atmosphere hex is considered
not to have a lock-on; sensors cannot be used to negate range when
resolving point defence if the line of sight includes any atmosphere
hexes. Railguns that fire into or out of atmosphere have their damage
resolved as missile damage (the projectile melts).

Sensors double the range (for all purposes) once for each hex of
atmosphere in the line of sight. 

Surface
-------

Ships may only enter a surface hex by using unpowered flight or the ship
is destroyed. This does not represent landing on the surface but low
altitude flight. A ship can land by accumulating another hex of
unpowered flight or move out of the hex using any form of movement. To
launch from a planet accumulate a hex of unpowered flight in order to
change to low altitude flight and then move out as normal.

A line of sight is blocked if it passes through a surface hex. Ships
landed in a surface hex may not fire, although those using low altitude
flight may. Bases on the surface may fire with appropriate firing arcs.

Interior
--------

Any ship entering an interior hex by any means is destroyed. Interior
hexes block line of sight.

Interface
---------

This is the line where the most significant local mass changes. Crossing
such a line requires shutting down the engines and then restarting them
relative to the other mass. For instance, travelling from the Earth to
the Moon requires crossing an interface, after which the ship moves
relative to the Moon rather than to the Earth. Flying on from the Moon
to Europa would require crossing four interfaces: Moon/Earth, Earth/Sun,
Sun/Jupiter and Jupiter/Europa. 

Interfaces are spherical around the planet or moon they are related to
(this is a gross simplification but is adequate for game use). In most
cases an interface can be represented as a line on the map, but the one
around a small moon could be only a few hexes from it. The interface
moves along with it's planet or moon, as do any ships in the interface
or inside it. 

If a ship enters an interface hex during a turn then it stops in that
hex, decelerates to speed zero and takes engine failure damage for the
deceleration. Unspent manoeuvre points may be used to reduce this damage
but the free deceleration may not be. It may move out of the interface
hex next turn using the normal rules.

If an interface hex moves into a ship's hex, then the apply this damage
based on the speed of the interface except that if the ship is facing
towards the interface add the speed of the ship to that of the
interface; if the ship is facing away from the interface then subtract
the speed of the ship from the speed of the interface. (The still ends
up in the interface at speed zero).

Missiles and anti-missiles may not fire through interface hexes,
although they may enter or leave them.

Asteroids & Rings
-----------------

Use this terrain type for any area of space which has significantly more
rock and dust than is typical. Several levels are provided to represent
different quantities of debris. Particularly large asteroids can be
represented as a single hex of planetary surface.

Standard

This is a realistic asteroid field, which consists mostly of empty
space. If the target ship is in such a hex, lock-on rolls are at -1
unless the ship making the attempt is also in that hex. (If anything,
this overstates the case).

Dense

This is an area of space with so much matter that high speed is
dangerous (such as the denser parts of Saturn's rings). For each such
hex entered during a turn, roll one die. If that result is less than the
speed of the moving ship, the ship must spend one manoeuvre point per
point lower. For each point of manoeuvre not available (never generated,
or already assigned) the ship takes one die (always six-sided) of
damage. Resolve this damage as though it was laser damage with the point
of impact chosen randomly from all boxes that could be hit from in front
of the ship. If this damage drifts off the ship then choose the new
point of impact randomly as well (one point of damage is still ignored).

If missiles enter such a hex, roll one die and destroy the missile if a
one is rolled.

Lock-on rolls are at -1 for each such hex in the line of sight, with an
additional -1 if the target ship is in such a hex unless the ship making
the attempt is also in that hex. For point defence two sensors are
needed to negate each hex of dense asteroids (though each hex of dense
asteroids only counts as one hex of range if not negated).

Cinematic

Use this level to represent areas literally full of tumbling rocks,
colliding and rebounding in unpredictable directions (no such field
exists in the solar system).

Ships entering such a hex must expend as many manoeuvre points as their
speed; if they cannot then the ship is destroyed. In addition, roll as
if entering a dense field except that each point of manoeuvre power
shortfall does two dice of damage (resolve as one die of missile damage
to a randomly selected box that can be hit from the front of the ship,
then one die of laser damage using the same point of impact unless it
drifts off the ship, in which case choose the new point of impact
randomly.)

Missiles are destroyed if they enter one of these hexes.

These hexes block line of sight and no weapons or sensors can be used
into or out of such a hex. If both firing ship and target are in the
same hex then weapons may be fired normally. Subtract one die (of the
type used by the target ship) from lock-on attempts made within the same
hex.

Comets
------
Treat a comet as one or more a dense hexes of asteroids (the head) and a number of tail hexes (around the head and in a line away from the sun). If the line of sight passes through one or more tail hexes there is a -1 to lock-on rolls.  

Radiation
---------

Use this only for intense radiation fields such as exist near Jupiter,
Earth's is not powerful enough for this effect. All ships take one die
(always six sided) of ion cannon damage from a random direction for each
hex in a radiation belt moved into during the turn (resolve radiation
after movement, not during it). Determine the direction for each die of
damage separately and treat all damage that is coming from the same
direction as a single hit from range one. Shields affect the damage as
usual. The point of impact for that hit is chosen randomly from all
boxes of the ship that could be hit by fire coming from that direction. 

Roll one die for each radiation hex a missile enters and destroy the
missile if that die is a 1.

Apply a -1 to lock-on rolls for each hex of radiation in the line of
sight. Each hex of radiation counts as two hexes of range for point
defence.

Heat
----

Ships close enough to a heat source (such as the Sun) take one point of
damage to every box that could be hit by laser fire coming from the
direction of the heat source. To represent more intense heat, also roll
one or more dice each turn. For each die that comes up a one, an extra
point of damage is done to a box selected randomly from those already
taking heat damage. 

This would probably be a great time for another example about the
Icarus, but I think that ship has had a hard enough time already.

Optional Rules
==============

The rules in this section are provided to add variety or to allow
customisation of the game to suit different backgrounds. Many
backgrounds will also require modification of the game scale and many
terrain rules.

Some have significant effects on balance, ship design and/or tactics, so
decide on which (if any) of these rules you are going to use before
setting up for a battle or campaign.

Crew Quality
------------

Elite and Crack crews may be purchased (or assigned as part of a
campaign or battle setup). If purchasing them, elite crews double the
cost of the ship they are on and crack crews quadruple it (so a
destroyer with a crack crew would cost eight points). 

Elite crews use eight sided dice (numbered 1-8) rather than six sided
dice; Crack crews use ten sided dice (numbered 1-10). This includes all
weapon fire, sensor lock and repair rolls made by that ship and the
initial point of impact rolls for weapons fired at that ship (change the
line of fire one row for each point away from nine for elite crews and
eleven for crack crews).

This rule can also be used to simulate a technological disparity between
forces. Some of the benefits an elite or crack crew obtain would be due
to a high supply priority and access to better quality stores
(officially or otherwise) in any case.

It is suggested that no crews below standard quality be used; to
represent an incompetent crew or obsolete technology treat the ship as
an Auxiliary rather than a warship.

Exposed Engines
---------------

In many backgrounds, ship's engines need to be mounted at some distance
from the main hull. There are a couple of different ways of implementing
this in Earth Expects, either or both of which could be used.

The first is to prohibit the placement of any system (other than armour
or other boxes of the same engine) adjacent to an engine box. This
allows inboard engines at a somewhat higher cost than external ones.

A more severe restriction is to require that all engine boxes have at
least four hexsides either open to space or adjacent to other boxes of
the same engine.

All Ahead Reverse
-----------------

Those ships which have engines with front hexsides open to space may
move in reverse using all normal rules. A ship may change from forward
to reverse movement or vice versa by decelerating to zero speed power
then accelerating in either direction. The direction a ship is going to
move in (forward or reverse) must be announced before power allocation.
The 'rear' of a ship for those system affected by it (eg. enemy sensor
lock, railguns) is relative to the ship's direction of motion. On the
turn a ship changes from forward to reverse or vice versa other both
directions are considered 'rear' except for movement.

Variable Repairs
----------------

Instead of all repairs being automatically successful, roll a single die
for each attempted repair. No more than one attempt may be made on any
box each turn.

For restoring light damage to undamaged, a roll of 2+ is needed. (As
usual, this can be done even if the ship manoeuvred and there is no
limit on the number of systems that can be rolled for.)

For repairing moderate damage to light damage, a roll of 3+ will reduce
it to light damage and a roll of 8+ completely repairs the box.

A control box with moderate damage may roll to repair itself (no other
system), needing a 6+ to reduce to light damage.

When repairing critical damage, a roll of 4+ will reduce it to heavy
damage.

Elite or Crack crews may attempt to repair heavy damage during a game.
On the second and subsequent turns without manoeuvring, a roll of 8+ is
required to reduce heavy damage to moderate. The attempt counts as one
of the ship's allowed repairs for that turn.

Simple Sensors
--------------

Instead of rolling for lock-on at the end of a turn, determine lock-on
status just after movement. All normal rules are used except that all
sensor die rolls are considered to be 3 (4 for elite crews, 5 for
crack). Using the changed sequence but rolling the die for lock on is
not recommended. This rule is useful to speed up the game when playing
large battles at the cost of some tactical depth. 

Fast Missiles
-------------

Another option that can speed up large games is to resolve all missiles
within a single weapons phase. If using this option, in the weapons
phase missiles launch and then move to their targets, then other weapons
fire, then missiles impact. The counterbalance this improvement and to
avoid the need to keep track of which missile launchers are loaded and
which are not, missiles may only be launched if the launching ship spent
no manoeuvre points this turn and has a lock-on to the target at the
time of launch.

Improved Tailing
----------------

When an enemy is required to reveal power distribution to you, do not
assign your own power until you know how much your enemy is spending on
speed and manoeuvre. If there is a chain of ships getting this
information on each other so that no one ship can be identified which
would have to reveal first then use the standard rule.

Multiple Primary Boxes
----------------------

Systems may include more than one primary box. However, only one primary
box may be included when calculating strength and any other primary
boxes may not be used that turn (partial exception for laser arrays -
only one primary box of the array can be used, but the primary boxes of
the component lasers can be). The decision which primary box to use must
be made during power allocation. If using this rule, a railgun could
mount both a front and a rear primary box but any one primary box can
still only fire in one direction.

Laser Arrays
------------

It is possible to combine more than one laser into a single system. To
show that a laser is part of an array rather than independent, draw a
diamond (rather than a circle) around it's primary box and connect it to
another box of the array with a line. The primary box of the array is
marked with both a diamond and a circle and will also be the primary box
of one of the component lasers. Treat laser boxes making up the array
normally except that:

* They cannot fire if the primary box of the array is damaged, the
primary box of the laser is damaged or if any of the boxes forming the
connection to either primary box have moderate or higher damage.

* Firing arcs are calculated from the primary box of the array.

* All lasers in the array must fire at the same target.

* The array is treated as a single laser if used against missiles.

* Resolve all damage done by the array as if it was a single laser.

* The total number of laser boxes in the array cannot exceed the number
of hull boxes on the ship.

For instance, a ship with eight hull boxes could mount a laser array
containing one three box laser, one two box laser and three one box
lasers. If all are powered and firing at a target two hexes away with a
lock-on, rolling 4 (three box), 3(two box),5,6,1(each one box) then
4+2+3+4+0 damage will be done, resolved as a single 13 point laser hit. 

Rapid-Fire Railguns
-------------------

A railgun may be used in rapid fire mode (the decision is made during
power allocation). If used in this mode, roll once to hit for each box
of the railgun instead of for the whole weapon. Each box is rolled one
at a time and there is a +1 to the to hit roll for each consecutive
previous hit (count hits even if the hit location roll results in a
'hit' missing the target) from that railgun in that turn. Each box that
hit rolls hit location and damage separately.

When using this mode against missiles, reduce the initial target number
needed to kill a missile by one for each box of the railgun beyond the
first. 

Rolling ships

Ships may roll around their axis, reversing the left and right sides of
the ship for all purposes. To roll a ship requires three turns with no
power assigned to either speed or manoeuvre. In the first turn, announce
your intention to roll before power allocation. In the second, the ship
may either change to the other orientation or abort the roll. After the
third turn the ship may move normally.

Disguised warships
------------------

It is possible to build a ship which carries significant weaponry while
appearing as a normal freighter. Such ships need two ship records, one
for the real ship and one for how it appears (the false should must have
the same number of boxes as the real one and be of the same shape;
create the false version by replacing any number of boxes with hull). 

Until the ship has been revealed, it pays the speed and manoeuvre costs
and is locked-on to as if it were a passenger ship. Once revealed, it is
treated as an auxiliary.

The ship is revealed as an auxiliary if any of the following occurs:

* It takes two damage to a box without that box being destroyed.

* The owning player chooses to reveal it

* It uses any system other than power not present on the false ship record

* It is locked-on to by a roll that would have locked-on to it if it
were a true warship (greater than range).

Disguised warships cost the standard amount (they do not receive the
auxiliary discount).

Faster than Light escape
------------------------

Before the power phase of any turn a ship may announce that it is
starting an attempt to escape from the battle by FTL. From that point on
the ship may not manoeuvre unless it aborts the attempt, which also must
be announced at the start of a turn. If a ship has moved twelve or more
hexes since declaring the attempt then remove the ship from the game at
the end of that turn. 


Quick Reference
The turn sequence is:
Power 
Movement
Repairs
Weapons
Sensors

Power: choose which systems you are assigning power to this turn.
Engines, Sensors, Lasers, Railguns, Ion Cannon and Generators need one
point each.

Movement: decide on your ships movement (all speed points must be used).
Each turn or drift costs one manoeuvre point (x2, x3 for second and
third manoeuvre in a hex). Move ships once everyone has decided.

Repairs: Remove all light (() damage. Reduce one box from moderate (()
to light (() or critical (() to heavy (() per control system if you
spent no manoeuvre power this turn. 

Point of impact: firer chooses line of fire, defender rolls two dice;
move line of fire one row for each point above/below seven. The first
box on that line containing part of the ship is the point of impact.

Ion cannon: damage is one die per box of weapon; add one die if have a
lock-on; minus (range+shields) squared. Ion cannons use the usual point
of impact then drift one box at a time at random through the ship, doing
one point to each box until all points are used. Ion cannons ignore
armour.

The first few squares are : 	
0x0, 1x1, 2x2, 3x3, 4x4, 5x5, 6x6, 7x7, 8x8, 9x9, 10x10
 0 ,  1 ,  4 ,  9 ,  16,  25,  36,  49,  64,  81,  100

Rail guns: One die per box of weapon if hits (hit if one die rolls
greater than the manoeuvre points generated by the target. If there is
no lock on subtract the range from the die roll. Add one for each
lock-on after the first) Damage is applied to the point of impact then
along the line of fire. Rail guns may only fire directly forward or rear
(rear add your own manoeuvre to that of the target).

Missiles do not hit the turn they are launched. If the firing ship gets
a lock-on to the target that turn then they will hit next turn unless
shot down by point defence. Missiles do 2 dice of damage to the impact
point with any excess distributed randomly to adjacent systems.

Sensors obtain a lock on by rolling greater than the range to the target
(+1 per sensor after the first, +1 if you had a lock on to that target
last turn, +1 if target fired, took damage or operated sensors this
turn)


Laser Results Table
Strength, Effective Range

1        ,    0,    1 ,    2 ,    3 ,    4 ,    5 ,  6+
2        ,  0-1,   2-3,   4-5,   6-7,   8-9, 10-11, 12+
3        ,  0-2,   3-5,   6-8,  9-11, 12-14, 15-17, 18+
4        ,  0-3,   4-7,  8-11, 12-15, 16-19, 20-23, 24+
5        ,  0-4,   5-9, 10-14, 15-19, 20-24, 25-29, 30+
6        ,  0-5,  6-11, 12-17, 18-23, 24-29, 30-35, 36+
7        ,  0-6,  7-13, 14-20, 21-27, 28-34, 35-41, 42+
8        ,  0-7,  8-15, 16-23, 24-31, 32-39, 40-47, 48+

Reduction    0 ,    1 ,    2 ,    3 ,    4 ,    5 ,  6

Die Roll, Result
1        ,   1 ,    - ,    - ,    - ,    - ,    - ,  -
2        ,   2 ,    1 ,    - ,    - ,    - ,    - ,  -
3        ,   3 ,    2 ,    1 ,    - ,    - ,    - ,  -
4        ,   4 ,    3 ,    2 ,    1 ,    - ,    - ,  -
5        ,   5 ,    4 ,    3 ,    2 ,    - ,    - ,  -
6        ,   6 ,    5 ,    4 ,    3 ,    2 ,    1 ,  -

To use, read across the row for your laser strength until you find the
range at which you are firing (use the effective range from the table
below if you don't have a lock on). Then read down that column until you
reach the row matching your die roll. The number in that box is how much
damage your laser has scored. The reduction line shows how much was
subtracted from the die roll. 


Range     , 0, 1, 2, 3,  4,  5,   6,  7,  8,  9, 10
Effective , 0, 1, 3, 6, 10, 15,  21, 28, 36, 45, 55

Laser damage resolution: determine point of impact and apply one point
then roll to shift the line of fire each successive point (by hexrow:
two boxes damaged by the same laser need not be adjacent). 1-2 down one
row, 3-4 same row, 5-6 up one row. If a laser misses the target ship
then only one point of damage is wasted; roll again for a new point of
impact.