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Page 1: Introduction - VBAM Games
Page 2: Introduction - VBAM Games

© 2005, VBAM Games© 2005, VBAM Games© 2005, VBAM Games© 2005, VBAM Games© 2005, VBAM Games The MenagerieThe MenagerieThe MenagerieThe MenagerieThe Menagerie

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Table of Contents1.0 Introduction ............................. 4

1.1 Referencing Rules from DifferentSupplements ...................................... 4

2.0 Custom Race Design .............. 52.1 Design Points .......................... 5

Design Point Conversion Table ..................... 5

2.2 Racial Traits ............................. 52.2.1 Trait Classifications ........................ 62.2.1.1 Physical Traits ............................ 6Physical Traits: Environmental .............. 6

Adaptable (+1) .............................................. 7Aquatic (+2) .................................................. 7Extra-Dimensional (+4) ................................. 7High-Gravity Species (+1) ............................. 8Lithovore (+3)................................................ 8Low-Gravity Species (-1) ............................... 8Subterranean (+2)......................................... 8

Physical Traits: Evolutionary ................. 9Aggressive (+1) ............................................ 9Attractive (+1)* .............................................. 9Completely Alien (-3) .................................... 9Difficult Language (-1) .................................. 9Diminutive (-1)* ........................................... 10Empathic (+2) ............................................. 10Fearsome (+1)* ........................................... 10Gigantic (+1)* .............................................. 10Hivemind (±0) ............................................. 11Incomprehensible Language (-2) ................ 11Passive (-1) ................................................. 11Non-Corporeal (+2) ..................................... 12Repulsive (-1)* ............................................ 12Robotic (+3) ................................................ 12Shapeshifters (+2) ...................................... 13Symbiotic Relationship (+1) ........................ 13Telepathic (+3) ............................................ 13Telepathic Immunity (+1) ............................. 13

Physical Traits: Population Growth ..... 14Fast Gestation (+2)* .................................... 14Fast Population Growth (+2)* ..................... 14Slow Gestation (-2)* .................................... 14Slow Population Growth (-2)* ...................... 15

2.2.1.1.1 Humanoid andNon-Humanoid Aliens .................... 15

2.2.1.2 Social Traits ............................. 15Social Traits: Physical Modifications ... 15

Atrophied Form (-2) .................................... 15Cybernetic (+2) ........................................... 16Physical Endurance (+1) ............................. 16

Social Traits:Economy, Construction, & Supply . 16

Corrupt (-1)* ................................................ 16Efficient Industry (+1)* ................................ 17Expansionist (+2)* ....................................... 17Field Repair Specialist (+1) ......................... 17Inefficient Industry (-1)* ............................... 18Logistical Experts (+1)* ............................... 18Master Shipwrights (+1)* ............................ 18Mercantile (+1)* .......................................... 18Poor Shipwrights (-1)* ................................. 18Repair Specialist (+1).................................. 19Scavenger (+1) ........................................... 19Supply Master (+2) ..................................... 19Supply Novice (-3) ...................................... 19Trade Barriers (-1)* ..................................... 19

Social Traits: Diplomatic ...................... 19Bureaucratic Diplomacy (-2) ....................... 19Cultural Adopters (+1) ................................. 20Diplomatically Subservient (-1) ................... 20Elite Diplomatic Corps (+3) ......................... 20Erratic (-1)* ................................................. 21Gifted Negotiators (+1)* .............................. 21Ineffective Negotiators (-1)* ........................ 21Naïve (-1) .................................................... 21Outgoing (±0) .............................................. 21Pacifist (-1) ................................................. 21Prejudiced: Humanoids (-1) ........................ 22Prejudiced: Non-Humanoids (-1) ................ 22Prejudiced – Specific Race (±0) .................. 23Warmonger (+1) ......................................... 23Xenophobic (-2)* ......................................... 23

Social Traits: Intelligence .................... 24Efficient Operatives (+1)* ............................ 24Xenophobic Treaty Acceptance Chart ......... 24Espionage Experts (+1)* ............................. 24Expert Intelligence Network (+2) ................. 24Ineffectual Intelligence Network (-2) ........... 24Inefficient Operatives (-1)* .......................... 24Insurgency Experts (+1)* ............................ 25Mission Specialist (+1)* ............................... 25Sabotage Expert (+1)* ................................ 25

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Social Traits:Space and Ground Combat ........... 25

Bombardment Masters (+2) ........................ 25Elite Armies (+4) ......................................... 26Elite Crews (+4) .......................................... 26Expert Boarding Parties (+2)* ..................... 26Expert Wing Commanders (+2) .................. 26Green Armies (-2) ....................................... 26Green Crews (-2) ........................................ 26Guerillas (+1) .............................................. 27Inferior Military Instruction (-1)* ................... 27Kamikazes (+1) ........................................... 27Master Tacticians – Command (+1)* ........... 27Master Tacticians – Maneuvers (+1) ........... 27Master Tacticians – Organization (+2) ........ 27Master Tacticians – Cunning (+1)* .............. 28Natural Pilots (+2) ....................................... 28Novice Armies (-1) ...................................... 28Novice Crews (-1) ....................................... 28Poor Pilots (-2) ............................................ 28Poor Tacticians – Command (-1)* ............... 28Poor Tacticians – Maneuvers (-1) ............... 28Poor Tacticians – Organization (-2) ............. 29Poor Tacticians – Predictable (-1)* .............. 29Professional Armies (+1)* ........................... 29Sneaky (+1) ................................................ 29Stalwart Defender (+2) ................................ 29Superior Military Instruction (+1)* ................ 30Transformative Expert (+1) ......................... 30Unprofessional Armies (-1)* ........................ 30Unremarkable Military (-3) .......................... 30Veteran Armies (+2) .................................... 30Veteran Crews (+2) ..................................... 31Weapons Specialists (+3) ........................... 31

Social Traits: Cultural .......................... 31Abject Cowards (-3) .................................... 31Chemical Addiction (-2) ............................... 31Civil Disturbances (-1)* ............................... 32Combat Respect (-1) .................................. 32Contemplative (+1) ..................................... 32Closed Society (+2)* ................................... 32Controlled Society (+1) ............................... 33Fanatical (+2) .............................................. 33Gifted Explorers (+2)................................... 33Gregarious (+1)* ......................................... 33Honorable (±0) ............................................ 34Open Society (-2)* ...................................... 34Population Controls (-1)* ............................ 34Population Explosion (+1)* ......................... 34Pranksters (-1)* ........................................... 34Rival Houses (-1) ........................................ 34

Prankster Result Table .......................... 35(Roll D10) .............................................. 35

Sacrificial Resolve (+2) ............................... 36Social Solidarity (+1)* ................................. 36Spiritual (+1) ............................................... 36Superiority Complex (-1) ............................. 36Tense Alliance (-2) ...................................... 37Utopian Society (±0) ................................... 37

Social Traits: Research & Technology. 37Artifact Aficionados (+1) .............................. 37Expert Scientists (+1)* ................................ 37Extra-Dimensional Travel (+4) .................... 38Fast Drive Systems (+3) ............................. 38Incompetent Scientists (-1)* ........................ 38Tech Reliant (-1) ......................................... 39

2.2.1.3 Social Revolutions ................... 39Integrated Example: Social Revolutions ..... 39

2.3 Government Selection .......... 402.3.1 Standard Government Types ....... 402.3.1.1 Anarchical Governments .......... 40

Anarchical Government Advantages........... 40Anarchical Government Disadvantages...... 40

2.3.1.2 Totalitarian Governments ......... 41Totalitarian Government Advantages .......... 41Totalitarian Government Disadvantages ..... 41

2.3.1.3 Meritocracy Governments ........ 41Meritocracy Government Advantages ......... 41Meritocracy Government Disadvantages .... 42

2.3.1.4 Representative Governments .. 42Representative Government Advantages ... 42Representative Government Disadvantages. 43

2.3.1.5 Collective Governments ........... 43Collective Government Advantages ............ 43Collective Government Disadvantages ....... 43

2.3.1.4 Confederate Governments ....... 43Confederate Government Advantages........ 43Confederate Government Disadvantages... 44

2.3.2.3 Technocratic Government ........ 44Technocratic Government Advantages ....... 44Technocratic Government Disadvantages .. 45

2.3.2 Optional or SpecialtyGovernment Types .......................... 45

2.3.2.1 Autocratic Governments ........... 45Autocratic Government Advantages ........... 45Autocratic Government Disadvantages ...... 45

2.3.2.5 Aristocratic Government ........... 46Aristocratic Government Advantages.......... 46

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Aristocratic Government Disadvantages..... 462.3.2.4 Autarky Government ................ 46

Autarky Government Advantages ............... 46Autarky Government Disadvantages .......... 46

2.3.2.4 Decentralized Governments ..... 46Decentralized Government Advantages ..... 47Decentralized Government Disadvantages 47

2.3.3 Government Sub-Types ............... 472.3.3.1 Military ...................................... 472.3.3.2 Scientific................................... 472.3.3.3 Social ....................................... 472.3.3.4 Trade ........................................ 482.3.3.5 Religious .................................. 48

2.3.4 Political Reform ............................ 48Political Reform Modifiers Chart ................. 48Integrated Example: Political Reform ......... 48

2.3.5 Governmental Collapse ................ 49

2.4 Finalizing Your Custom Race . 492.4.1 Effects of Multiple

Trait/Government Modifiers ............. 492.4.2 Custom Race Modifiers

and System Control ......................... 51Integrated Examples:

Designing Custom Races .............. 51

3.0 Additional and Optional Rules ....................... 53

3.1 Tracking Census in a CampaignUsing Custom Races .............. 53

3.1.1 Effects of Multiple Census Types . 533.1.2 Multiple Census Types

and Population Growth ...................................... 54Integrated Example: Population Growth

with Multiple Types of Census .............. 543.1.3 Multiple Census Colonies and

Morale/Insurgency ........................... 553.1.4 Census Exchanges ...................... 55

3.2 Extra-Dimensional Aliens in aVBAM Campaign ..................... 56

3.2.1 Pocket Universe ........................... 563.2.1.1 Pocket Universes and Movement . 56

3.2.1.1.1 Static Travel Nodes .............. 563.2.1.1.2 Transitory Travel Nodes ....... 57

3.2.2 Sufficiently Far Away .................... 57

4.0 The Aliens .............................. 58Aam Conclave ....................................... 59Federation of Gykryl (Cykryyl) ............... 60Degli Technocracy ................................. 62Huillym Alliance ..................................... 63Solar Federation (Humans) ................... 65N’lyk’Tyra Republic ................................ 67Nulos Trade Federation......................... 69Obscari Enigma..................................... 71Pan-Galactic Craxi Church (PGCC) ...... 72Suran Free Republic ............................. 74Tawasi Empire ....................................... 75Ze’U’Lok Empire.................................... 76Zhujin Clans .......................................... 78

5.0 Credits andAcknowledgements ................ 80

5.1 Submission Guidelines.................... 805.2 Contact Victory by Any

Means Games ................................. 805.3 Copyright Information ...................... 80

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1.0 IntroductionWelcome to The Menagerie, a custom race

design supplement for the Victory by Any Means(VBAM) Campaign System. The rules found in thisbook allow players to create their own uniqueempires, each with its own advantages anddisadvantages. Use of these custom race designrules will allow players and Campaign Moderators(CMs) to add extra individuality to the empires intheir campaigns. In this way each player empirewill seem less “bland” and will be more interestingto play and interact with during the course of thecampaign. Additionally, not all traits that a customrace receives may be positive; some may insteadprovide penalties to one or more areas of playthat the player will have to adapt to in order tosuccess to be achieved.

Also included in this supplement is acompilation of sample custom races designedusing the VBAM custom race design rules. Eachsample custom race is accompanied by a shortbackground history, custom race information, andforce list. This makes it easy to begin using theserules “right out of the box.” This can be fortuitousfor players, as it will allow them to get used toplaying with custom races before they startdesigning their own empires for use in anothercampaign.

1.1 Referencing Rules fromDifferent Supplements

Some rule entries in the Companion refer torules introduced in other books. References torules external to The Menagerie itself are precededby a two- to three-letter abbreviation indicatingwhich book the rule appears in. Each VBAMGames supplement is assigned its own uniqueidentifier for this purpose. Refer to the list belowfor a list of products and their relatedabbreviations.

Use of these abbreviations will be helpful whencompiling the list of optional rules being used inyour campaign.

CG ......Victory by Any Means Campaign Guide

CC ............ Campaign Moderator’s Companion

EMP .......................................... Empire Rising

WBK .. The Wars of the Boltians and Kuissians

MG.......................................... The Menagerie

Example: When referring to the 3.2 Turn OrdersPhase section of the VBAM Campaign Guide,a rules designer would reference the rule entryas “CG 3.2 Turn Orders Phase”.

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2.0 Custom RaceDesign

Custom race design allows players and CMsto create unique factions for play in their VBAMcampaigns. Instead of all powers beginning on alevel playing field, these rules create empires thathave distinct advantages and disadvantages inspecific areas of play.

The use of custom races is completelyoptional. The decision to use these rules is left upto the judgement of the CM and/or players.

As with all design systems, there is thepossibility that players will attempt to abuse thespirit of the custom race design rules in order tocreate unbalanced empires. It is the responsibilityof the CM to moderate the use of these rules intheir campaigns.

It is highly recommended that players consulttheir CM prior to the beginning of the campaign tomake sure that their custom race is both legal andconforms to any optional or modified rules thatare to be used in the campaign. For example, aplayer that designed a “super-spy” custom racefor use in a campaign in which the Intel rules werenot being used would have his race’s primaryadvantages wasted. Consulting the CM in thisinstance would ensure a smooth start to thecampaign.

2.1 Design PointsWhen designing a new custom race, the player

is allocated a certain number of design points thathe or she may use to purchase traits. The numberof design points each player is allowed during thecustom race design process is set by the CM. InCM-less play, the number of design pointsavailable to each of the players is determined byplayer consensus. Each player will start with thissame number of design points.

For most campaigns, CMs should considergiving each player two (2) design points. This

standard number of design points will allow playersto purchase a suitable number of advantages/disadvantages when creating their custom races.

If a custom race has design points remainingunspent at the end of the race design process, itmay use these design points to give their power aboost in starting resources. Refer to the DesignPoint Conversion Table for converting excessdesign points into starting resources. Thesestarting resources may be applied to any singleworld controlled by the power at the start of acampaign.

2.2 Racial TraitsDesign points are used to purchase positive

traits. Positive traits are those that provide aspecific bonus or bonuses to the powers thatpurchase them. The cost of a positive trait is listedas a positive number in parenthesis following thename of the trait. Example: Cybernetic (+2) traithas a design point cost of 2.

A custom race can earn additional designpoints by also purchasing negative traits. Negativetraits provide a specific penalty or penalties to thepowers that purchase them; however they alsoprovide extra design points to be spent on other,advantageous traits. The number of design pointsprovided by negative traits is listed as a negativenumber in parenthesis following the name of the

Starting Resource Design Point Cost+1 Census 1+1 Productivity 2+1 RAW 2+20 economic points 1+1 Carrying Capacity 1+1 Morale 1Ancient Ruins 3Special Resource 3

Design Point Conversion Table

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trait. Example: Chemical Addiction (-2) traitincreases the power’s design point total by 2.

The number of negative traits a custom racemay purchase during the custom race designprocess is limited. Each power may only possessa number of negative traits equal to its startingdesign point total plus one (1). For example, aplayer whose custom race received two (2) designpoints to spend on abilities could elect to apply nomore than three (3) negative traits to the race.

Any trait with an asterisk (*) following its costindicates that the trait can be purchased multipletimes for cumulative benefit or penalty. Simply addthese effects (unless instructed otherwise by thetrait) to arrive at the final cumulative bonus/penalty.Two examples are provided below.

Example 1: A custom race purchases threelevels of the Expert Scientists (+1)* trait. Eachlevel of the trait provides a –5% modifier to thepower’s tech advancement requirement, sothree levels would provide a total –15%modifier.

Example 2: A custom race purchases threelevels of the Incompetent Scientists (–1)* trait.Each level of the trait provides a +5% modifierto the power’s tech advancement requirement,so three levels would provide a total +15%modifier.

In the case of cumulative negative traits, eachlevel of the negative trait counts towards the race’snegative racial trait maximum.

2.2.1 Trait ClassificationsAbilities are broken down into two categories:

physical traits and social traits. Physical traits arethose that are intrinsic to the power’s biology andcannot be changed during the course of thecampaign. Social traits represent the preexistingsocial and psychological predisposition of thepower’s population and/or leadership. Social traitscan be changed during the course of a campaignby way of 2.2.1.3 Social Revolutions.

2.2.1.1 Physical TraitsPhysical traits include all abilities and perks

associated with a species’ innate physicalcapabilities. Physical traits largely result fromevolutionary, environmental, and mechanisticforces on the species’ homeworld. All of theseforces have helped to shape its physicalcharacteristics.

Though the basic biology of a species cantheoretically be changed in a controlled manner,the time scale required to do so is beyond thescope of a normal VBAM campaign (playingcampaigns that span thousands or even millionsof years is not advised!). For this reason, no powermay change any of its physical traits during thecourse of a VBAM campaign.

CM’s Note: It could be argued thatmechanical civilizations should beallowed to reassign physical traits,but for the purposes of uniformity ofrules this is not allowed. For

manufactured, machine intelligences, their basicflexibility and ability to adapt are reflected in theirbase capabilities.

If a CM wishes to allow Robotic powers to alterphysical traits (other than their Robotic trait, whichcannot be changed under any circumstances) itis advised that the CM allow the Robotic powersin his or her campaign to perform a special socialrevolution at ten times the normal penalty tochange one or more physical traits. All other rulesrelating to social revolutions must be adhered tofor Robotic powers attempting to change theirphysical trait(s).

Physical Traits: EnvironmentalEnvironmental physical traits are those that

are a direct result of environmental variables thespecies encountered during the course of itsevolution. In order to survive (and, later, thrive) aspecies would have had to adapt to adverse andchanging physical conditions on its homeworld.

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Non-Corporeal (+2)These beings have ascended beyond the

physical realm and have achieved a state of pureconsciousness. Non-Corporeal aliens must obeymost of the same laws that constrain the activitiesof their non-transcendent fellows, but they are alsoable to perform previously unheard of feats.

Non-Corporeal has the following effects:

• Intel missions performed against Non-Corporealpowers by other powers lacking the Non-Corporeal trait have their difficulty increased by 1.

• Intel missions performed by Non-Corporealpowers against other powers lacking the Non-Corporeal trait have their difficulty decreased by 1.

• Non-Corporeal ground units have their Attritionvalues doubled.

• Non-Corporeal ships have their maintenancecost denominators increased by 1 due to theirlower life support requirements (e.g., amaintenance cost of 2/3 becomes 2/4).

• Non-Corporeal powers may not use capturedalien ships, but their ships cannot be capturedand used by non-Non Corporeal powers, either.

Repulsive (-1)*Some alien species are just considered

abhorrent by their neighbors. This naturalrepulsion might be based either on the way theylook or some disgusting bodily function, but theend result is the same. The biggest impact thistrait has is on the repulsive species’ dealings withother empires.

Repulsive has the following effects:

• Any treaty attempt involving a Repulsive powerhas a 10% chance of failure. This is regardlessof whether or not the treaty was already accepted.

• Opposing powers receive a +10% bonus tobreaking treaties or declaring hostilities/waragainst a Repulsive power.

• (NPE Only) Repulsive species receivea –10% penalty to foreign treatyacceptance. Additionally, forevery level of the Repulsivetrait possessed by thepower, subtract 1% fromforeign offering chances.

Robotic (+3)Whirr, crash, boom! Robotic species lack

biological components and are instead whollymechanical in nature. This provides numerousabilities to their empire, most notably in their abilityto expand and survive amidst galactic chaos.Empires administered by organic “flesh-bags”often see Robotic powers as a threat to theirsurvival due to the latter’s cold, calculating natureand seemingly endless supply of robots.

Robotic has the following effects:

• All systems and shipyards owned by a Roboticpower receive a +20% construction capacitybonus (round up).

• Robotic agents have an easier time subvertingalien research, lowering the difficulty level of theirEspionage: Tech Intel missions by 2 to 1.

• The Census of Robotic powers do not experienceCG 3.8.4 Population Increases. Rather, Roboticpowers can purchase new Census at a flat rateof 40 economic points each. No system canpurchase more than one Census per turn in thismanner, and the system must have the availableconstruction capacity to “build” the Census justas it would any other unit type. For campaignsusing the CG 4.8 Quick Expansion Colony FleetRules, the cost of Robotic Colony Fleets isreduced to 40 economic points each, but only oneColony Fleet or population increase can bepurchased per system per turn.

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Example: A D Factor of d2 would be increasedto d1 (or simply 1) as a result of an AtrophiedForm.

Atrophied Form is mutually exclusive with thePhysical Endurance trait.

Cybernetic (+2)While originally wholly organic in origin, some

powers have opted to migrate their civilizationtowards a cyber-organic existence. Cyberneticpowers use mechanical augmentations toenhance the capabilities of the populace. Theseenhancements can be minor, but often theyrepresent the first step towards the realization ofa Robotic society.

Cybernetic has the following effects:

• All systems and shipyards owned by a Cyberneticpower receive a +15% construction capacitybonus.

• Cybernetic agents have an easier time subvertingalien research, lowering the difficulty level ofEspionage: Tech Intel missions by 1 to 2.

• Cybernetic powers must pay a special 1/6Census maintenance cost each campaign turn.This maintenance payment represents the costof upkeep for the population’s cyberneticenhancements. If blockaded, a system must firstfulfill the Census maintenance requirement of thesystem before paying towards other maintenanceor purchases.

• Unlike other social traits, the Cybernetic trait ismuch more permanent, as it represents a short-term bridge between pure-biological and pure-mechanical civilizations. Any social revolutionthat attempts to retire the Cybernetic trait isperformed at a –100% penalty to the attempt.

Cybernetic is mutually exclusivewith the Robotic trait.

Physical Endurance (+1)Cultural imperatives have placed an increased

emphasis on athleticism and physical capabilities.Rather than relying on natural talents to reach thissocietal paradigm, artificial means are commonlyused to provide an extra edge over thecompetition. Performance enhancing drugs,

genetic modifications, and limited cyberneticenhancements have all be used to improvephysical stamina and endurance beyond thatnaturally possible.

Physical Endurance has the following effects:

• All ground units belonging to this power receivea +1 Attrition bonus and their D Factor isimproved by one step, meaning the number offaces on the die is increased by 1.

Example: A D Factor of d2 would be increasedto d3 as a result of Physical Endurance.

Physical Endurance is mutually exclusive with theAtrophied Form trait.

Social Traits:Economy, Construction, & Supply

Social traits of this type focus on the industrialcapabilities of an empire. While some empiresrefine their skills in this area, others experiencediminished capabilities due to neglect or graft.

Corrupt (-1)*Corrupt powers are mired in layer upon layer

of graft, incompetence, and indifference. Corruptpowers find it difficult to reign in the troublemakersdue to their influence at all levels of society. Thelosses in efficiency are heavy, and can place anincredible burden on the power.

Corrupt has the following effects:

• Corrupt power has its total income each turnreduced by 5% due to rampant corruption (rounddown). This reduction in income affects all formsof income earned by the empire, includingincome from trade and random events. Theseeconomic points are simply lost. Techadvancement calculations continue to use theempire’s original, unmodified total domesticproduct.

Example: A Corrupt power earns 72 economicpoints from its systems and a further 12 economicpoints from commerce income, for a totalunmodified total of 84 economic points. With onelevel of the Corrupt trait, this power’s per-turnincome would be reduced by 5%, or 4.2 economic

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points. We round this amount down to 4, resultingin a adjusted output of 80 economic points.

Building on this example, if the empire had hadtwo levels of the Corrupt trait, its per-turn incomefrom all sources would be reduced by 10%. Thiswould be 84 x 10% = 8.4, which would rounddown to an economic penalty of 8 economicpoints, for an adjusted imperial income of 76economic points.

• (Underworld Empires Only) The difficulty ofincreasing Corruption at a Corrupt power’ssystem is reduced by 1 (minimum difficulty 1).

• (NPE Only) A NPE cannot be Corrupt if itsIntegrity is greater than or equal to 80. Eachsuccessive level of the Corrupt trait lowers thismaximum AIX value by 10 (Example: 2 levels ofCorrupt would require a maximum Integrity lessthan 70).

Efficient Industry (+1)*The industrious nature demonstrated by some

powers is impressive. These powers possesshighly efficient industries that allow them to massproduce goods at a rate faster than that of theirneighbors.

Efficient Industry has the following effect:

• All the power’s systems, shipyards, and othersources of construction capacity receive a +10%construction capacity bonus. Round fractionalconstruction capacities up.

Example: A system with 24 output under thecontrol of a power with one level of EfficientIndustry would have its construction capacityincreased by 10% to 27 from the original 24.

Efficient Industry is mutually exclusive with theInefficient Industry trait.

Expansionist (+2)*Lebensraum: living space; it is the ideal of any

expansionist power. The pursuit of domination ofnew foreign territories requires the maintenanceof a large and able-bodied civilian fleet to maintainlines of supply and communication across anempire’s territories. The Expansionist understandsthis, fostering a healthy, privately held transportinfrastructure.

Expansionist has the following effect:

• Civilian fleets (Colony, Transport, and TradeFleets) cost 10% less to build than normal. Roundfractional fleet costs down.

Example: If Colony, Transport, and Trade Fleetsnormally cost 30, 20, and 15 economic pointsrespectively in your campaign, an Expansionistwould have these costs reduced by 10%(rounding fractional costs down) to 27, 18, and13 respectively.

If that same Expansionist had two levels of thetrait, costs for these civilian fleets would bereduced by 20%, to 24, 16, and 12 respectively.

Field Repair Specialist (+1)Like Repair Specialists, Field Repair

Specialists have an innate knack for performingrepair operations. However they specialize inremote, on-site repair operations, the type of whichis performed by Military Supply Ships and FieldRepair craft. This front-line damage controlsupport can be extremely important during activehostilities.

Field Repair Specialist has the following effect:

• All of the power’s vessels capable of performingCG 3.7.14 Field Repair can perform 1 additionalpoint of Field Repair each campaign turn.

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After twelve turns an attempt is made to see ifthe political reform will succeed. The empire hasspent 74 Intel points towards the reform, providinga +74% modifier. The political reform’s chance ofsuccess is now –20% + 74% = 54%. On apercentile die roll of ‘54’ or less the reform willsucceed.

2.3.5 Governmental CollapseIt is possible for an empire’s government to

completely collapse due to a combination ofexternal or internal pressures. There are twoconditions under which a government canexperience a total collapse. The first is if theempire’s capital system is captured or destroyed.The second is if two-thirds or more of an empire’ssystems with a Census of 3 or more are in a stateof rebellion (Morale of 0 or less). If either of thesetwo conditions is met, then the empire’sgovernment will collapse during the CG 3.8.2Morale and System Loyalty step of the CG 3.8Update Asset Phase of the turn on which thecondition is met.

When a governmental collapse occurs, theempire immediately transitions into an Anarchyform of government (see 2.3.1 StandardGovernment Types). On the turn following thegovernmental collapse, the empire can initiate a2.3.4 Political Reform in an attempt to from a newgovernment. If at the end of the twelve-turn reformprocess either of the collapse-triggering conditionsstill exists, then the reform attempt willautomatically fail and the empire will be returnedto a state of Anarchy and be forced to start thegovernmental reform process from scratch.

Of the governmental collapse triggers, adestroyed or captured capital system is by far theeasiest to remedy. Unless otherwise stipulated inyour source materials, the cost of building a newcapital is equal to the total domestic product ofyour empire. The construction rate of a new capitalis limited by the available construction capacity inthe system in which it is purchased. Constructioncapacity from planetary or orbital shipyards cannotbe used to hasten the construction of a capital.Only local system construction capacity can be

used towards the production of a new imperialcapital.

Remedying the second collapse trigger ismuch more difficult. An empire has two optionsfor dealing with its systems that are in a state ofrebellion. The empire can either deploy troops tosuppress the rebels (see CG 3.8.8 Using Troopsto Control a Population), or they can use IntelCounter-Insurgency missions to quell the unrest.During a governmental collapse, players may runinto difficulty when they attempt to purchase anduse Intel to perform Counter-Insurgency missions.The intense negative effects of the Anarchy formof government means that the empire’s cofferswill be threadbare and may not be able to sufferthe economic burden of purchasing andmaintaining Intel. For this reason, the easiest wayto deal with rebellious colonies is by declaringmartial law and using ground forces to keep theirpopulations in check.

A governmental collapse will end once theempire has successfully completed a politicalreform to create a new government.

2.4 Finalizing YourCustom Race

Once all traits have been purchased and anoptional government type selected, the customrace is ready to be finalized. The player shouldcreate a card or other reference listing all of thepower’s current traits and government information.Included on this reference should be all bonusesor penalties the power is subject to as a result oftheir selections.

2.4.1 Effects of Multiple Trait/Government Modifiers

Some traits and/or government types providebonuses or penalties to the same game statisticor statistics. In all cases, these modifiers arecumulative. To determine the net effect of themodifiers, add together each of the bonuses or

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penalties to the statistic. The final value is thebonus/penalty applied to the statistic.

Unless noted otherwise in the trait description,the effects of cumulative traits (i.e., those traitswhose cost is followed by an asterisk) are addedto one another for each level purchased. Forexample, if a cumulative trait provides a 10%modifier to some area of play, purchasing twolevels of the trait will increase this modifier to 20%.This applies to Morale bonuses, tech investmentgoals, and all other types of bonuses offered bycumulative traits.

Some traits specify a different means ofadditional benefit or penalty when multiple levelsare purchased. For example, one particularelement of the Repulsive physical trait begins at a–10% penalty, but each additional level onlymodifies this penalty by –1%.

It is important to stress that unless the trait’sdescription directly contradicts the standard rules,all bonuses and penalties should be addedtogether to determine their net effect.

In the case of traits that demonstrate theeffects of corruption within the race’s governmentby lowering the total domestic product (TDP) ofan empire. It is important to clarify that techadvancement is still based on the original,unmodified TDP of the empire – not the valuemodified by the effects of corruption.

The following section includes a series ofexamples that demonstrate how different traitsinteract and how to interpret their results. Mosttrait combinations are self-explanatory as theymodify the same statistic.

Example 1: A custom race purchases two levelsof the Social Solidarity social trait. The text forthis trait explains that the custom race willreceive a series of modifiers to its Moralechecks. Nowhere in the text does it indicateany special instructions for how these abilitiesstack. We can therefore assume they stack asnormal.

The first benefit of Social Solidarity is that itgives a –1 bonus to Morale checks with positive

results. Because this race has two levels, thesebonuses stack. The race will receive a –2 bonusto Morale checks with positive results.

The second benefit of the trait is that, in astate of hostilities or war, the race receives a+1 bonus to negative Morale checks and a –1bonus to positive Morale checks. As before,these benefits are fully cumulative, so this racewill have a +2 bonus to negative Morale checksand a –2 bonus to positive Morale checks.

Example 2: A custom race is designed as aScientific Technocracy with three levels of theExpert Scientist trait (!). The ScientificTechnocracy government type sets our techadvancement goal at 35% of the race’s totaldomestic product. Each level of the ExpertScientist trait reduces this by 5%. This is astraight subtraction. We do not multiply 35%by .95 three times; rather, we subtract 35% by15% (5% times 3). This produces a result of20%. To apply this, if the empire had a startingTDP of 60 points, its tech advancement goalwould be 12.

Example 3: A custom race is both Adaptableand a Lithovore. The campaign the race is beingplayed in is using the CC 2.1 Advanced SystemGeneration Rules, including the rules for climatevariance.

On the surface, combining these two traits’climate-related abilities seems daunting. But ifwe look a bit closer, they interact much like theother rules in the book. The Adaptable traitreduces climate variance numbers by 10%. TheLithovore trait halves them. Both roundfractional climate values down. The Lithovore’shalving effect is really just a “reduce by 50%”mandate, so we have a 50% reduction and a10% reduction from the two traits. We cancombine these effects and end up with a totalclimate variance reduction of 60%, roundingfractional climate variances down.

Given a planet with a climate variance of 23,this race would consider the variance to insteadbe 9. That is a fairly massive difference, but

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the cost of having both of these abilities is alsofairly high, too.

Example 4: The TDP of an empire is 100economic points, and the empire’s governmentis of the Confederate type (10% penalty toTDP). When calculating the tech advancementrequirement for this empire, use the initial,unmodified TDP value (100), not the modifiedvalue (90) when calculating the empire’s techrequirement. In this example, the empire wouldhave a tech advancement requirement of 50(not 45).

2.4.2 Custom Race Modifiers andSystem Control

By default, an empire applies all of its specialtraits and modifiers to any system under its control,even those systems originally belonging to otheralien powers. Therefore, as soon as an empireinvades or is ceded control of a system, thatsystem will inherit all of the bonuses or penaltiesassociated with the empire’s custom race.

If you or your players would like to trackindividual Census and their special advantages,please refer to the 3.1 Tracking Census in aCampaign Using Custom Races optional rule.

Integrated Examples:Designing Custom Races

Bob wants to create a new custom race to playin an upcoming campaign. He is really into thewargaming aspect of the campaign and would liketo tailor his custom race, which he will call the ImperialDeath Mashers (or IDM for short), to be a militantrace tailored towards his particular playing style. TheCM in Bob’s campaign has set the design point totalfor each custom race at two design points.

First, Bob looks through all of the racial traitoptions to get an idea for what would fit his idea forthe IDM. He looks at the physical traits and noticesthat High-Gravity Species would give his forces abonus to ground combat, which appeals to him.Aggressive also looks interesting. For social traits,he decides he definitely wants to be a Warmonger,

and several of the combat traits seem cool. MasterTacticians – Cunning and Veteran Crews especiallylook inviting. Unfortunately, Bob asks his CM and istold that the campaign won’t be using either of thePersonnel Grade Level options from the CampaignModerator’s Companion, though the Elite Officerrules will be used.

With a first pass of the available traits completed,Bob starts narrowing down the field to just the traitsthat he absolutely knows that he will want.Warmonger is a shoe-in, so he writes that down onhis scratch paper and circles it to remind himselfthat it is one he will pick no matter what. TheWarmonger trait costs “+1”, or one design point, sohe has one point left to spend unless he wants totake some disadvantages.

He then chooses High-Gravity Species, whichconfers a +1 Attack to his ground units when invadingand a +1 Defense when defending. He decides totake this instead of Aggressive because he plans tobe on the offensive most of the time and really wouldrather have a Defense bonus when defending hisown planets from sneak invasions than the Attackbonus from Aggressive. High-Gravity Species alsohas a cost of +1, so the IDM now have spent both ofthe allotted design points.

Bob flips forward and stares at Master Tacticians– Cunning a bit longer. A +1 surprise roll bonus... hehas to have that trait! Taking his pen, he adds it belowthe entries for Warmonger and High-Gravity Species.The cost of Master Tacticians – Cunning is onedesign point, so the IDM are now over their twodesign point total by one point. Bob will need to selectone or more disadvantages to get his design pointtotal back down to two.

Thumbing through the pages Bob finds theIntelligence social traits section. “I never liked howthis game handles Intel anyway,” he mutters as hestarts skimming through the list looking for adisadvantage that he can live with. IneffectualIntelligence Network would has a cost of –2 designpoints, which means that it would reduce his designpoint total back down to one from three. However, itmakes it so using Intel would be much harder sincethe first point of Intel spent on a mission would belost! But it would give him two points back...

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For Bob this decision isn’t a very difficult one.He scribbles Ineffectual Intelligence Network downon his sheet and changes the running design pointtotal off in the margin of his scratch pad. By selectingthis disadvantageous trait, Bob’s IDM’s now haveone more design point to spend on a positive trait.

In searching through the social cultural traits, Bobfinds another disadvantage that seems right up theIDM’s alley. The Combat Respect trait has a –1 cost,meaning it would give him one more design point touse in addition to the one he already has to spend.Figuring the IDM (Bob) won’t want to negotiate withanother player until after he has tried to kill themfirst, he adds this negative trait to his list.

At this point Bob checks the rules to make surehe is not over the limit for negative traits. Luckily, heisn’t over that limit yet. The limit is equal to the numberof starting design points plus one, which would threein this case. The IDM currently only have two negativetraits, so they could actually have a third if Bobwanted them to.

With that in order, Bob has two design pointsleft to spend on some final goodies for his customrace. He ultimately decides that the Supply Mastertrait, which extends an empire’s basic supply rangeby one jump, is the best choice.

Now that all traits are purchased, it is time forBob to pick a government type for the IDM. He wantsone that is as militaristic as he can get, and one thatwill give him the most power over his empire. Hereally doesn’t fancy the game system interfering withhis ability to break treaties or make declarationsagainst his neighbors.

The best fit for Bob is the Military Autocracy. TheAutocratic form of government is a specialgovernment type, though, so he checks with his CMto make sure that it is acceptable. The CM has noobjections, so Bob uses it. If the CM hadn’t agreedto allow the government type Bob would have useda Military Totalitarian government instead.

One last thing that we have to determine iswhether or not the IDM are humanoids or non-humanoids. Bob decides to make them non-humanoids.

The custom race design process is over! TheIDM are designed as a non-humanoid power

organized under a Military Autocracy with the High-Gravity Species, Warmonger, Master Tacticians –Cunning, and Supply Master traits.

Unlike Bob, Liza wants a simpler, morestraightforward custom race to use her acampaign. She really doesn’t want to have tojuggle that many custom traits and wants to focusmore on campaign play and less on rememberingarcane rules.

Liza is designing a two design point customrace, just like Bob did. Her custom race, thePacifican Union, will be a humanoid race. Sheimagines them as a beautiful race of friendly aliens,as that is the manner she wishes to play them inthe campaign.

Liza has a very good idea of what type of powershe would like to play, so she chooses her race’straits accordingly. She chooses to purchase twolevels of the Attractive physical trait, which bringsher to a design point total of two. She also wishesto purchase two levels of the Expert Scientists trait,but she will have to take a penalty in some otherarea to make that possible. She decides that thePacifican Union will also have the Open Societynegative social trait. This combination will canceleach other out and leave the Union at a total oftwo design points.

As a final trait, Liza also selects the Honorabletrait. Because Honorable is a ±0 trait, it can bepurchased without cost or penalty.

For a government type, Liza selects to operatethe Pacificans as a Trade Representativegovernment. Her goal is to run the Pacificans as apeaceful empire with trade connections withmultiple empires, so the trade bonus will be a majorboon for her.

The custom race design process is over! ThePacifican Union is a humanoid power organizedunder a Trade Representative government withtwo levels each of the Attractive and ExpertScientists traits, and the Honorable trait.

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4.0 The AliensThe following section includes a series of

custom races for use in your VBAM campaigns. Ashort background description and pictureaccompanies each entry. These custom races usethe race design rules included in this book andare fully compatible with same. Each of thesecustom races has its own strengths andweaknesses. Players will find that, in actual play,these benefits and penalties will weigh heavily ontheir decisions and help to guide their strategy.

In addition to providing pre-generated alienstatistics, force lists for all of these powers areincluded in the back of this book. This means thatplayers can use these powers as pickup races inany VBAM campaign! These forces are designedto be compatible with those found in the VBAMCampaign Guide, so they can be used in additionto or instead of the generic species included there.

When compared to the generic force lists inthe VBAM Campaign Guide, the units includedhere may seem overpowered. However, theirhigher cost should suitably balance this fact.

Note: An asterisk ( * ) after a trait indicates thatthe custom race has purchased more than onelevel in that particular trait.

CM’s Note: A random custom racegenerator is included in Appendix Bof this book that will allow CMs orplayers to create their own customraces on the fly. All of the racial traits

and government types presented in this book areincluded in the generation charts. Suitable spacehas also been left on the physical and social traitcharts to add your own trait entries, should youwish.

Being able to create new custom races in arandom can be especially useful for players in soloVBAM campaigns. It allows new alien species tobe generated largely without player direction, sothat each new species the player encounters canbe strange, interesting, and new.

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Aam ConclaveSubmission by Charlie Lewis & Tyrel Lohr

BackgroundThe crystalline Aam are the proverbial enigma

wrapped in a conundrum and surrounded bymystery. Not only are they physically different fromthe vast majority of the races of the galaxy, butthey are completely absorbed in their variousresearch projects to really care.

The entire culture of the Aam is focused onsupporting science, in all its forms. Thegovernment exists primarily to facilitate fundingof projects and the building of infrastructure tosupport those projects. The military exists toprotect the scientists and to escort them when aproject requires data from offworld. As such, it isdifficult for the Aam to relate to the wants andneeds of other races.

GovernmentThe Aam government is a meritocracy, as is

only proper for a race with such a scientificmindset. However, it is also very bureaucratic,making change very slow to accomplish, anddiplomacy with other races is just one moreagenda item for the week’s meeting. TheDiplomatic Corps of most races consider a postingto Aamanthorat the end of their career. Once theirgovernment wants something from the Aam, thediplomat’s inability to surmount the bureaucraticinertia eventually results in their recall anddismissal.

Fortunately for the rest of the galaxy, the Aamfocus their attention on such a diverse range ofscientific endeavors. If the Aam were forced todirect all of their research into military projects,the results would be quite fearsome. Wise leadersacknowledge this potential and focus theirdiplomacy towards a trade concession or two, andleave well enough alone.

HomeworldAamanthorat

GovernmentMeritocracy(Positive Scientific, Negative Military)

Physical TraitsNon-HumanoidLithovore (+3)Subterranean (+2)Completely Alien (-3)

Social TraitsBureaucratic Diplomacy (-2)Expert Scientists* (+2)

Starting Resources60 economic points

AG IN XE38 74 32AI

X

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and postal mail. Previously copyrighted materialwill be automatically rejected. You may howeversubmit a conceptual summary or outline of yourwork (but not the work itself) to facilitate futurediscussions on terms of inclusion. This is to pro-tect us from being accused of “stealing” yourmaterial.

Any submission that infringes on an existingwork or works will also be rejected. This includesall existing science fiction settings. Such “cross-over” material cannot be published for legal rea-sons, and VBAM cannot officially sponsor any de-rivative products that break these copyrights.

New rules submissions will be evaluated togauge their usefulness and modified as neces-sary to suitably meet the needs of the VBAM cam-paign system. New rules may appear in eitheronline, electronic rules updates or in actual VBAMcampaign guides or source books.

5.2 Contact Victory by AnyMeans Games

Internet: Visit the VBAM Games website atwww.vbamgames.com for more information onthis and other products, including new rules, maps,and materials to extend your gaming experience.

E-Mail: You can contact the VBAM Gamesdevelopers by sending an e-mail [email protected].

Phone: For up-to-date phone contactinformation, please visit our web site.

Post Mail: Send all physical mail to: VBAMGames, Inc., P.O. Box 329, Lusk, WY 82225.

5.3 Copyright InformationCopyright © 2002-2005, VBAM Games.

VICTORY BY ANY MEANS, the VICTORY BYANY MEANS CAMPAIGN GUIDE and all relatedindicia are © VBAM Games. All rights reserved.

Reproduction of this work by any meanswithout the advance written permission of theauthor is expressly forbidden.

5.0 Credits andAcknowledgements

Written By:Tyrel Lohr

Contributors:Steve BrindleRainer GraberNoel JohnsonCharlie LewisBren Mayhugh

Jeremy MenefeeChris RonnfeldtJason StadnykJay Waschak

Noel Weer

Original Art:Tyrel Lohr

Dale McKeeTravis Watson

Cover graphic (“PIA03520: Land of Three Suns(Artist's Concept)”) courtesy NASA/JPL-Caltech,from the JPL Planetary Photojournal.

Some artwork taken from Sci- Fi Clip- ArtCollection One, Two, and Three, copyright © PhilipReed and Christopher Shy. Used with permission.To learn more visit www.roninarts.com.

5.1 Submission GuidelinesAs you or your gaming group develops their

own, unique Victory by Any Means source materi-als and campaign rules you may decide to submitthese materials for consideration by the Victoryby Any Means in anticipation of future inclusion inthe campaign or other derivative rule sets.

Any unsolicited submissions become the prop-erty of VBAM upon arrival. This includes all pos-sible submission mediums, including e-mail, fax,

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Appendix A: Force ListsAbbreviated Terms

Class Class NameISD In-Service Date

Type Unit ClassificationCost Construction Cost

Maint Maintenance CostDV Defense ValueAS Anti-Ship Factor

AF Anti-Fighter FactorCR Command RatingCC Command CostBC Basing Capacity

Jump? Jump Capably (Yes or No)Atmo? Atmospheric Capable (Yes or No)

Abilities Special CSCR/VBAM Unit Abilities

Generic Units

Note: All of these generic units are available to players in addition to their own race-specific force lists.

Generic StarshipsClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesDiplomatic Courier-II 3010 CT 1 1/8 2 0 1 1 1 - Y N DiplomaticHeavy Tug 3000 FF 3 1/6 3 0 0 1 1 - N N Towing (2)Hospital Ship-II 3010 FF 4 1/6 5 0 1 3 1 - N Y HospitalMinelayer-II 3010 DD 4 2/6 4 1 1 4 2 - N N Mine Controller (2)Minesweeper-II 3010 FF 3 1/6 2 1 1 2 1 - N N Minesweeper (2)Troop Transport-II 3010 DD 4 2/6 4 1 1 3 1 - N Y AssaultDiplomatic Courier-I 3000 CT 1 1/8 1 0 0 1 1 - Y N DiplomaticHospital Ship-I 3000 FF 2 1/6 3 0 0 2 1 - N Y HospitalMinelayer-I 3000 FF 2 1/6 3 0 0 2 1 - N N Mine Controller (1)Minesweeper-I 3000 CT 1 1/8 1 1 1 2 1 - N N Minesweeper (1)Troop Transport-I 3000 FF 2 1/6 2 0 1 2 1 - N Y AssaultTug 3000 CT 2 1/8 2 0 0 1 1 - N N Towing (1)

Generic Mine FieldsClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesMark-I Anti-Fighter Mine Field 3000 Mine 1/6 1/30 1 0 1 - - - - -Mark-I Anti-Ship Mine Field 3000 Mine 1/6 1/30 1 1 0 - - - - -Mark-I Standard Mine Field 3000 Mine 1/10 1/50 1 0 0 - - - - -Mark-I Multipurpose Mine Field 3000 Mine 1/4 1/20 1 1 1 - - - - -

Generic Fighters & ShuttlesClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesBreaching Pod 3000 BP 1/2 1/8 2 0 0 - - - - - Direct Assault (1)Assault Shuttle 3000 AST 1/3 1/9 2 0 0 - - - - - AssaultShuttle 3000 ST 1/6 1/24 1 0* 0* - - - - -Cargo Shuttle 3000 ST 1/2 1/10 1 0* 0* - - - - - Supply (1/10)

Ballistic Packages (Optional)Class ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesAnti-Ship Missile 3000 n/a n/a +1 - +1 - - - - - -Anti-Fighter Missile 3000 n/a n/a +1 - - +1 - - - - -Long-Range Missile 3000 n/a n/a +1 +1 - - - - - - -Adv. Long-Range Missile 3005 n/a n/a +1 +2 -1 - - - - - -Communication Drones 3005 n/a n/a +1 - - - +1 - - - -Electronics Pods (Scouts Only) 3005 n/a n/a +1 - - - - - - - - +1 Scout FunctionAnti-Electronics (Non-Flights Only) 3010 n/a n/a +1 - - - - - - - - Jammer (+1)Boarding Sled Pods 3010 n/a n/a +1 - - - - - - - - Direct Assault (1)Plasma Torpedo 3010 n/a n/a +1 - +2 -1 - - - - -High-Yield Torpedo 3012 n/a n/a +1 +1 +1 - - - - - -Hard Radiation Missile 3015 n/a n/a +1 - - - - - - - - Guardian (+1)Heavy Plasma Torpedo 3015 n/a n/a +1 -1 +3 -2 - - - - -MIRV Missile 3015 n/a n/a +1 - - - - - - - - Disruptor (+1)Antimatter Capital Ship Missile 3020 n/a n/a +1 - +2 - - - - - -Improved Anti-Fighter Missile 3020 n/a n/a +1 - - +2 - - - - -Super Long-Range Missile 3020 n/a n/a +1 +2 - - - - - - -

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Aam ConclaveBattleships & DreadnoughtsClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesMagma Super-Battleship 3025 BB 19 4/2 14 16 4 13 5 - Y N Command, GunshipDiamond Battleship 3015 BB 16 3/2 12 14 3 12 5 - Y N Command, GunshipGranite Battleship 3006 BB 14 3/2 11 10 4 10 5 2 Y N Command, GunshipSilicate Small Battleship 3000 BB 12 3/2 9 10 3 9 4 - Y N Gunship

CruisersClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesObsidian-II Heavy Cruiser 3025 CA 8 2/3 8 7 3 7 3 - Y NJade-II Light Cruiser 3023 CL 6 2/4 5 4 4 6 2 - Y NEmerald Guardian Cruiser 3018 CA 10 3/3 8 3 5 6 3 - Y N Guardian (2)Obsidian Heavy Cruiser 3016 CA 8 2/3 8 6 3 7 3 - Y NZircon Battlecruiser 3011 BC 10 3/3 8 9 2 7 3 - Y NQuartz-II Heavy Cruiser 3008 CA 7 2/3 7 6 2 7 3 - Y NJade Light Cruiser 3004 CL 6 2/4 5 4 3 5 2 - Y NShale-II Light Cruiser 3002 CL 5 2/4 5 4 3 5 2 - N NSapphire Command Cruiser 3001 CC 9 2/2 7 7 1 8 3 - Y N CommandQuartz Heavy Cruiser 3000 CA 7 2/3 7 5 2 6 3 - Y NShale Light Cruiser 3000 CL 5 2/4 5 3 3 5 2 - N NLimestone Cruiser 3000 CA 6 2/3 6 4 1 6 2 - Y N

CarriersClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesRuby Fleet Carrier 3012 CVF 11 3/2 7 2 4 6 3 8 Y N Carrier, AssaultOpal Heavy Carrier 3004 CVA 8 2/2 6 1 4 5 3 5 Y N Carrier, AssaultTopaz Light Carrier 3000 CVL 4 2/4 4 1 2 4 2 2 N N Assault

Destroyers & FrigatesClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesPyrite Heavy Escort 3023 DDE 6 3/6 5 1 5 4 2 - N N Guardian (1)Hematite Strike Frigate 3019 FF 3 1/6 2 3 0 3 1 - N Y Disruptor (1)Feldspar Small Destroyer 3014 DD 4 2/6 3 2 3 3 1 - N YSpinel Corvette 3010 CT 2 1/8 2 1 2 2 1 - N YTurquoise Escort Destroyer 3007 DDE 4 2/6 4 0 4 4 2 - N YAgate-II Attack Frigate 3001 FF 3 1/6 2 3 1 3 1 - N YAmethyst Destroyer 3000 DD 4 2/6 4 2 2 4 2 - N YTalc Light Destroyer 3000 DD 3 2/6 3 2 2 4 2 - N YAgate Attack Frigate 3000 FF 2 1/6 2 2 1 3 1 - N Y

Scouts & AuxiliariesClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesAmber Battle Scout 3019 ECL 10 3/2 6 7 2 5 2 - Y N Scout (1), Disruptor (1)Malachite Heavy Fleet Collier 3013 AOE 7 2/2 7 1 2 6 3 - Y N Supply (2), Field Repair (1)Aquamarine Scout Cruiser 3005 ECA 8 3/2 7 3 2 6 3 2 Y N Scout (2)Jasper Fleet Collier 3000 AOE 5 2/3 5 1 1 5 3 - N N Supply (1), Field Repair (1)Beryl Scout Cruiser 2950 ECA 6 3/2 6 2 2 5 3 1 Y Y Scout (1)

Bases & DefensesClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesCorundum-II Heavy Mine Field 3020 Mine 1/2 1/10 3 1 1 - - - - -Tourmaline Starbase 3014 Base 32 4/2 16 24 6 - - 12 - - Supply (2)Corundum-I Heavy Mine Field 3010 Mine 1/3 1/15 2 1 1 - - - - -Bedrock Starbase 3000 Base 16 2/2 10 12 4 - - 6 - - Supply (1)Stone Defense Satellite 3000 SAT 1 1/12 1 2 1 - - - - -Olivine Heavy Mine Field 3000 Mine 1/6 1/30 2 0 0 - - - - -

Fighters & ShuttlesClass ISD Type Cost Maint DV AS AF CR CC BC Jump? Atmo? AbilitiesFacet Heavy Assault Fighter 3015 HF 1/2 1/6 4 3 2* - - - N YShard Medium Fighter 3000 MF 1/3 1/12 2 1 2 - - - N Y

Ground UnitsClass ISD Cost Maint Attack Defense D Factor Attrition AbilitiesMilitia - - - 1 1 0 1 +1 Dug-In BonusRegulars-II 3013 1 1/3 1 3 d2 2 +1 Dug-In BonusRegulars-I 3000 1 1/3 1 2 d2 2 +1 Dug-In BonusMarines 3000 2 1/2 2 3 d3 2 Marines, +1 Dug-In Bonus