Methods of Earning SP and AP in the Return of the Force

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  • 7/30/2019 Methods of Earning SP and AP in the Return of the Force

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    M E T H O D S O F E A R N I N G S P A N D A P I N T H E

    R E T U R N O F T H E F O R C E .

    TABLE OF CONTENTS

    Earnings from Holdings. ................................................................................................................................................... 2

    Casino ........................................................................................................................................................................ 2

    Cantina ...................................................................................................................................................................... 2

    Strike Craft Manufacture .......................................................................................................................................... 3

    Small Shipyard Manufacturing Contracts ................................................................................................................. 4

    Large Shipyard Manufacturing Contracts ................................................................................................................. 5

    Ship Servicing ............................................................................................................................................................ 6

    Chemical Plant: ......................................................................................................................................................... 6

    General Industrial Plant: ........................................................................................................................................... 7

    Slave Markets: ........................................................................................................................................................... 8

    Dancing School: Requires a Slave Market ................................................................................................................. 8

    Gladiatorial Arena: Requires a Slave Market ............................................................................................................ 9

    Orbital Refuelling Depot: .......................................................................................................................................... 9

    Satellite Network: ................................................................................................................................................... 10

    Orbital Salvage Yard: ............................................................................................................................................... 10

    Planetary Holdings Options. .......................................................................................................................................... 11

    Civil Planetary Holdings ............................................................................................................................................... 12

    Chemical Plant: ....................................................................................................................................................... 12

    General Industrial Plant: ......................................................................................................................................... 12

    Criminal Planetary Holdings ........................................................................................................................................ 13

    Slave Markets: ......................................................................................................................................................... 13

    Dancing School: Requires a Slave Market ............................................................................................................... 13

    Gladiatorial Arena: Requires a Slave Market .......................................................................................................... 13

    Orbital Holdings Options. ............................................................................................................................................... 14

    Orbital Refuelling Depot: ........................................................................................................................................ 14

    Satellite Network: ................................................................................................................................................... 14

    Orbital Salvage Yard: ............................................................................................................................................... 14

    Small ShipYard:........................................................................................................................................................ 15

    Large ShipYard: ....................................................................................................................................................... 15

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    EARNINGS FROM HOLDINGS.

    The simplest method of earning SP outside of normal means is using the resources you have at hand to make

    money by leasing it out to others, or simply earning revenue from little structures already in place.

    CASINO

    A Casinos Profit, or loss, is rolled when its determined by a GM that such a roll is suitable usinga D12 Dice roll. Consult the table below for the results.

    Dice Roll

    1 2 SP Loss *Special

    2 1 SP Loss

    3, 4, 5, 6 Broke Even

    7 1 SP Gain

    8 2 SP Gain

    9 4 SP Gain

    10 6 SP Gain

    11 8 SP Gain

    12 12 SP Gain

    *Special: If a 1 is rolled then roll a D20 roll. On a roll of 18-19 there has been an incident at the

    Casino, such as an attempted robbery or heist. Should there be the controlling players

    characters present RP it out as a normal event, if not, roll a D10, the number rolled is the

    additional lost on top of the default 2 SP loss.

    If the roll is a 20 then the Casino and thus player Station suffers from a major incursion or attack

    due to its discovery by an enemy force.

    GENERAL NOTE: Multiple Casinos on a single station or ship is diminishing returns. Each

    casino after the first decreases the dice roll for each casinos earnings by 2.

    CANTINA

    A Cantinas Profit, or loss, is rolled when its determined by a GM that such a roll is suitable

    using a D4 Dice roll. Consult the table below for the results.

    Dice Roll

    1 No Gain

    2 1 SP Gain

    3 2 SP Gain

    4 2 SP Gain + *Special

    *Special: If a 4 is rolled consult a D10, on a roll of 1-5 the Cantina has been exceptionally

    profitable since the last roll and the number is added to the normal 2 SP gain. A roll of 6-10

    indicates that a potential event has presented itself and can be issued by the GM at their own

    discretion.

    Optional: A player may choose to exchange one SP earned this way to 100 Army Points

    representing the local thugs or regulars who pass by and you might want to hire.

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    STRIKE CRAFT MANUFACTURE

    If a player has the Construction Bays then they may lease their services out to any number of

    potential customers ranging from the Republic or CIS to Pirates, the Syndicate, Planetary

    Governments or just someone who wants a little quiet manufacturing on the side.

    If the player desires to lease out their Construction Bays for use roll a D20 and consult the table

    below 4 times for potential customers. The Player may then select from the potential customers.

    Note that higher paying customers naturally also pose more risk, producing CIS fighters forexample may make the facility a Republic Military Target.

    Dice Roll Customer Identity SP Value of Contract Risk Level of Contract

    1 Republic Navy 80 SP Per Month* Extreme

    2 Republic Navy 60 SP Per Month* High

    3 Syndicate 40 SP Per Month Medium

    4 Republic Navy 40 SP Per Month* Medium

    5 Republic Citizenry 20 SP Per Month Low

    6 Pirates 20 SP Per Month Low

    7 Private Buyers 10 SP Per Month Very Low

    8 Pirates 10 SP Per Month Very Low9 Private Buyers 5 SP Per Month None

    10 Minor Government 15 SP Per Month** None

    11 Minor Government 15 SP Per Month** None

    12 Private Buyers 5 SP Per Month None

    13 Pirates 10 SP Per Month Very Low

    14 Private Buyers 10 SP Per Month Very Low

    15 Pirates 20 SP Per Month Low

    16 CIS Citizenry 20 SP Per Month Low

    17 CIS Navy 40 SP Per Month* Medium

    18 Syndicate 40 SP Per Month Medium

    19 CIS Navy 60 SP Per Month* High

    20 CIS Navy 80 SP Per Month* Extreme

    Risk Levels

    Extreme : 50% chance of being attacked by an opposing party.

    High : 40% chance of being attacked by an opposing party.

    Medium High : 20% chance of being attacked by an opposing party.

    Low : 10% chance of being attacked by an opposing party.

    Very Low : 5% chance of being attacked by an opposing party.

    * ; This is a government contract and is an exclusivity. No other work may be done and the

    design and schematics of all craft are not to be copied, produced for any others and must be

    turned over to the hiring party when their consignment of craft is handed over. (Some minorprotection may be provided for high or extreme risk contracts.)

    ** ; Minor Governments cant afford to work with smaller runs as such it is exclusive as detailed

    above. However the player is also committed to a 3 month dedicated production run.

    Other Players ; The player may organize production runs for other players with their

    construction bays according to their own negotiations. Construction runs using player-owned

    construction bays have a base materials cost reduction of 10%

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    LARGE SHIPYARD MANUFACTURING CONTRACTS

    If a player has a Large Shipyard then they may lease their services out to any number of

    potential customers ranging from the Republic or CIS to Pirates, the Syndicate, Planetary

    Governments or just someone who wants a little quiet manufacturing on the side.

    If the player desires to lease out their Large Shipyard for use roll a D20 and consult the table

    below 4 times for potential customers. The Player may then select from the potential customers.

    Note that higher paying customers naturally also pose more risk, producing CIS fighters forexample may make the facility a Republic Military Target.

    Dice Roll Customer Identity SP Value of Contract Risk Level of Contract

    1 Republic Navy 400 SP Per Month* Extreme

    2 Republic Navy 350 SP Per Month* High

    3 Syndicate 300 SP Per Month Medium

    4 Republic Navy 250 SP Per Month* Medium

    5 Republic Citizenry 225 SP Per Month Low

    6 Pirates 200 SP Per Month Low

    7 Private Buyers 175 SP Per Month Very Low

    8 Pirates 150 SP Per Month Very Low9 Private Buyers 140 SP Per Month Very Low

    10 Minor Government 180 SP Per Month* Low

    11 Minor Government 180 SP Per Month* Low

    12 Private Buyers 140 SP Per Month Very Low

    13 Pirates 150 SP Per Month Very Low

    14 Private Buyers 175 SP Per Month Very Low

    15 Pirates 200 SP Per Month Low

    16 CIS Citizenry 225 SP Per Month Low

    17 CIS Navy 250 SP Per Month* Medium

    18 Syndicate 300 SP Per Month Medium

    19 CIS Navy 350 SP Per Month* High

    20 CIS Navy 400 SP Per Month* Extreme

    Risk Levels

    Extreme : 50% chance of being attacked by an opposing party.

    High : 40% chance of being attacked by an opposing party.

    Medium High : 20% chance of being attacked by an opposing party.

    Low : 10% chance of being attacked by an opposing party.

    Very Low : 5% chance of being attacked by an opposing party.

    Each Slipyard increases the risk by 10%

    General Note: All Contracts last three months.

    * ; This is a government contract and is an exclusivity. No other work may be done and the

    design and schematics of all craft are not to be copied, produced for any others and must be

    turned over to the hiring party when their consignment of craft is handed over. (Some minor

    protection may be provided for high or extreme risk contracts.)

    The Contract is PER SLIPYARD. If you have a 4 slipyard Shipyard the SP Value is per slipyard.

    Other Players ; The player may organize production runs for other players with their small

    shipyard according to their own negotiations. Construction runs using player-owned shipyards

    have a base materials cost reduction of 10%

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    SHIP SERVICING

    A player with Repair Bays may open their yards for servicing other ships, if so roll a D12 on the

    below table to see the Bays profits over a given period. Unlike the others this is not fixed and

    can be adjusted by the GM as needed.

    Dice Roll SP Gain Other

    1 Critical Failure See Below.

    2, 3, 4, 5 No Customers6, 7, 8 4 SP Gain You serviced a number of small craft requiring minor work

    9, 10 8 SP Gain You serviced a few mid-sized ships requiring minor work

    11 12 SP Gain You serviced a large customer in need of some emergency

    repairs.

    12 16 SP Gain You serviced a major customer in need of significant repairs,

    roll a D4, on roll of 4 their services are not completed and they

    will have to remain for D6 weeks. (Roll again on this table

    when complete, ignore a 1 or 2)

    In the event that you have rolled a 1 your customer turns out to be a hostile force wanting to

    raid/rob/destroy etc your facility and is now under attack with your soft-side presented. Thisbecomes a new event to defend your facility, if you can get there in time.

    CHEMICAL PLANT:

    This is a basic chemical production facility it is capable of moderate production of profit with

    little risk.

    Earnings: Roll a D4.

    Dice Roll Result

    D4 = 1 You gain 20 SP

    D4 = 2 You gain 20 SP

    D4 = 3 You get a big order. You gain 40 SP

    D4 = 4 You get an unusual order. You gain 5 SP and have to roll a D100 and compare it to

    the row below.

    D100 =

    96-100

    Your order is dangerous in some way or form, possibly illegal, and something

    equally bad has happened involving it. From a dangerous chemical spill to a drug

    bust. Either way someone is going to pay the price. You lose 10 SP.

    (GM Discretion is Available here. If the GM decides that it is a drug bust it ispossible you could lose the Chemical Plant entirely as an example.)

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    GENERAL INDUSTRIAL PLANT:

    This is a general Industrial plant capable of manufacturing anything from luxuries, personal

    vehicles, computer products and so on and so forth. A player has to choose what type of product

    theyre going to produce and roll on the relevant table.

    Earnings: Roll a D4 and a D100.

    Dice Roll Luxuries: ResultD4 = 1 You gain 0 SP. The Luxuries market simply isnt doing well at the moment.

    D4 = 2 You gain 10 SP. People are buying again.

    D4 = 3 You gain 30 SP. Profits are comfortable

    D4 = 4 You gain 50 SP. Youre doing well for yourselfD100 =

    96-100

    There is some sort of Industrial Accident and people are hurt, if there was any

    profit cut them in half in order to cover the medical bills/lawsuit. If there wasntyou lose 5 SP.

    Dice Roll Industrial Components: Result

    D4 = 1 You gain 5 SP. Youre not selling well, but components are always in demand.D4 = 2 You gain 10 SP. Youre surviving.

    D4 = 3 You gain 15 SP. Youre making a comfortable profit.D4 = 4 You gain 20 SP. Youre doing well for yourself.

    D100 =

    96-100

    There is some sort of Industrial Accident and people are hurt, if there was any

    profit cut them in half in order to cover the medical bills/lawsuit.

    Dice Roll Processed Resources: Result

    D4 = 1 You gain 2 SP as your processed resources arent in high demand right now.

    D4 = 2 You gain 8 SP, your resources have a need, but not a great one.

    D4 = 3 You gain 14 SP, your resources are in demand.D4 = 4 You gain 20 SP, your resources are in high demand.

    D100 =

    96-100

    There is some sort of Industrial Accident and people are hurt, if there was any

    profit cut them in half in order to cover the medical bills/lawsuit. If there wasntyou lose 5 SP.

    Dice Roll Vehicles: Result

    D4 = 1 You lose 10 SP, your vehicles not only fail to sell well, but dont even begin torecoup the expenditure of making them.

    D4 = 2 You dont make any SP. You fail to make a profit, but sell well enough to cover

    expenditures.

    D4 = 3 You make 50 SP. Your vehicles are selling at about average rates.

    D4 = 4 You make 100 SP. Your vehicles are selling exceptionally well.

    D100 =

    96-100

    There is some sort of Industrial Accident and people are hurt, if there was any

    profit cut them in half in order to cover the medical bills/lawsuit. If there wasntyou lose an additional 5 SP.

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    SLAVE MARKETS:

    This is your regular typical involuntary labour pool. People come from all walks of (criminal)

    life to acquire these less than well paid for individuals.

    Slave Markets can only be constructed on worlds largely controlled by criminals or worlds

    where slavery is legal.

    Earnings: Roll a D4. Also roll a D100.

    Dice Roll Result

    D4 = 1 You earn 1 SP

    D4 = 2 You earn 5 SP

    D4 = 3 You earn 15 SP

    D4 = 4 You earn 30 SP

    D100 =

    96-100

    Something untoward has happened. Typically this will be an attack by the

    Republic or other entity that considers slavery to be illegal and morally wrong.

    Event is always negative and is up to GM discretion.

    DANCING SCHOOL: REQUIRES A SLAVE MARKET

    Earnings: Roll a D4. Dancing School Earnings are in addition to the Slave Market.

    Dice Roll Result

    D4 = 1 You earn 5 SP

    D4 = 2 You earn 10 SP (For 5 SP you can instead claim 2 of the dancers as your own.)

    D4 = 3 You earn 15 SP (For 5 SP you can instead claim 2 of the dancers as your own.)

    D4 = 4 You earn 20 SP (For 5 SP you can instead claim 2 of the dancers as your own.)

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    GLADIATORIAL ARENA: REQUIRES A SLAVE MARKET

    Earnings: Roll a D10. Gladiatorial Arena Earnings are in addition to the Slave Market.

    Dice Roll Result

    D10 = 1 or 2 -5 SP Your Gladiators perform very poorly, roll a D100 +20 and consult the

    table below. (Cancel Earnings from Slave Market)

    D10 = 3 -2 SP Your fights have been unprofitable or an unusual number of slaves

    were killed in the fights forcing you to seek replacements out of your ownpocket. (Cancel Earnings from Slave Market) Roll a D100 and consult the

    table below.

    D10 = 4 +1 SP Youve managed to scrape together a little profit, but it barely coveredexpenses.

    D10 = 5 + 5 SP Your fighters have managed to do well and entertain the crowd much

    to your wallets appreciation.

    D10 = 6 + 10 SP Your fighters are impressing the crowd with their prowess! And

    theyre impressing your wallet to match.

    D10 = 7 +20 SP Your men are demonstrating how gladiators should fight the crowd

    baying for blood and the sands stained with the life force of those too weak

    to survive.

    D10 = 8 + 35 SP The sands run with the blood of man and beast and the crowd arepractically throwing their money at the bookies. It is a good day to be a slave-

    owner.

    D10 = 9 or 10 +50 SP Your Gladiators perform like oiled gods giving the crowd a spectacle

    rarely seen. Roll a D100. On a roll of 1-5 you may gain a Lieutenant. However

    the spectacle did come at a bloody cost, next roll on this table is at -4 while

    you try and repopulate your men.

    Dice Roll Result

    D100 = 1- 40 Your Gladiators are lazy and good for nothing and need to be flogged a

    couple times to be reminded who their master is.D100 = 41- 80 Your Gladiators are openly resisting training and are unwilling to fight.

    D100 = 81-95 Your Gladiators are in open revolt against you, next time you would be able

    to roll on the Arenas earnings, dont.

    D100 = 96-100 Your Gladiators succeed in their open revolt somehow getting weapons,

    they severely damage the arena and most of them escape. It will take 2

    months to repair the Arena and Slave Markets.

    D100 = >100 If due to the +20 from a roll of 1 or 2 on the last table the dice roll goes over

    100 the Arena and Slave Markets are totally destroyed in the Slave Revolt.

    ORBITAL REFUELLING DEPOT:

    Everyone needs fuel.

    Earnings: When you have procured or constructed a refueling station you earn a relative steady

    earnings from it. Roll a D4. Also roll a D100.

    Dice Roll Result

    D4 = 1 You earn 5 SP

    D4 = 2 You earn 10 SP

    D4 = 3 You earn 15 SP

    D4 = 4 You earn 20 SPD100 =

    96-100

    Something untoward has happened. From pirate raiders to a fuel line backing up

    and causing damage. Event is always negative and is up to GM discretion.

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    SATELLITE NETWORK:

    You may have 1 Network per world to a maximum of 5 plus 1 per world you effectively control.

    Earnings: When you have procured or constructed a satellite network you may receive a

    random bonus from time to time. Roll a D4. Also roll a D100.

    Dice Roll Result

    D4 = 1 There is little worthy of note or event.D4 = 2 You manage to sell some advertising broadcast commission, +5 SP

    D4 = 3 You manage to secure the rights to broadcast a major pay-per-view, +10 SP

    D4 = 4 Youve managed to find something interesting. (Gain 1 Event)

    D100 =

    96-100

    Something untoward has happened. From pirate raiders to technical issues

    causing damage. Event is always negative and is up to GM discretion.

    ORBITAL SALVAGE YARD:

    Salvage is a reliable source of money, for a short while.

    Earnings: When you have procured or constructed a salvage yard you earn a relative steadyearnings from it. Roll a D4. Also roll a D100.

    Dice Roll Result

    D4 = 1 You earn 20 SP

    D4 = 2 You earn 30 SP

    D4 = 3 You earn 40 SP

    D4 = 4 You earn 50 SP

    D100 =

    80-100

    Your Salvage Field is growing a little slim add one exhaustion marker andconsult the note below.

    D100 =

    1-5

    You have found something worth quite a bit, from a small ship that just needs

    some repairs to an intact working piece of weaponry or special technology.

    GM discretion.

    Note: Salvage Fields are not inexhaustible, sooner or later you will run out of salvage worth

    taking. A Salvage field lasts until a player has 5 exhaustion markers. After this the D4 roll is at a -

    2 (to a minimum of 1). If the player gets a 6th Exhaustion marker the field is completely

    exhausted.

    Relocation: When a field becomes exhausted it is possible, for 10 SP to hire tugs to relocate

    your Salvage Yard to a new field if you discover one.

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    PLANETARY HOLDINGS OPTIONS.

    Sometimes one wants to increase their revenue, or even power and influence, not by simply providing services

    with resources they already hold. But by procuring new resources and sources of revenue from people who

    already own them. Such as buying existing planet based businesses. This section covers such things.

    There are four sub-sections.

    Civil Planetary Holdings

    Civil Planetary holdings are common industries and other types of nonmilitary holdings, theyre

    generally profitable ventures but also often considered safe ventures. Though naturally some were not safe

    ventures, but those willing to invest in a little risk stand a chance of increased rewards as well.

    Military Planetary Holdings

    Military Planetary holdings are risky ventures, while there is always money in military hardware there

    is at the same time usually a party with a vested interest in burning your industry to the ground. The rewards

    are often worth the investment, but attract more attention.

    Influential Planetary Holdings

    Influential Planetary holdings are not very profitable ventures and may in fact even run at a loss, what

    they do have however is a significant effect on the people and government of a world. Nobody can simply

    ignore those feeding the poor or healing the sick.

    Criminal Planetary Holdings

    For those who dont believe its necessary to always do the right thing there are other options often

    seen as a quick way to cash. In general they can be less profitable than some industries and riskier to boot, but

    they cost significantly less to set up and a hostile takeover of an existing criminal enterprise is unlikely to be

    investigated too enthusiastically by the government.

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    CIVIL PLANETARY HOLDINGS

    CHEMICAL PLANT:

    This is a basic chemical production facility it is capable of moderate production of profit with

    little risk.

    Procuring: A Chemical Plant can be purchased from its owner for 100 SP and 1 month of

    paperwork to finalise the sale.

    Constructing: A Chemical Plant can be constructed for the grand price of 250 SP, however a

    collab to acquire the permission of the planets governor must be done to determine if youre

    allowed to build such a structure.

    Modifications: None. Its a civilian operation.

    Defaults: Chemical Lockdown. (As a Chemical Plant it is designed to go into an airtight

    lockdown to prevent dangerous chemical spills or contaminants.)

    GENERAL INDUSTRIAL PLANT:

    This is a general Industrial plant capable of manufacturing anything from luxuries, personal

    vehicles, computer products and so on and so forth. A player has to choose what type of product

    theyre going to produce and roll on the relevant table.

    Procuring: An Industrial Plant can be purchased from its owner for 200 SP and 1 month of

    paperwork to finalize the sale.

    Constructing: An Industrial Plant can be constructed for the grand price of 400 SP, however a

    collab to acquire the permission of the planets governor must be done to determine if youreallowed to build such a structure.

    Modifications: None. Its a civilian operation.

    Defaults: Choose; Luxuries, Industrial Components, Processed Resources, Vehicles, consult the

    tables below for your earnings.

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    CRIMINAL PLANETARY HOLDINGS

    SLAVE MARKETS:

    This is your regular typical involuntary labour pool. People come from all walks of (criminal)

    life to acquire these less than well paid for individuals.

    Slave Markets can only be constructed on worlds largely controlled by criminals or worlds

    where slavery is legal.

    Procuring: A slave market cannot be procured through peaceful means as the current owners

    are never very interested in selling. See the By Force section of this document.

    Constructing: Constructing a Slave Market takes considerable effort, in addition to the 20SP

    required to construct it you have to embark on a number of missions to populate the market.

    Once the GM feels youve done enough to populate your market roll a D10. A dice roll of 7-10

    means you can begin rolling earnings at regular intervals.

    Modifications: A Slave Market has 100 SP of space for expanded defences. You can also

    construct the Dancing School and Gladiator Ring Extensions. (See Below)

    Defaults: 2 Laser Cannon Batteries, 1 Turbolaser Battery, 1 Shield Generator

    DANCING SCHOOL: REQUIRES A SLAVE MARKET

    Procuring: A Dancing School cannot be procured separately. See Slave Market.

    Constructing: Constructing a Dancing School costs 40 SP, a mission is also required to be

    undergone to procure experienced slaves in this arena to serve as your teachers and educators.

    Modifications: The Dancing School benefits from the Slaves Markets defences.

    Defaults: The Dancing School benefits from the Slaves Markets defences.

    GLADIATORIAL ARENA: REQUIRES A SLAVE MARKET

    Procuring: A Gladiatorial Arena cannot be procured separately. See Slave Market.

    Constructing: Constructing a Gladiatorial Arena costs 40 SP, a mission is also required to be

    undergone to procure experienced slaves in this arena to serve as your trainers.Modifications: The Gladiatorial Arena benefits from the Slaves Markets defences.

    Mod: 10 SP; Automated Security Procedure. If you roll a Slave Revolt on the epic fail

    table you may re-roll the result once.

    Mod: 10 SP; Beast Pit. Youve installed a pit for putting some beasts in for the pleasure of

    fighting your Gladiators. You may choose to hold a Grand Event that increases all SP

    gains for your next roll by 10 SP (a roll of 1-3 will cancel the bonus of this) however next

    time you would have a chance to roll on the below table it is passed up as youre still

    replacing your losses.

    Defaults: The Gladiatorial Arena benefits from the Slaves Markets defences. Special: Arena

    Shields (Protect the Audience from the Gladiators.)

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    ORBITAL HOLDINGS OPTIONS.

    Sometimes one wants to increase their revenue, or even power and influence, not by simply providing services

    with resources they already hold. But by procuring new resources and sources of revenue from people who

    already own them. Such as buying existing businesses. This section covers such things.

    ORBITAL REFUELLING DEPOT:

    Everyone needs fuel.

    Procuring: To procure a refueling station requires a minimum of 50 SP and a successful

    negotiation with an owner of a refueling station. (Acquisition. 1 Month for Paperwork.)

    Constructing: If you cant secure ownership of an existing on you can have one manufactured

    for 100 SP.

    Modifications: An orbital refueling depot has 25 SP worth of space for modifications.

    Defaults: Fueling Depot. 2 Shield Generators. 1 Small Barracks. 1 Hangar (2 Shuttles, non-Hyper

    Capable, 2 Heavy Tankers *Hyper Capable*) 1 Laser Battery.

    SATELLITE NETWORK:

    You may have 1 Network per world to a maximum of 5 plus 1 per world you effectively control.

    Procuring: To procure a refueling satellite network on requires a minimum of 10 SP and a

    successful negotiation with an owner of a satellite network. (Acquisition. 1 Month for

    Paperwork.)

    Constructing: If you cant secure ownership of an existing on you can have one manufacturedfor 20 SP.

    Modifications: None

    Defaults: 2 Blaster Cannons

    ORBITAL SALVAGE YARD:

    Salvage is a reliable source of money, for a short while.

    Procuring: To procure a salvage yard requires a minimum of 50 SP and a successful negotiation

    with an owner of a salvage yard. (Acquisition. 1 Month for Paperwork.) A procured Salvage yard

    starts with 1D4 Exhaustion Markers (rolled after sale goes through.)

    Constructing: If you cant secure ownership of an existing on you can have one manufactured

    for 100 SP if you can find a suitable debris field and successfully claim salvage rights.

    Modifications: An orbital Salvage yard has 50 SP worth of space for modifications.

    Defaults: Salvage Yard. 4 Shield Generators. 6 Tractor Beams. 1 Small Barracks. 1 Hangar (6

    Salvage Shuttles, non-Hyper Capable) 2 Laser Batteries.

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    SMALL SHIPYARD:

    Shipyards are expensive, and risky, ventures, but if youre fortunate they will pay off.

    Procuring: To procure a Small Shipyard requires a minimum of 150 SP and a successful

    negotiation with an owner of a Small Shipyard. (Acquisition. 1 Month for Paperwork.)

    Additionally the player has to secure the permission of the planets government.

    Constructing: If you cant secure ownership of an existing on you can have one manufacturedfor 300 SP.

    Modifications: Defaults: Small Shipyard. 4 Shield Generators. 6 Tractor Beams. 1 Small

    Barracks. 1 Hangar (6 Construction Shuttles, non-Hyper Capable) 12 Laser Batteries.

    Slipyards: Each Slipyard after the first costs an additional 75 SP.

    LARGE SHIPYARD:

    Shipyards are expensive, and risky, ventures, but if youre fortunate they will pay off.

    Procuring: To procure a Small Shipyard requires a minimum of 400 SP and a successful

    negotiation with an owner of a Small Shipyard. (Acquisition. 1 Month for Paperwork.)

    Additionally the player has to secure the permission of the planets government.

    Constructing: If you cant secure ownership of an existing on you can have one manufactured

    for 800 SP.

    Modifications: Defaults: Large Shipyard. 12 Shield Generators. 12 Tractor Beams. 1 Large

    Barracks. 2 Hangar (12 Construction Shuttles, non-Hyper Capable) 12 Laser Batteries.

    Slipyards: Each Slipyard after the first costs an additional 150 SP.