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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.