Fire On The Suns Core Manual (Main Rules)

Table of Contents

 

1.0.0 Introduction

2.0.0 The Game Map

3.0.0 Pre-Game Setup(s)

3.1.0 Race Design

   3.2.1 Governments & The People

3.2.2 Satisfaction Rating Modifien

3.2.2.1 Governments

3.2.2.2 Dependent SR Modifiers – Tax Rate

3.2.2.4 Long-Term Independent Modifiers

3.2.2.5 Short-Term Independent Modifiers

3.2.2.6 Short-Term Dependent Modifiers

3.2.2.7 Determining Satisfaction Ratings

3.2.2.9 Losing Control of a State

3.2.2.10 Changing Governments or Other Long-Term Independent Social Modifiers

4.0.0 Movement

4.2.0 Plotting Starship Movement

4.3.0 Starship Endurance & Maintenance

4.3.1 Starship Supply and Endurance Limits

4.4.0 Towing and Tugs

5.0.0 Resource Points & Economics

5.1.0      Income

5.2.0      Deficit Spending and Debt

5.3.0 Freighters

5.4.0 Types of Facilities & General Rules

Agricultural Stations

Core Taps

Heavy industry

Light industry

Medical centers

Mining Stations

Refineries

6.0.0 Construction

6.1.0 The Role Of Shipyards

6.1.1 The Role Of Subassembly Plants

6.2.0 Starship Design & Construction

6.4.0 Other Types Of Construction

6.5.0 Crashbuilding Starships, Bases, Gunboats & Fighters

6.6.0 Scrapping and Mothballing Units

7.0.0 Colonization Of New Planets

7.0.1 Populations (optional)

7.1.0 Mining & Strip-mining Of Planets

7.2.0 Supplies & Supply Depots

8.0.0 Research & Development

8.2.0 The Role Of Science Stations

8.3.0 Technology Transfers

9.0.0 Combat

9.1.0 Detection - General Concepts

9.1.1 Detection Ranges

9.1.2 Active Systems

9.1.3 Detection Rolls

9.1.4 Concealment

9.1.5 Target Discrimination

9.1.6 The Role Of Listening

9.1.7 The Role Of Early Warning Stations

9.2.0 Combat Engagements

9.3.0 The Mechanics Of Combat

9.3.1 Fleet Files

9.4.0 Planetary Invasions

9.5.0 Pacification, Rebellion, Insurrection, and Genocide

9.6.0 Break Off Levels

9.7.0 Damage Levels

9.8.0 Destroying Colonies & Devastating Planets

9.9.0 Damage Control & Repairs

9.10.0 Repair Ships & Fleet Repair Docks

9.11.0 Organizations & Battle Tactics

9.12.1 Organization

9.14.0 Fleet Formations & Intra-Turn Combat (Optional)

9.14.1 Definitions

9.14.2 Scenario Generation

9.15.0 Battle Tactics

9.16.0 Commerce Raiding Rules

9.16.1 The Basics:

9.16.2 Qualifications for Commerce Raiding Groups

9.16.3 Where to Raid Commerce

9.16.4 Modifiers to Victim RP Loss Roll

9.16.5 Modifiers to Piracy Take Roll

9.16.6 Closing Colonies to Interstellar Trade

9.16.7 Example of Commerce Raiding

9.17.0 Flag Officers & Graded Crews

9.17.1 Flag Officers

9.17.2 Crew Grade

10.0.0 Economics & Trade

10.1.0 Alliances & Diplomacy

11.0.0 Diplomatic Limitations

 

12.0.0 Mapping, Scouting & Surveying

12.1.0 Scouting & Surveying

12.1.1 Mapping Missions

12.1.2 Survey Missions

12.1.3 Time, Numbers & Additional Scanners

12.1.4 Limitations On Surveys Done Per Turn

12.1.5 Detailed System Surveys

13.0.0 Communications

14.0.0 Weather & Terrain Effects

Planets

Asteroid Fields

Comets & Cometary Tails

Radiation Zones

Nebulae

Ring Debris Fields

Stars

Wormholes

Blackholes & Stellar Hypermasses

Magnetic Storms

Ion Storms

Gravitic Storms

Pulsars

Neutron Stars

Brown Dwarves

15.0.0 Psionics

15.1.0 Telepathy / Empathy

         Level I – Listening

         Level II – Interfering

       Level III – Controlling

15.2.0 Extrasensory Perception

17.0.0 Intelligence & Counter-Intelligence Operations  

17.1.0 Special and Standard projects

17.2.0 Open and Specified projects

17.3.0 Summary of project types

17.4.0 Operation Point sources

17.4.1 Spy Networks

17.4.2 Specific Bureaus

17.4.3 Agents

17.5.0 Specified Operation Types

17.5.1 Counter-espionage/Conversion Specified Operations

17.5.2 Military Specified Operations

17.5.3 Research Specified Operations

17.5.4 Economic Specified Operations

17.5.5 Political Specified Operations

17.5.6 Diplomatic Specified Operations

17.5.7 Cryptographic Specified Operations

17.6.0 Attitudes toward Espionage

Core manual 4th Edition – Appendices

Appendix 1 - Technology Definitions

Appendix 2 – Additional Technology Definitions

Appendix 3 - R&D Success Chance Table

Appendix 4 The Battle Manual

Appendix 5 Critical Hits

Appendix 6 Supplemental Critical Hits Implemented in the Battle Engine

Appendix 7 – The Rules for Being Sneaky

Appendix 8 Alternate Income Strategies in FOTS

Appendix 9 Fighters and Casualties

Appendix 10 Gunboats as Combat Units

Appendix 11 - Pickets, Scouting, and Blitzkrieg: Detachments in FOTS

Appendix 12 - Strategies of Annihilation & Exhaustion

Appendix 13 - The Blind Watchmaker

Appendix 14 - The Care and Feeding of a FOTS Society

Appendix 15 - Oceans” in FOTS – Trade and Maritime Powers

Appendix 16 - Turn Example

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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