If diplomacy fails, it might be necessary to turn to violence.
Worlds can defend themselves by being developed, by constructing Planetary Defence Zones, and by maintaining Defence Forces.
Military Fleets and Armies serve a more offensive role, and can be used to blockade trade routes and attack worlds.
Worlds can be engaged by fleets with the objective to destroy or capture them. For simplicity, we call things like Space Habitat and Outpost worlds in the context of these rules.
Each world has three offensive (
/
/
), and three defensive ratings (
/
/
) corresponding to the rings of defence. These ratings are calculated per world.
Each world has an effectiveness track with the following distribution: -0: ☐, -1: ☐☐, Incap.: ☐☐☐.
A world's combat ratings are influenced by:
Troops are military personnel trained in combat-oriented activities. Depending on the faction these range from highly-trained specialist squads to thousands of expendable droids or rank-and-file troops.
Troops can only be supported on planets with Population. Each 1.0
can support a defence force or army. The 1.0
does not have to be of a single race. However, if you want to claim Racial Characteristics bonuses on your defence force or armies, they must be supported in full by 1.0
of that race.
The folllowing troop types exist:
Super Weapons are constructs of an unimaginable complexity and magnitude - these weapons on their own may change the course of history, and when backed by armies may tumble empires and destroy civilizations.
Examples of Super Weapons are the Death-Star, the Star-Forge and the Mass Shadow Generator. Because of the nature of Super Weapons, there are no pre-written rules for Super Weapons - each is custom designed, excessively expensive and very difficult to acquire. During the early phases of the game, don't worry about Super Weapons. When they do show up, worry.