<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://swiki.fancruft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arc</id>
	<title>Sphere - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://swiki.fancruft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arc"/>
	<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Special:Contributions/Arc"/>
	<updated>2026-04-11T14:18:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Planetary_Terrain&amp;diff=71297</id>
		<title>Lords of Ether (20th Anniversary Edition) Planetary Terrain</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Planetary_Terrain&amp;diff=71297"/>
		<updated>2023-01-04T02:33:01Z</updated>

		<summary type="html">&lt;p&gt;Arc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a way to loosely represent your nation&#039;s geography and handily quantify where things are when regional events occur. Your national infrastructure and population has to be able to fit inside your terrain regions and you also need to assign how much of your infrastructure is in each one. This will also apply to various military formations and garrisons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A nation gets one terrain region by default and additional ones for every 10 housed population units. Also you get one terrain point for every 5 SP spent on population units to spend on modifying terrain. If you so desire you can spend 2 terrain points to get another terrain region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Population, Industry and Ether must be assigned to regions. Wealth and Research in a given area are proportional to the population. For Transtellars, they only receive terrain in zones of elevated risk (Calculated Risk or Danger Zone) and the terrain points are based off of the Members in those zones. If you&#039;re a Space Dweller, none of this applies to you. You live in space. It&#039;s very same-y.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can choose a theme for your nation&#039;s geography:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undeveloped: Vast and empty. You have double the number of terrain regions. Total Population and Infrastructure in each is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Bread Basket: Total Population is x2. Difficult or Very Difficult terrain costs double.&amp;lt;br&amp;gt;&lt;br /&gt;
Average: Ho hum.&amp;lt;br&amp;gt;&lt;br /&gt;
Overdeveloped: You have half the number of terrain regions. Base Population and Industry are doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default a terrain region is open fields, savannah or gentle rolling hills and can house 15 Population and 40 Industry/Ether. Difficult terrain is a region with some intervening major feature such as a large river, bog, forests and the like. Very difficult terrain is mountainous or wholly composed of jagged cliffs, mountains, marshes, jungles or swamps. Very difficult terrain also reflects islands surrounded by oceans or lakes, or widespread dense urban development.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each terrain you can spend points to modify it in the following ways. It should go without saying, but you cannot take any trait more than once and you cannot take more than one trait in a given category (population, industry, difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
:Moderately Populated - +25 population - 1 Point&amp;lt;br&amp;gt;&lt;br /&gt;
:Densely Populated - +50 Population - 2 Points &amp;lt;br&amp;gt;&lt;br /&gt;
:Industrialized - +25 industry/ether - 1 Point&amp;lt;br&amp;gt;&lt;br /&gt;
:Heavily Industrialized - +40 industry/ether - 2 Points &amp;lt;br&amp;gt;&lt;br /&gt;
:Difficult Terrain - Adds 1 to the defensive value of a particular region. It costs (1 + N) Points where N is the number of terrain points invested in population and infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
Very Difficult Terrain - Adds 2 to the defensive value of a particular region. It costs (2 + 2N) Points where N is the number of terrain points invested in population and infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficult terrain reflects a major feature such as a forest, large river that divides the area. Very difficult terrain reflects mountains, islands, rocky cliffs, dense jungles and also horizon-spanning high rise cityscapes. Difficult terrain reduces mobility of forces within the region (including yours) and adds a bonus to units in defensive positions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nations that have one of the Creature Advantages (Magical Wildlife, Mystic Haven, or Terra Incognita Magica) gain defensive advantages. Magical Wildlife increases the defensive value of Very Difficult to 3. Mystic Haven increases Very Difficult to 4. TIM increases the value of Difficult terrain to 2 and Very Difficult terrain to 4.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Planetary_Terrain&amp;diff=71296</id>
		<title>Lords of Ether (20th Anniversary Edition) Planetary Terrain</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Planetary_Terrain&amp;diff=71296"/>
		<updated>2023-01-04T02:02:24Z</updated>

		<summary type="html">&lt;p&gt;Arc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a way to loosely represent your nation&#039;s geography and handily quantify where things are when regional events occur. Your national infrastructure and population has to be able to fit inside your terrain regions and you also need to assign how much of your infrastructure is in each one. This will also apply to various military formations and garrisons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A nation gets one terrain region by default and additional ones for every 10 housed population units. Also you get one terrain point for every 5 SP spent on population to spend on modifying terrain. If you so desire you can spend 2 terrain points to get another terrain region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Population, Industry and Ether must be assigned to regions. Wealth and Research in a given area are proportional to the population. For Transtellars, they only receive terrain in zones of elevated risk (Calculated Risk or Danger Zone) and the terrain points are based off of the Members in those zones. If you&#039;re a Space Dweller, none of this applies to you. You live in space. It&#039;s very same-y.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can choose a theme for your nation&#039;s geography:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undeveloped: Vast and empty. You have double the number of terrain regions. Total Population and Infrastructure in each is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Bread Basket: Total Population is x2. Difficult or Very Difficult terrain costs double.&amp;lt;br&amp;gt;&lt;br /&gt;
Average: Ho hum.&amp;lt;br&amp;gt;&lt;br /&gt;
Overdeveloped: You have half the number of terrain regions. Base Population and Industry are doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default a terrain region is open fields, savannah or gentle rolling hills and can house 15 Population and 40 Industry/Ether. Difficult terrain is a region with some intervening major feature such as a large river, bog, forests and the like. Very difficult terrain is mountainous or wholly composed of jagged cliffs, mountains, marshes, jungles or swamps. Very difficult terrain also reflects islands surrounded by oceans or lakes, or widespread dense urban development.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each terrain you can spend points to modify it in the following ways. It should go without saying, but you cannot take any trait more than once and you cannot take more than one trait in a given category (population, industry, difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
:Moderately Populated - +25 population - 1 Point&amp;lt;br&amp;gt;&lt;br /&gt;
:Densely Populated - +50 Population - 2 Points &amp;lt;br&amp;gt;&lt;br /&gt;
:Industrialized - +25 industry/ether - 1 Point&amp;lt;br&amp;gt;&lt;br /&gt;
:Heavily Industrialized - +40 industry/ether - 2 Points &amp;lt;br&amp;gt;&lt;br /&gt;
:Difficult Terrain - Adds 1 to the defensive value of a particular region. It costs (1 + N) Points where N is the number of terrain points invested in population and infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
Very Difficult Terrain - Adds 2 to the defensive value of a particular region. It costs (2 + 2N) Points where N is the number of terrain points invested in population and infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficult terrain reflects a major feature such as a forest, large river that divides the area. Very difficult terrain reflects mountains, islands, rocky cliffs, dense jungles and also horizon-spanning high rise cityscapes. Difficult terrain reduces mobility of forces within the region (including yours) and adds a bonus to units in defensive positions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nations that have one of the Creature Advantages (Magical Wildlife, Mystic Haven, or Terra Incognita Magica) gain defensive advantages. Magical Wildlife increases the defensive value of Very Difficult to 3. Mystic Haven increases Very Difficult to 4. TIM increases the value of Difficult terrain to 2 and Very Difficult terrain to 4.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Planetary_Terrain&amp;diff=71295</id>
		<title>Lords of Ether (20th Anniversary Edition) Planetary Terrain</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Planetary_Terrain&amp;diff=71295"/>
		<updated>2023-01-04T01:59:41Z</updated>

		<summary type="html">&lt;p&gt;Arc: Created page with &amp;quot;This is a way to loosely represent your nation&amp;#039;s geography and handily quantify where things are when regional events occur.&amp;lt;br&amp;gt;  A nation gets one terrain region by default a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a way to loosely represent your nation&#039;s geography and handily quantify where things are when regional events occur.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A nation gets one terrain region by default and additional ones for every 10 housed population units. Also you get one terrain point for every 5 SP spent on population to spend on modifying terrain. If you so desire you can spend 2 terrain points to get another terrain region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Population, Industry and Ether must be assigned to regions. Wealth and Research in a given area are proportional to the population. For Transtellars, they only receive terrain in zones of elevated risk (Calculated Risk or Danger Zone) and the terrain points are based off of the Members in those zones. If you&#039;re a Space Dweller, none of this applies to you. You live in space. It&#039;s very same-y.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can choose a theme for your nation&#039;s geography:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undeveloped: Vast and empty. You have double the number of terrain regions. Total Population and Infrastructure in each is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Bread Basket: Total Population is x2. Difficult or Very Difficult terrain costs double.&amp;lt;br&amp;gt;&lt;br /&gt;
Average: Ho hum.&amp;lt;br&amp;gt;&lt;br /&gt;
Overdeveloped: You have half the number of terrain regions. Base Population and Industry are doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default a terrain region is open fields, savannah or gentle rolling hills and can house 15 Population and 40 Industry/Ether. Difficult terrain is a region with some intervening major feature such as a large river, bog, forests and the like. Very difficult terrain is mountainous or wholly composed of jagged cliffs, mountains, marshes, jungles or swamps. Very difficult terrain also reflects islands surrounded by oceans or lakes, or widespread dense urban development.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each terrain you can spend points to modify it in the following ways. It should go without saying, but you cannot take any trait more than once and you cannot take more than one trait in a given category (population, industry, difficulty).&amp;lt;br&amp;gt;&lt;br /&gt;
:Moderately Populated - +25 population - 1 Point&amp;lt;br&amp;gt;&lt;br /&gt;
:Densely Populated - +50 Population - 2 Points &amp;lt;br&amp;gt;&lt;br /&gt;
:Industrialized - +25 industry/ether - 1 Point&amp;lt;br&amp;gt;&lt;br /&gt;
:Heavily Industrialized - +40 industry/ether - 2 Points &amp;lt;br&amp;gt;&lt;br /&gt;
:Difficult Terrain - Adds 1 to the defensive value of a particular region. It costs (1 + N) Points where N is the number of terrain points invested in population and infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
Very Difficult Terrain - Adds 2 to the defensive value of a particular region. It costs (2 + 2N) Points where N is the number of terrain points invested in population and infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficult terrain reflects a major feature such as a forest, large river that divides the area. Very difficult terrain reflects mountains, islands, rocky cliffs, dense jungles and also horizon-spanning high rise cityscapes. Difficult terrain reduces mobility of forces within the region (including yours) and adds a bonus to units in defensive positions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nations that have one of the Creature Advantages (Magical Wildlife, Mystic Haven, or Terra Incognita Magica) gain defensive advantages. Magical Wildlife increases the defensive value of Very Difficult to 3. Mystic Haven increases Very Difficult to 4. TIM increases the value of Difficult terrain to 2 and Very Difficult terrain to 4.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether:_20th_Anniversary_Edition&amp;diff=71294</id>
		<title>Lords of Ether: 20th Anniversary Edition</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether:_20th_Anniversary_Edition&amp;diff=71294"/>
		<updated>2023-01-04T01:46:54Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Lords of Ether: 20th Anniversary Edition!&lt;br /&gt;
&lt;br /&gt;
Lords of Ether was a Science-Fantasy Story Debate started by IXJac in 2002 when the internet was a much younger and different place. It was a peerless experience that became a legend, and would go on for almost six years before finally dying - as all games do - in 2007. Its influence can be seen in the DNA of many later Story Debates and Grand Strategy Games its players would go on to write here on Spacebattles and elsewhere. With IXJac&#039;s formal permission and guidance, Silence has brought Lords of Ether back on its twentieth anniversary for a new generation of players to enjoy.&lt;br /&gt;
&lt;br /&gt;
What&#039;s it about? Lords of Ether is an epic Science-Fantasy kitchen sink game, where players navigate states, interstellar organizations, and even bands of heroes through a dangerous cosmos full of powers greater than their own - a setting in which survival is its own triumph. Its then unprecedented rules - detailed and comprehensive - made it possible for entire nations of wholly unique technology, magic, and aesthetics to interact in the same world coherently, whether in peaceful trade or outright war waged by large combined arms armies. Players determine the resources available to them through budgets calculated at the start of each in-game year and month to tell the stories about their power straightaway, without having to wait on a GM to describe the outcome of their plans. Complex events like battles and massive military campaigns are resolved either through quick consultations with a GM or live action roleplaying sessions known as &amp;quot;Sims&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Got Ether?&lt;br /&gt;
&lt;br /&gt;
No? Then what are you waiting for. . .&lt;br /&gt;
=Foreword from Silence=&lt;br /&gt;
That was posted a [https://forums.spacebattles.com/threads/lords-of-ether-beta-test-version.32319/ long time ago], with approval of Ix, I have taken these rules to give this game another life. The original was fun if complicated and its DNA can been seen over the games in the 2 long decades since it start, so I figure why not have a remake to celebrate year 20. I have a channel on the discord!&lt;br /&gt;
=The World of Lords of Ether=&lt;br /&gt;
 As written by IXJac.&lt;br /&gt;
(the well read fantasy enthusiast will likely know many of the works from which the premises here are borrowed – treat as a homage if you will)&lt;br /&gt;
&lt;br /&gt;
In 1680, Sir Isaac Newton delved into alchemy and discovered the Ether, a universal energy on the boundaries of science and the doorway to magic that offered great powers and promised vast potential. Unfortunately, its use was soon turned to war, and in 1700 the world was consumed by magic and new science gone wild.&lt;br /&gt;
&lt;br /&gt;
With the aid of godlike beings awakened or drawn by this new power, humanity fled its dying world and scattered across the heavens.&lt;br /&gt;
&lt;br /&gt;
There on a thousand worlds the cycle of history continued; new civilizations rose, linked by mystical winds through space, these &amp;quot;Star Ways&amp;quot; that traders sailed over as they had the Trade Winds of Earth. However, in time some of these civilizations grew powerful and arrogant, and some challenged the gods that had brought them to this new heaven, bringing about a terrible war that broke the power of both.&lt;br /&gt;
&lt;br /&gt;
The backlash of the terrible weapons used created great storms through the Ether that ravaged whole worlds, and made most of the Star Ways fatally inaccessible for almost a millennia.&lt;br /&gt;
&lt;br /&gt;
It is now 3982 AE (After Exodus), though to most it is 1000 NE (New Era) measured since the end of the war between Gods and men. The terrible storms through the heavens have subsided over the past two centuries, and those who dare may now venture forth again to build their fame, fortunes. . . or Empires.&lt;br /&gt;
&lt;br /&gt;
===Basic Premise===&lt;br /&gt;
Lords of the Ether is a story based SD, whose concept is based on the merging of science and magic. The basic element of power in the gameworld is Ether, which is used not just in all magical spells, but also for most high technology devices (super dense Etheric matter replaces uranium for instance). This makes it very valuable, and controlling it the surest route to power, hence the name of the SD. Players choose a group, be it nation; world; trans-stellar non-governmental organization; or even powerful individual (God, hero, arch-mage. . .) and, well, do whatever you want in the game world.&lt;br /&gt;
&lt;br /&gt;
But what exactly is Ether. Well, it&#039;s a magical substance of low density but with great conductive properties, and when properly used can generate large amounts of energy. It permeates the universe, but most often takes physical form inside large, dense objects.&lt;br /&gt;
&lt;br /&gt;
On planets it tends to gather underground in concentrated areas called Nodes, from which it emerges as a greenish gas, or, more rarely an ultra-dense hardened solid like a glowing emerald (an Ether Geode - very valuable). In its gaseous state it can also be occasionally found in small quantities on the surface layers of large planets like gas giants or even stars (if you&#039;re daring). It can also be found in very rich pockets within nebulas, though the danger of passing through a nebula tends to prevent making harvesting operations there routine affairs. The most powerful mages can also tap hidden &amp;quot;Ley Lines&amp;quot; that run across the universe and draw Ether out of, what appears to the uninitiated, to be thin air. Advanced sciences have also managed to redirect the flows of Ether into waiting Etheric battery cells.&lt;br /&gt;
&lt;br /&gt;
Over the past few thousand years, such procedures and magics have tended to pool Ether in a system around those worlds inhabited by Ether using societies. Usually the Ether in the rest of the solar system is thin, dispersed and irregular, and harvesting it more work than is profitable. Some systems and worlds however retain untapped reserves, but most will have to seek new, fallow ground to acquire more.&lt;br /&gt;
&lt;br /&gt;
Untapped reserves of Ether can be found in systems not so ravaged by continual harvesting processes, in the lair of magical creatures (who attract it), and in the occasional as yet undiscovered ley line or Node (which can appear in the strangest places).&lt;br /&gt;
&lt;br /&gt;
In its useable forms Ether takes many guises. Most technological Powers use it mixed with a liquid compound as the flammable Ethernol to fuel internal combustion engines, on in a more teporary state in charged batteries. Also Ether Geodes are used to power fission reactors. Magical societies tend to keep Ether stored in various receptacles and then temporarily infuse it using transmogrification or certain magical creatures or devices into various magical &amp;quot;reagents&amp;quot; when they need to move it (Wagon loads of caskets filled with Etheric gas are fine, but a bit bulky for a wizard to take adventuring with him).&lt;br /&gt;
&lt;br /&gt;
Within the rules, flexibility and imagination is not just encouraged – it&#039;s a must, but there are some key points and then a lot of minor ones. Firstly, keep in mind that the point of (severe) divergence with our Earth was 1700. Earth is also long gone and is now considered more legend than fact, though of course the explorer who can find it would have his reputation made a thousand times over. Secondly, be aware that the difference between science and magic is more a matter of taste than power. A scientifically primitive civilization with vast magical powers against a magically inept civilization with the art of high technology at its command will be more or less evenly matched. Of course, the greatest power is gained from melding the two, but that is no easy task. Lastly, none of the powers, scientific or magical, verge on the &amp;quot;godlike&amp;quot;, even for those who actually *choose* to play gods. There will be no blasting planets to bits with superlasers, or wiping out entire civilizations with spells o&#039; doom. Even use of more mundane methods of mass destruction such as etheric fission bombs or city-wide rains of magical fire tend to have nasty repercussions, not just politically, but also physically, as the universe itself will react against too much wonton damage.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
[[Lords of Ether (20th Anniversary Edition) NPCs]]&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Strategic Travel and Fuel|Strategic Travel and Fuel]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Planetary Terrain|Planetary Terrain]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
==Playing a Nation==&lt;br /&gt;
===Quick Start Guide for Nation===&lt;br /&gt;
A cliff notes version of the Rules running a player through the process of Nation creation, including advice from oLoE veterans. &lt;br /&gt;
===Full Nation Creation===&lt;br /&gt;
[[Lords of Ether (20th Anniversary Edition) Nations|The complete ruleset for starting a Nation.]] &lt;br /&gt;
==Playing a Transtellar==&lt;br /&gt;
===Quick Start Guide for Transtellars===&lt;br /&gt;
===Full Transtellar Creation===&lt;br /&gt;
==Playing a Hero==&lt;br /&gt;
===Quick Start Guide for Heroes===&lt;br /&gt;
===Full Hero Creation===&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
===Sign-Up/OOC Thread===&lt;br /&gt;
[https://forums.spacebattles.com/threads/lords-of-ether-20th-anniversary-edition-sign-up-thread.1047724/ Lords of Ether (20th Anniversary Edition) Sign Up Thread]&lt;br /&gt;
===Approved Data Sheets===&lt;br /&gt;
For approved OOBs:&lt;br /&gt;
&lt;br /&gt;
[https://forums.spacebattles.com/threads/lords-of-ether-20th-edition-approved-datasheets.1049152/ Lords of Ether 20th Edition - Approved Datasheets]&lt;br /&gt;
===LoE-20 Discord Channel===&lt;br /&gt;
[https://discord.gg/jmuBmq3N6x Join the Unoffical Spacebattles Strategy Games (SD) Discord Server!]&lt;br /&gt;
&lt;br /&gt;
=Historical Links=&lt;br /&gt;
[https://forums.spacebattles.com/forums/lords-of-ether-archived.46/ The Lords of Ether Archive]&lt;br /&gt;
*[https://forums.spacebattles.com/threads/stories-of-the-kozun-xeno-conflict-the-one-year-war.100280/ Stories of the Kozun-Xeno Conflict - The One Year War]&lt;br /&gt;
*[https://forums.spacebattles.com/threads/keys-to-olympos-saga-of-myrkliean-war-1000-1003ne.112249/ Keys to Olympos: Saga of the Myrkliean War 1000-1003NE]&lt;br /&gt;
*[https://forums.spacebattles.com/threads/lords-of-ether-murklim-crusade-strategic-operational-planning.40040/ The Murklim Crusade against the Mindflayers]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Production&amp;diff=71268</id>
		<title>Lords of Ether (20th Anniversary Edition) Production</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Production&amp;diff=71268"/>
		<updated>2022-11-30T06:15:20Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Biotechnology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=13. Production=&lt;br /&gt;
At its heart Lords of Ether is a game about building a nation or power and competing with others. The most common (and arguably most fun) way of doing this is with military power, but a military cannot be built without an economy backing it up. Soldiers need to be trained, aircraft need to be built, ships need to be laid down.&lt;br /&gt;
&lt;br /&gt;
This emphasis on matters military should be clear; Lords of Ether emphasizes military-related economics to streamline play. Production concerns itself virtually exclusively with military units and logistics as well as specific aspects of civilian economics such as Bulk Trade. Likewise Economics concerns itself with top-level aspects such as economic growth, population &#039;upkeep&#039; and direct deals with other powers.&lt;br /&gt;
&lt;br /&gt;
In all cases it is assumed that a nation or trans-stellar (or even a hero) has legions of trained accountants, managers, legal experts and whatever else to keep the complex behind-the-scenes aspect of a given power operating. So long as one has the requisite industry (or magic, as the case may be) there is no mucking about ship slips or mage academies. Due to the significant differences between how magic and technology go about building their death-dealing toys each will be treated separately; cases where there is crossover will be clearly marked as such.&lt;br /&gt;
&lt;br /&gt;
=Building a unit=&lt;br /&gt;
===Technological===&lt;br /&gt;
Pretty much every Empire or Trans-stellar, even the magically inclined ones, will field technological units, even if only simple ones. To create them, and determine how much they will cost there are a number of steps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types, Batches and Base Cost&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The first step is to determine Type. Types are general descriptions into which the unit falls and come with initial point values per Batch that will be subject to later modification. Types where the individual units would cost far less than 1 point come in Batches. A Batch is a grouping of like military units that have a combined Base Cost of 1. This value per Batch is the Base Cost. It should be noted that you will rarely pay the Base Cost to build something – it serves as a value on top of which modifiers are added and multiplied.&lt;br /&gt;
&lt;br /&gt;
#Choose the Batch Type, which will produce a fixed number of units for 1 PP and provide your Basic Batch Cost. Some rare singleton units require multiple PP to produce one batch. The Basic Batch Cost determines Draft requirements, base upkeep, and the application of certain Capabilities.&lt;br /&gt;
#Choose Added or Reduced Capabilities, if any, from the Modifiers section from each page. Each Capability, or “Cap”, adds or reduces 1 PP. If there are no advantages taken, a Reduced Capability reduces the Basic Batch Cost by 50%. The Basic Batch Cost can never be lower than 0.5 PP. &lt;br /&gt;
#Apply your Technology Level. Multiply the sum of your Batch Type + Capabilities by the highest Technology Level involved in its creation. If you have a Fusion, or multiple Fusions, multiply by the highest Fusion level instead. &lt;br /&gt;
&lt;br /&gt;
 (Basic Batch Cost +/- Capabilities) x Highest Technology Level = Final Unit Price.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
From &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
For magical units created from &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Types of Magic#Artificing|Artificing]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
#At the start of the financial year, spend a portion of your Research Points on Artificing. Every month that year you will have that PP as RP spent , which can be used only to Artifice units or Trade Goods.&lt;br /&gt;
#Choose between Biology and Transmorgification as the basis for the Artificing. Either Category must be at least Level 3. &lt;br /&gt;
#Choose the Batch Type, which will produce a fixed number of units for 1 PP and provide your Basic Batch Cost. Some rare singleton units require multiple PP to produce one batch. The Basic Batch Cost determines Draft requirements, base upkeep, and the application of certain Capabilities. While Artificed units are chosen from technological Batch types, they universally start as Melee-only units (before Caps) and do not have the ancillary capabilities of technological units. &lt;br /&gt;
#Choose Added or Reduced Capabilities, if any, from the Modifiers section from each page. Each Capability, or “Cap”, adds or reduces 1 PP. For Artificed units, Capabilities must come from Categories of Magic that are at least Level 3. If there are no advantages taken, a Reduced Capability reduces the Basic Batch Cost by 50%. The Basic Batch Cost can never be lower than 0.5 PP. &lt;br /&gt;
#Apply your Magic Level. Multiply the sum of your Batch Type + Capabilities by the highest Magic Level involved in its creation. If you have a Fusion, or multiple Fusions, multiply by the highest Fusion level instead. &lt;br /&gt;
&lt;br /&gt;
 (Basic Batch Cost +/- Capabilities) x Highest Magic Level = Final Unit Price&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists). &lt;br /&gt;
&lt;br /&gt;
===Biotechnology===&lt;br /&gt;
From the Biotech Civilization advantage for &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Nations#Advantages|Advantages]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Transtellars#Advantages List|Transtellars]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Use the Technological unit construction process.&lt;br /&gt;
*Add +1 Cost Free, Slot Free, and Build Free +1 Automation &lt;br /&gt;
*If the Nation or Transtellar has the Special Population advantage, add another free passive advantage to your units built with Biotechnology.&lt;br /&gt;
*Biotechnology units are more fragile, so plan units accordingly.&lt;br /&gt;
*At the start of every Year, Biotechnology units may permanently add one External Capability it has been using that year to itself as a normal Capability.&lt;br /&gt;
*Biotechnology always builds at x1.5 Build Speed, unless offset by a relevant Fusion trait.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
From the Magical Wildlife advantage for &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Nations#Advantages|Advantages]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Transtellars#Advantages List|Transtellars]]&#039;&#039;&#039;.&lt;br /&gt;
 You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as units designed using the Artificing rules with an ML level defined by each trait and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
===Externals===&lt;br /&gt;
Externals (typically represented as x1 as opposed to a +1) are pieces of equipment that are interchangeable and external to the unit they are fitted to - hence the name.  Some examples include camo netting, strap-on rocket boosters, floatation devices, parachutes and externally-carried bombs.  Externals have a few specific rules that apply to them:&lt;br /&gt;
&lt;br /&gt;
* Externals have identical effect to equivalent added caps.&lt;br /&gt;
* Externals can be mounted or dismounted in short periods of time - between battles or even, such as a HAA picking up a replacement beam cannon, mid-battle.&lt;br /&gt;
* Most units can mount one external cap.  HAA may have two.&lt;br /&gt;
* All externals will cost upkeep, even if they would not normally.  The only exception is melee externals.&lt;br /&gt;
* Externals can be dismounted and stored indefinitely, during which time they do not require upkeep - they are stored in a warehouse somewhere.&lt;br /&gt;
* Externals build at the same speed as any other item of their cost.&lt;br /&gt;
* Externals must be the same TL/ML as the parent unit.  The exception is externals on technomagic units that are not covered by the parent unit’s fusion (eg TL5 armor blocks on a Phys/Des laser platform)&lt;br /&gt;
* Expendable Externals are a special subtype of externals.  These are single-use, after one battle they are expended - they can be considered analogous to enchantments.&lt;br /&gt;
:* Expendable externals do not require upkeep.&lt;br /&gt;
:* Expendable externals build in only one month, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
==Template Stack==&lt;br /&gt;
Template stacking is available under certain circumstances, and means to combine multiple unit types/builds into a single super unit. For example, a mage unit with +x warrior skills can be combined with an infantry unit (see “warrior skills” under mage added caps). A postulant with +1 warrior skills can be combined with an elite infantry unit to create a paratrooper mage. &lt;br /&gt;
&lt;br /&gt;
First, build your postulant as normal. 1pp (base cost) + 1pp (+1 warrior skills) x 1 ML = 2pp.&lt;br /&gt;
&lt;br /&gt;
Now, add an elite infantry build, omitting the base cost since you’ve already paid that and adjusting for the different batch size (you only need ¼ an elite infantry batch since elite infantry are 1000 per batch and postulants are 250). 0pp (no base cost) + 3pp (+1 body armor, +1 weapons, +1 paratrooper training) x 4 TL = 12pp / 4 = 3pp &lt;br /&gt;
&lt;br /&gt;
Add costs and build times to get the final values. Base unit wealth upkeep does not stack, but all other base unit upkeeps (such as the base EU upkeep for a mage) do.&lt;br /&gt;
&lt;br /&gt;
Now you have the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Paramage&amp;lt;/u&amp;gt; (Postulant/Elite Infantry)&lt;br /&gt;
ML 1, TL4 &amp;lt;br&amp;gt;&lt;br /&gt;
+1 warrior skills &amp;lt;br&amp;gt;&lt;br /&gt;
+1 body armor &amp;lt;br&amp;gt;&lt;br /&gt;
+1 weapons &amp;lt;br&amp;gt;&lt;br /&gt;
+1 paratrooper training &amp;lt;br&amp;gt;&lt;br /&gt;
2pp + 3pp = 5pp &amp;lt;br&amp;gt;&lt;br /&gt;
1 WU, 1 IUU, 1 EU &amp;lt;br&amp;gt;&lt;br /&gt;
Build Time: 2 months + 4.5 months = 6.5 months &lt;br /&gt;
&lt;br /&gt;
Obviously other design choices could be made. Note that at each step you are limited by the categories used and capabilities available to the template you are in. Thus our paramage could &lt;br /&gt;
not take mage added caps at the elite infantry stage.&lt;br /&gt;
&lt;br /&gt;
===Genetic Engineering/Cybernetics===&lt;br /&gt;
Genetic Engineering/Cybernetics are another avenue to template stacking. Genetic engineering is unlocked at Bio 4 and 5, and cybernetics at Bio 3 + Eng 4 or 5. To apply genetic engineering or cybernetic caps, treat them as a unit of identical batch size to the unit receiving them, and build them as normal. So, our paramage can take the following set of genemods: 0pp (no base cost) + 3pp (+2 regeneration, +1 automation) x TL5 = 15pp, adding that cost to our total so far. Genemods and cybernetics take normal build time and add +1 WU upkeep for every two caps taken and the fifth.&lt;br /&gt;
&lt;br /&gt;
Permanent enchantments of the flesh or other magical analogs for genetic engineering and cybernetics are unlocked in the same fashion by Creation 4 and 5 or Creation 3 + Trans 4 or 5. However, these pay added upkeep in EU rather than WU.&lt;br /&gt;
&lt;br /&gt;
=Industry=&lt;br /&gt;
Industry is the standard method of building anything. It represents the raw production power of a Power. It is the normal means for gaining things like swords, tanks and ships. The mechanism for this is simple – every month the industry allows production of items of cost equal or less than the total industrial production. However, if the full production is not used it is lost – Industry cannot be &amp;quot;banked&amp;quot;. The monthly Industry Production becomes available at the beginning of every month.&lt;br /&gt;
&lt;br /&gt;
Production is not instantaneous. The full cost is paid as production starts (and if this cannot be paid for then construction cannot start) but completion can extend over months or even years. In the case of military units, the time to completion is determined by the total Production Cost of the unit multiplied by a modifier dependent on the power’s advancement levels. This number in months is the amount of time needed to finish the unit in question. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement !! Build Speed Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 3 (With at least 2 other TL3 Categories) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 4 (With at least 2 other TL4 Categories) || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Engineering 5 (With at least 2 other TL5 Categories) || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Biology 5 (With at l east 2 other L5 Categories) || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Transmorgification Fusion Peripheral Ability || As per Engineering level, reduced by 25%&lt;br /&gt;
|-&lt;br /&gt;
| Engineering/Transmorgification Fusion Core Ability || As per Engineering level, reduced by 50%&lt;br /&gt;
|-&lt;br /&gt;
| Biology/Creation Fusion with Eng 0 (for pure Biotech units) || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| Unit being built is a Fusion item || Final build time reduced by half. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the case of Unit Types made up of multiple individuals, for general simplicity all units are completed in one big whack at the end of this period. However, in desperate times when every tank and plane counts, this can be broken down for individual pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
For example, 25 Tech level 3 fighters have a Production Cost of 3 – six months for all 25 to be completed. However, if the Power in question is in a desperate air war and needs what it can get now then it could instead receive them at a rate of 4 a month. This method makes keeping track of numbers harder and creates a lot more work, so unless needed it should not be used.&lt;br /&gt;
&lt;br /&gt;
You can also speed up production. Doubling the Production Cost halves the time taken, which is nice in emergencies. This double cost must be paid at the beginning of production though (the workers must be previously informed of the rushed cycle). If Production is needed to be rushed on a project already underway, the full extra cost of the unit is paid, but only the remaining time is cut in half.&lt;br /&gt;
&lt;br /&gt;
As with Enchantments, mages cannot aid advanced production, however, a Power that Fuses Transmogrification with Engineering can reduce their engineering multiplier by half, though this only applies to those items it could build with the fused level of Engineering. Engineering 3 fused with Transmogrification 3 could increase the speed of a battleships construction, but would be unable to help with building mobile suits faster (they require Engineering level 4).&lt;br /&gt;
&lt;br /&gt;
Production points can also be maximized by specializing, either on extraction of resources, or refining them into finished goods. This effectively doubles the Industrial Production rating. This is an excellent way for a Power which has surplus industry to get around the &amp;quot;no banking&amp;quot; rule – producing raw materials and selling them to other Powers which can then correspondingly increase their own production. Converting from a mining and manufacturing industry to just mining or just manufacturing takes a cost in Wealth equal to the points being converted and shuts that portion of Industry down for a month to make modifications. A Power can make only raw material without specializing, but then they are just shutting down the corresponding manufacturing facilities and not turning what they extract into finished products and thus they gain no benefit of a double rating.&lt;br /&gt;
Purely magic powers have a divergent method of producing units that is similar in principle but not the same as Technology. See “Artificing” under “Types of Magic.”&lt;br /&gt;
&lt;br /&gt;
=Economic Basics=&lt;br /&gt;
Economics: The social science that deals with the production, distribution, and consumption of goods and services and with the theory and management of economies or economic systems.&lt;br /&gt;
&lt;br /&gt;
More succinctly, economics in Lords of Ether deals with the generation and use of Wealth. While having a healthy economy and a big bank account doesn&#039;t necessarily translate into raw power the same way that endless tank factories does, it does contribute to steady economic growth, continued prosperity and the ability to buy goods and services one would not otherwise possess. In short, Wealth is important for building a power up. The ways which this are accomplished are detailed in the following sections and function the same for both magic and technology.&lt;br /&gt;
&lt;br /&gt;
As a final note, the Lords of Ether rules prohibit running any form of deficit budget. While it is entirely possible to get short-term loans (often at punitive interest) or other agreements if one is in a bind, under no circumstances whatsoever can a power spend money that they do not possess.&lt;br /&gt;
&lt;br /&gt;
==Important Times and Terms==&lt;br /&gt;
&lt;br /&gt;
Year Start: This is when all new infrastructure construction for the previous year comes into effect. Generally this is combined with End of Year tasks (see below), since both happen during the rollover into the new year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January:&#039;&#039;&#039; Upkeep Month! While of course a nation isn&#039;t obliged to pay upkeep in January, the first month of the year is generally considered the time at which one pays yearly upkeep on one&#039;s units. Note that new nations do not have to pay yearly upkeep in their first year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June&#039;&#039;&#039; (End of Fiscal Year): June is the end of the Fiscal Year in Lords of Ether, and when all yearly infrastructure construction payments must be completed by. Any done after June will roll into next year&#039;s fiscal year growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December:&#039;&#039;&#039; The final month of the year, and when yearly Artifacts are rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Year:&#039;&#039;&#039; The year end rollover period, at the end of December. This is when Population Upkeep and Tech Treaty Maintenance is paid, as well as when RP points are spent (if desired) on advancement. Additionally, this is when Prospecting is rolled and when all active enchantments disperse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System/Star System:&#039;&#039;&#039; Lords of Ether treats each star system as a discrete economic unit. This has significant implications for imperialistic powers and Trans-Stellars. Full details on how this affects economies are detailed below.&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Construction==&lt;br /&gt;
Vital for long-term growth, the construction of new infrastructure is often a major part of a power&#039;s yearly expenditures. Infrastructure can only be bought once a year and for budgetary simplicity it is encouraged to do all your infrastructure buying at one time. All new infrastructure MUST be paid for by June, else it does not take effect until the following year. That said, the importance of infrastructure belies the simplicity involved in calculating it.&lt;br /&gt;
&lt;br /&gt;
Each new point of Housing, Members, Associate Members, Industry, Wealth or Research costs a base of 20 Wealth save Ether which costs 20 Wealth and 20 Industry to build.&lt;br /&gt;
&lt;br /&gt;
There are two ways to expand infrastructure. There is the Normal Construction rate which is based on the amount of relative increase in a particular field, with crash industrialization or funneling ever-larger crowds of investors into financial Rube Goldberg currency-printing machinery being less efficient. Then there is the Base Construction rate, which is a minimum fixed amount based on your Advancement that you can build ignoring how much or how little you have in a particular category.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Normal Construction Percentage Increase !! Cost Modifier&lt;br /&gt;
|-&lt;br /&gt;
| points representing 0-5% of existing category || x1&lt;br /&gt;
|-&lt;br /&gt;
| points representing 5-10% of existing category || x2&lt;br /&gt;
|-&lt;br /&gt;
| points representing 10-15% of existing category || x3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Infrastructure increases in cost using a marginal formula.&lt;br /&gt;
&lt;br /&gt;
If a power has 100 industry, it can buy up to 5 points of new industry at a cost of 20 WU each. If it wants more, the next 5 points will cost 40 WU each. If it wants even more, then the next 5 will cost 60 WU each. So, to buy the maximum of 15 points would cost: (5 * 20) + (5 * 40) + (5 * 60) = 600 WU.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is Housing. Housing works similarly, but the value used to calculate Normal growth is the total number of population units in a power, not the number of population units that are already &#039;housed&#039;.&lt;br /&gt;
&lt;br /&gt;
Obviously, rampant economic growth requires a large supply of money and powers tend to hoard money during the early months of the year in anticipation of infrastructure construction expenses.&lt;br /&gt;
&lt;br /&gt;
The Base Infrastructure Construction Rate can be used if a location has a small amount (or zero) infrastructure and it makes more sense to build a fixed minimum amount. Base Rate construction has a cost multiplier of x1.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement Level !! Base Construction Rate&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 Production Points &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 Production Points&lt;br /&gt;
|-&lt;br /&gt;
| 3 or Below || 1 Production Point &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have both the technological and magic categories that influence a specific field at a level of 2 or higher, you may add their Base Construction Rates together, however it may not exceed 3. So a power with Engineering 2 and Transmogrification 3 would have a Base Construction Rate of 2. If they have a fusion of those two they may use their TM Advancement level, up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Infrastructure !! Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Housing || Biology/Creation&lt;br /&gt;
|-&lt;br /&gt;
| Members || Engineering/Transmorgification &lt;br /&gt;
|-&lt;br /&gt;
| Industry || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || Psychology/Mental&lt;br /&gt;
|-&lt;br /&gt;
| Research || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Ether || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a power with 10 Research and Engineering 4 would only be able to build an absolute maximum of 1 points at 40 Wealth each if using Normal construction, since 1 research would be a 10% increase. However, if it were to use Base Rate construction it would be able to build 2 new points at the cost of 20 each.&lt;br /&gt;
&lt;br /&gt;
The catch is that a nation cannot use its Base Rate more than once in each field per year unless it has To The Stars, in which case it may use it an additional time in an offworld location.&lt;br /&gt;
&lt;br /&gt;
No one location may use both Normal Construction and the Base Infrastructure Construction Rate in any given field. It is one or the other.&lt;br /&gt;
&lt;br /&gt;
===Transtellars===&lt;br /&gt;
&lt;br /&gt;
Normal Construction and Base Rate Construction applies to Transtellars in the same way as nations as far as costs and percentage limits are concerned, except that the three Risk levels are treated separately.&lt;br /&gt;
&lt;br /&gt;
For the purposes of eliminating fractions when dealing with multiple locations, Normal Construction considers the total amount of each field across all Areas of Influence.&lt;br /&gt;
&lt;br /&gt;
Safe: The total amount of new infrastructure placed in any number of Safe areas cannot exceed your Base Construction Rate per field. The only exception to this is Members.&lt;br /&gt;
&lt;br /&gt;
Calculated Risk: Any infrastructure built using Normal Construction must be placed in a zone of Calculated Risk or a Danger Zone. This implies if you have only Safe areas, you may not use Normal Construction in any field save Members. You can also put infrastructure in them which was built using your Base Construction Rate, however a zone of Calculated Risk doesn&#039;t provide any opportunities to use it any additional times.&lt;br /&gt;
&lt;br /&gt;
Danger Zone: You may use your Base Construction Rate at &#039;&#039;&#039;each&#039;&#039;&#039; Danger Zone location or buy 2x the amount allowed by Normal Construction with additional no cost penalty. It all must be placed in a Danger Zone. Whatever your choice, you may only do one or the other.&lt;br /&gt;
&lt;br /&gt;
Consider the Cult of Phleem as an example Transtellar. They have 60 units of Chittering Cultist Members, 20 Industry, 80 Wealth, 40 Research and 40 Ether spread over their 5 Dark Cathedrals. Their Base Construction Rate is 2. Two of them are Safe, one is a Calculated Risk and two are in a Danger Zone full of zealous do-gooders. Being a pragmatic evil organization, they choose not to spend extra money on Normal Construction going past the 1.0 cost multiplier. It makes little sense for them to use anything other than their Base Construction Rate on Industry and they have little need for it, so they put 2 Industry in any of their Safe areas. However when considering their 80 Wealth, they could build 4 new sources of Wealth using Normal Construction or 2 with Base Construction. If they build 4, then it must go in their zone of Calculated Risk near the enclave of Gahnn the Usurper. However...if they were to expand their Altar of Blackest Blood and put it all in their Danger Zones, they could build 8. So much potential for evil monetization! If they chose to expand Research they could build 2 using either Normal Construction or Base Rate and most likely choose the Base Rate to put them in a Safe zone, however because they have two Danger Zones they could build 2 in each one for a total of 4 with no penalties. When it came to Members, they could build either 2 using the Base Rate, 3 with Normal Construction or 4 if they decided to use their Danger Zones. Given their atrocious manpower losses, it seems prudent for them to use Normal Construction and place them in a Safe zone.&lt;br /&gt;
&lt;br /&gt;
==Industrial Mobilization==&lt;br /&gt;
During times of emergency a power can chose to mobilize its industry on a month-to-month basis. This costs 1 Wealth or Ether per point of industry mobilized and for the month it is mobilized it produces 2 PP instead of 1. In short it lets one turn money or ether directly into finished goods, although at a cost.&lt;br /&gt;
&lt;br /&gt;
Long-term mobilization tends to lead to civil disorder as people soon grow sick of working excessive overtime. While this will generally not be an issue when a power is facing a desperate fight or rolling forward on glorious offensive (so long as the victories keep coming in), mobilizing a significant part of one&#039;s industry for no good reason more than once or twice a year is probably not a good idea and can drop you down to Unhappy Populace or worse.&lt;br /&gt;
&lt;br /&gt;
Fanatical Population also allows a power to mobilize its population production in the exact same way as conventional industry. Additionally, Fanatical allows one to mobilize more before suffering any ill effect.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Advancement&amp;diff=71267</id>
		<title>Lords of Ether (20th Anniversary Edition) Advancement</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Advancement&amp;diff=71267"/>
		<updated>2022-11-30T03:00:19Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Active Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=4. Advancement=&lt;br /&gt;
Advancement in Lords of Ether is divided between Technology and Magic, with ten Advancement Categories divided between the two.  Technology and Magic are not simply different names for the same abilities, and there are significant differences between both how they work, and what they do.&lt;br /&gt;
Technomagic and Magitech are a special form of Advancement gained by combining or “fusing” a Technological Category with a Magical Category.  They offer greater power and more abilities than either Tech or Magic, but they also come with a very high cost both in Advancement Points, and in unit prices.&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
Below is a brief summary of the basics of Advancement:&lt;br /&gt;
&lt;br /&gt;
* Each Advancement Category is divided into 5 Levels with 100 Advancement Points (AP) to a Level.  Advancement can be as low as 0, or as high as 599 AP.&lt;br /&gt;
* Nations and Transtellars pay 1 SP for every 10 Advancement Points.&lt;br /&gt;
* Advancement for Nations and Transtellars defaults to level 100 in all categories, technological and magical, representing the fact that some knowledge is ubiquitous amongst groups that develop into large organized states. This can be reduced by taking certain Disadvantages. &lt;br /&gt;
* Technology of Level 3.5 and higher may not be Enchanted, and will interfere with some magical effects, such as teleportation.&lt;br /&gt;
* The Level of a Technomagic or Magitech fusion is determined by taking the desired Levels of the two fused Categories (dropping all fractions) and then adding them together. The cost in AP is determined by multiplying this Level by 100.  Fused Categories can be no more than one Level apart.&lt;br /&gt;
&lt;br /&gt;
=Choosing your Advancement=&lt;br /&gt;
The decision between Magic and Technology is the biggest defining point for a Power.  A high-tech Power is the most straightforward choice, as it is predictable, easy to manage and allows some of the most impressive weapons and vehicles.  High-tech Powers range from modern states with Technology at the high end of Level 3, to future and far future states with Technology at Level 4 or Level 5.  Futuristic Powers have many options, from cyber-slums, to killer robots, to vast organic civilizations built on the widespread application of biotechnology.&lt;br /&gt;
&lt;br /&gt;
Up to Tech Level 3.49 Powers often augment their machines with magic, along the lines of the “Steampunk” genre, which occupies the middle ground between tech and magic.  Steampunk Powers rely on lower tech devices boosted in power by Enchantments and/or magically Artificed components to reach, and sometimes exceed, the capabilities of more advanced pure-tech devices.  It is important to note that Technology of Level 3.5 and higher cannot be enchanted as the complex components react poorly to magical energies.  It is of course possible to forgo the use of magic at this Tech level, however the lack of high technology can leave a capability gap that even numbers alone cannot match.&lt;br /&gt;
&lt;br /&gt;
Powers with Tech Levels of 3 or below are called low tech and usually also possess some magic levels.  Tech level 1 or 3 on its own with no magic is a very difficult Power to play, and may leave you prey to more advanced and unscrupulous Powers.  For that reason these tech levels are best treated as an adjunct to the magic levels of a Power.  In such a case they are still very useful as they offer extremely low cost but easily enchantable technological alternatives to the powerful but expensive devices mages can create, and allow a society to function without continual expenditure of magical power.&lt;br /&gt;
&lt;br /&gt;
Magic Levels 1 to 3 are known as common magic, or hedge magic.  They involve easy to use castings that can be quite effective but nevertheless lack the awesome OOOMPH of high magic.  They are best used in conjunction with some levels of Technology, as common magic does not have the ability to maintain a society on its own.&lt;br /&gt;
&lt;br /&gt;
Magic Levels 4 and 5 are high magic.  At this level mages can do almost anything, and it is possible to build a Power that runs on high magic alone.  However, in such a society all power and ability rests with the mages, and the common people will have to rely on them for everything, having no useful skills themselves.  Like common magic, high magic can easily be combined with low tech or Steampunk – but the deciding factor in the number of Tech levels taken often cost, as that many Advancement levels can drain most of a Power’s SP.  There are many possible directions a high magic Power can go in, from creating a civilization based on the Enchantment of low tech or Steampunk, to a Power based on Summoning, or maybe one built around the power of Artificers.&lt;br /&gt;
&lt;br /&gt;
However, the biggest Advancement choice is whether to use Technomagic or not.  Technomagic is the fusion of Technology and Magic together into a seamless whole to create devices of awesome sophistication and power.  While Technomagic can be used at any Advancement Level, it is most powerful when used to combine high technology with high magic.  While it still does not allow high tech devices to be enchanted, it does allow them to be constructed with intrinsic magical special abilities, and reach much higher levels of power.  Unfortunately Technomagic is also very costly – so much so that its costs often outweigh its immediate practical benefits.  Unless the fused magic and Tech levels are relatively low, you should be prepared to sacrifice a lot in other areas such as Infrastructure and Military to pay for it.  If you want to take Technomagic think carefully about your core concept.  Does the Power you envisage require Technomagic to be properly realized, or do you just want it because it’s shiny?  If you can construct your Power without Technomagic that may be the better choice.&lt;br /&gt;
&lt;br /&gt;
Magitech is a sub-class of Technomagic.  Technomagic is generally assumed to be the province of Technological Powers, and while the devices produced may have magical abilities, they remain at heart technological.  Technomagic Powers usually take a swathe of Technological Categories, and then one Magical Category to fuse with the Technological Category of their choice.  Magitech flips this around, taking Magical Categories, and then one Technological Category to fuse with the Magic.  This does not change the power of the mage’s castings, but it does allow their magic to be augmented with semi-technological devices or training.  This is an interesting option that, like Technomagic, should be integrated as part of the core concept if you choose to take it.  Such Powers can best be thought of as a form of High Magic.&lt;br /&gt;
&lt;br /&gt;
It is possible for powers to have multiple fusions of different categories of technology and magic, particularly at low levels. The cost of a second fusion and each one thereafter is half of the default cost, assuming that it is of the same level or less as the first. &lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Technology is defined by the mechanical use of Etheric power in ways clearly defined by established or enforced universal laws.  Technology offers power to everyone who can read an instruction manual, which is its primary strength.  It is also reliable, efficient, and easy to mass-produce.  On the downside it lacks the raw power of magic, and in its predictability lacks many of the wildly excessive effects of the most inventive spells.&lt;br /&gt;
Technology can be roughly broken down into eras of history, based on Level.  This can serve as a guide for those who want to know how to describe a certain level when posting about it, or how to match a desired historical or science fiction style to their own:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL0&#039;&#039;&#039; roughly equates to the Stone to Bronze ages.  Examples would be ancient Sumer and Babylon, and elements of the Aztec and Inca civilizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL1&#039;&#039;&#039; is roughly in line with the Iron Age.  This is the common ancient era, and would include examples like Ancient Greece and Rome.  At &#039;&#039;&#039;TL1.5&#039;&#039;&#039; it starts to shift into the Medieval era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL2&#039;&#039;&#039; is comparable to the Renaissance era up to around &#039;&#039;&#039;TL2.5&#039;&#039;&#039; where it begins to shift into early industrial, such as the Napoleonic era.  Up to this point, all technology is considered “Simple” but at &#039;&#039;&#039;TL2.5&#039;&#039;&#039; more “Complex” machines begin to show up with greater abilities, but also greater Upkeep demands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL3&#039;&#039;&#039; runs the span of the 20th Century, with &#039;&#039;&#039;TL3.0&#039;&#039;&#039; being roughly 1900s, &#039;&#039;&#039;TL3.5&#039;&#039;&#039; being late WWII, and &#039;&#039;&#039;TL3.75&#039;&#039;&#039; being modern technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL4&#039;&#039;&#039; is postmodern, being roughly comparable to the technology seen in Aliens, Cyberpunk, and the younger races of Babylon 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL5&#039;&#039;&#039; is far future, being somewhat similar to the gee-whiz technology seen in Star Trek, and by the B5 First Ones.&lt;br /&gt;
&lt;br /&gt;
This should not be treated as an absolute guide, as many historical civilizations were ahead of their time in certain Categories.  The Inca for example would have been TL0 in most weapons applications, but TL1 or 2 in Physics/Mathematics because of their knowledge of astronomy.  Many Medieval societies would have been high TL1 or even low TL2 in weapons technology, but low TL1 or TL0 in Biology as their knowledge of sanitation and medicine actually regressed below that of previous eras.  The purpose of the above is just to provide a rough idea of what the various numbers mean.&lt;br /&gt;
&lt;br /&gt;
Technology has five Advancement Categories; Biology, Chemistry, Engineering, Physics/Mathematics, and Psychology.  Each of these Categories is very broad, and encompasses a wide range of abilities and effects.  Some of these categories are more important than others at lower levels and low tech Powers can sometimes get away with ignoring a couple entirely, but a truly high tech civilization will need high levels in all of them to be fully effective.&lt;br /&gt;
&lt;br /&gt;
===Biology===&lt;br /&gt;
Biology has few direct effects at the lower levels, but rather functions as a supporting category, allowing your Power to run smoothly.  It affects how many people your land can support, and how many of your troops will recover from wounds received in battle.  At the higher levels it also allows genetic engineering and cloning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology Level 0:&#039;&#039;&#039;  At this level the Power is limited to basic farming and very simple medicine, mostly gained through trial and error.&lt;br /&gt;
A Power with this level in Biology gains no bonus to Living Space, and no save against combat casualties or biological weapons or outbreaks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology Level 1:&#039;&#039;&#039;  At this level the Power has learned more advanced agricultural practices, and has developed a limited body of medical knowledge.  They have also learned the rudiments of selective breeding, which is the earliest form of genetic engineering.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Biology gains a low save against combat casualties and biological weapons or outbreaks.  They may also add one simple Genetic Engineering Crew Added Capability to their units, to represent breeding for things like strength or speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology Level 2:&#039;&#039;&#039;  At this level the Power begins to codify its knowledge of human physiology and, and develops effective and systematic means of treating various ailments.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks.  The earliest bioweapons may also be systematically employed at this Bio Level 2.5, making this the first type of WMD a Power can develop.  They may also add two simple Genetic Engineering Crew Added Capability to their units, to represent more advanced breeding practices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology Level 3:&#039;&#039;&#039;  At this level a Power attains the level of modern medicine, with antibiotics, and complex surgery.  Agriculture becomes a matter of mass production and specially engineered crops become common.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks.  They may also add three simple Genetic Engineering Crew Added Capability to their units, to represent the beginning of early planned biology.  This level of Biology is also a prerequisite for those who wish to add Cybernetics as Crew Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology Level 4:&#039;&#039;&#039;  At this level a Power advances into futuristic medical practices, with wonder drugs, full genetic engineering and early regeneration techniques.  Nutrition can be targeted for the maximum health of the population, and natural diseases are all but eradicated.&lt;br /&gt;
&lt;br /&gt;
A Power with this level of Biology gains a save against combat casualties and biological weapons or outbreaks.  They may also add four Genetic Engineering Crew Added Capability to their units and may now use complex genetic engineering rather than just simple.  Clones can also be created in conjunction with Psychology Level 4, though at this level they will not be perfect beings, and will have an automatic Reduced Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology Level 5:&#039;&#039;&#039;  At this level a Power advances into the realm of the fully transhuman.  Geneticists are now able to recode DNA on such a scale that a man need no longer be anything close to human.  In fact, entire new lifeforms can be created, and machines can be fashioned entirely out of living matter.&lt;br /&gt;
&lt;br /&gt;
This level of Biology can allow for Technological units to be created without the use of Engineering at all. Having more restrictions on the choice of materials and methods of production makes purely Biotech units more vulnerable than their counterparts. Pure biotech production also has a build time modifier of 1.5, assuming similar to engineering a power has at least two other categories at level 5.&lt;br /&gt;
&lt;br /&gt;
A Power with this level of Biology gains a high save against combat casualties and biological weapons or outbreaks.  They may also add five complex Genetic Engineering Crew Added Capability to their units.  Clones can be created indistinguishable from natural humans, without the flaws of Bio Level 4.  Most significantly, a Power with this level of Biology can choose to follow a radically different path from the bulk of humanity and become a Biotech Civilization.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
Chemistry is a powerful and direct category, enhancing weapons and armour at all levels.  Early on it is mainly focussed on materials science, such as forging iron and steel for blades and armour, but at the higher levels it becomes important in guns and explosives as well as for powering vehicles and creating new energy sources and fuels.  Its direct effects make it important for any military, but it also supports the development of Industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry level 0:&#039;&#039;&#039;  At this level the Power is limited to using materials easily found in nature such as stone and surface metals like Copper that are easily worked.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Chemistry can only make simple weapons, and suffers large penalties to weapons and armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry level 1:&#039;&#039;&#039;  At this level the Power can begin to work the first simple alloys of Bronze and Iron.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Chemistry can still only make simple weapons, though it suffers smaller penalties to weapons and armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry level 2:&#039;&#039;&#039;  At this level the Power progresses through more advanced alloys up to working steel on a large scale.  The Power also discovers gunpowder and can begin to make the first complex weapons – early firearms.  The more adventurous can also use their knowledge of Chemistry to lift lighter-than-air craft.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Chemistry can begin to make complex weapons at Level 2.5, and suffers no penalties to weapons and armour.  At Level 2.5 a Power can also begin to make Airships, becoming the first flying machines, and in conjunction with Engineering Level 2.5 the first engines can be made for powering vehicles with Etherite Coal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry level 3:&#039;&#039;&#039;  At this level the Power enters into modern materials science, and begins to create more complex alloys and composites.  The science of rocketry also takes off, and ships can be propelled into space.  On a more deadly note, poison gas becomes available for widespread battlefield use.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Chemistry can begin to make Gas at Level 3.0, and gains a small bonus to weapons and armour.  At this level Rocket Engines can be created for use on starships, and Etheric fuel can be refined and compressed into Ethernol.  At Chem Level 3.5 (in conjunction with Eng Level 3.0) such engines can be refined enough to be used in aircraft, allowing complex jet and rocket aircraft to be constructed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry level 4:&#039;&#039;&#039;  At this level the Power begins to create more interesting materials, whose complexity goes down to the molecular scale.  Armour becomes much stronger, and projectile weapons can be built with highly advanced warheads and special propellants.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Chemistry has a modest bonus to weapons and armour, and can make Fusion Drives for its starships, and Etheric fusion catalysts to power its vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemistry level 5:&#039;&#039;&#039;  At this level the Power can make the most advanced alloys, fiddling with matter on an atomic layer to create the materials it needs.  Advanced chemistry also allows the synthesis of stable Etheric Anti-Matter, gram for gram the most powerful energy source in the galaxy.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Chemistry has a large bonus to weapons and armour, and can make Etheric Anti-Matter Drives for its starships, though EAM containment fields are too large for this to be practical for smaller vehicles.  At this level, if they have not already gained the ability with Physics/Mathematics, a Power may also make Nukes (in the form of EAM bombs).&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
Engineering is integral to constructing any Technological device, and is the primary Category for building Infrastructure and running a Power’s industries.  At the lower levels Engineering is important for the construction of weapons like swords, spears and bows, and at the higher levels it becomes a key component in military vehicles, enhancing their ability to survive damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Level 0:&#039;&#039;&#039; At this level the Power is limited to construction of simple buildings and weapons.  Large projects are accomplished by brute strength, as devices for mechanical advantage have not yet become widespread.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Engineering may only build simple weapons.  It suffers a large penalty to weapons, and all units are constructed with a 4x Build Time Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Level 1:&#039;&#039;&#039; At this level the Power begins to use simple machines and build simple but sturdy buildings, and better weapons.  Very large structures can be constructed, though they still rely mostly on masses of cheap labour.  Ships can be built, though they will be propelled only by oar and sail.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Engineering may still only build simple weapons.  Simple Sails can be built to move ships through the Ether of the Deep Sky (though they must find some other way to get up there first), and vessels gain a rudimentary damage control save.  A Power with Eng Level 1 suffers a smaller penalty to weapons. Engineering Level 1 has a 4.0x build speed modifier. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Level 2:&#039;&#039;&#039; At this level the Power begins to create complex reinforced structures, and build machines both on a larger and more intricate scale.  Tall multi-masted sailing ships replace galleys, and (with the aid of Chemistry) are in turn eventually replaced by ironclad warships.  Clockworks also come into their own, with timepieces and other precision-made devices.&lt;br /&gt;
&lt;br /&gt;
A Power at Eng Level 2.5 may start building complex devices.  In conjunction with Chem Level 2.5 Steam powered ships and mechanical ground vehicles can be made.  At this level a Power suffers a smaller penalty to weapons. Engineering Level 2 has a 3.0x build speed modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Level 3:&#039;&#039;&#039;  At this Level construction moves into modern structures of massive scale, like skyscrapers, suspension bridges and massive hydro-dams.  It also includes even more complex machines, like internal combustion engines, and the first robotics, and other precision equipment. Engineering Level 3 has a 2.0x build speed modifier if the power has at least two other technological categories at least of Level 3.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Engineering gains a small damage control save to reduce the damage done by enemy fire.  Automation Added Capabilities can be created, and in conjunction with Chem Level 3.0 internal combustion vehicles make simple heavier-than-air craft a reality.  At this level Engineering no longer applies to weapons and Physics/Mathematics takes over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Level 4:&#039;&#039;&#039;  At this level having conquered the large, Engineering now tackles the small, with extremely complex micro-scale machinery which leads to feats of engineering like humaniform robots and vehicles.  Robotics also speeds up industrial construction and factories become faster and more efficient as a result.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Engineering gains a modest damage control save.  If it has at least two other Technological Advancement Categories at level 4 or higher, it may build units with a 1.5x Build Time Modifier.  It may also (in conjunction with Bio 3, and other relevant Categories) give its units up to four Crew Added Capabilities in simple cybernetic enhancements. Also, for those Powers that eschew Physics/Mathematics, at Eng Level 4 mechanical computers equal to their electrical counterparts can be made.  Finally, it may add humanoid Added Capabilities to its vehicles, and use Complex Humanoid Vehicle Types.  The era of the giant robot begins! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Level 5:&#039;&#039;&#039;  The biggest discovery at this level is Nanotech which makes much of what was previously impossible possible.  Construction can be speeded by these little workers and machines can shift form and function by internal redesign.  At this level transformable weapons can be made and the largest vessels constructed.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Engineering gains a large damage control save.  If it has at least two other Technological Advancement Categories at level 5, it may build units with a 1x Build Time Modifier.  It may also build Nanoplagues which are the most advanced and lethal form of self-replicating “bioweapon” (even though they need no Bio to make), and may also use this nanotechnology to give its units up to five Crew Added Capabilities in complex cybernetic enhancements.&lt;br /&gt;
&lt;br /&gt;
===Physics/Mathematics===&lt;br /&gt;
Physics/Mathematics has a very limited effect at early Tech Levels and takes a while to become a truly practical discipline.  Once it does though it becomes useful in almost every discipline, from building advanced weapons and shields, to computers and sensors, to new starship engines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physics/Mathematics Level 0:&#039;&#039;&#039;  At this level a Power is limited to chicken scratches on tablets and has yet to discover the number zero.  This hinders the accurate communication of complex concepts and reports.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Physics/Mathematics suffers a large penalty to its command rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physics/Mathematics Level 1:&#039;&#039;&#039;  At this level a Power has a developed solid system of letters and numbers and can conduct basic mathematics.  The ability to describe the world in more accurate terms allows for better communication of key concepts on the battlefield.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Physics/Mathematics suffers a penalty to its command rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physics/Mathematics Level 2:&#039;&#039;&#039;  At this level a power begins to understand advanced mathematics like Calculus, and begins delving into more in-depth physical models of the universe. &lt;br /&gt;
&lt;br /&gt;
A Power with this level in Physics/Mathematics suffers a small penalty to its command rating.  At Physics Level 2.5 early telegraph systems can be constructed for passage of information across a nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physics/Mathematics Level 3:&#039;&#039;&#039;  At this level a power begins to delve into relativity theory, tapping into unstable Ether Geodes, both for power and weapons.  Electronics become more advanced with radio and radar, and the first computers are born which, in concert with Psychology Level 4 and higher, can actually become self-aware machines.  Advancing magnetic manipulation can also create simple force field drives.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Physics/Mathematics suffers no penalty to its command rating.  At Physics Level 3.0 it may use the first ECM Added Capabilities and with its knowledge of detection systems and how best to defeat them may apply limited Stealth Added Capabilities (if it has not already gained this ability through Psychology).  At Physics Level 3.5 it may also build Mag-Shunt drives and the first Nukes and Geode Reactors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physics/Mathematics Level 4:&#039;&#039;&#039;  At this level a Power begins to be able to manipulate energy on a more extensive scale creating localized fields of energy for defense or movement.  The electromagnetic spectrum can even be twisted enough to make the first true cloaking devices.  Truly viable large-scale beam weapons backed by powerful energy cells also make their first appearances increasing the combat power of military forces further.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Physics/Mathematics gains a bonus to its command rating and weapons and may finally make use of energy shields in all forms.  It may build Anti-Grav drives for its vehicles, and full Cloak Added Capabilities.  It may also store Ether in photonic battery packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physics/Mathematics Level 5:&#039;&#039;&#039;  The Power can now tap into the base state of the universe, drawing on the Etheric “Zero Point” for power and using it to instantly route communications.  Forcefields become far more powerful and energy weapons expand into the exotic like particle beams and wave cannon.  This ability to tinker with the very fabric of space can also allow access to entirely new dimensions.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Physics/Mathematics gains a large bonus to its command rating and weapons and can make more powerful shields.  It may build Inertialess drives for its vehicles, and may power its ships with ZPE reactors.  In the right locations, its ships may also access other dimensions&lt;br /&gt;
&lt;br /&gt;
===Psychology===&lt;br /&gt;
Psychology has limited direct effects at early Levels, but it is always useful for managing the population, allowing Powers to develop the social skills to comfortably fit more people into smaller areas.  Psychology is particularly useful for security and clandestine forces, and at the higher levels it becomes particularly potent, allowing the creation of artificial intelligence, sentient clones, and other living beings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychology Level 0:&#039;&#039;&#039;  At this level the Power has not developed any systems for analyzing thought or the functioning of the human psyche.&lt;br /&gt;
A Power with this level in Psychology gains no bonus to Living Space, and suffers a large penalty to its command rating, and security and intelligence units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychology Level 1:&#039;&#039;&#039;  At this level a power understands the basic mentality of the mob.  It can control people with things like codes of laws and self-generated mythos.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Psychology gains a penalty to its command rating and security and intelligence units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychology Level 2:&#039;&#039;&#039;  At this level a Power begins to use rudimentary propaganda and early philosophy, and takes the first steps in developing analytical thought.  Skills are now passed down in a systematic fashion to students, and a body of empirical knowledge is gathered to analyze past events and provide warning for the future.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Psychology gains a small penalty to its command rating and security and intelligence units.  Academies and Command Centres can be constructed, and units can be trained to develop limited Stealth Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychology Level 3:&#039;&#039;&#039;  At this level the first rudimentary models of the human mind are developed, and propaganda becomes deadly effective and unscrupulous societies can use this for mass indoctrination and brainwashing.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Psychology has no penalties to its command rating, security and intelligence units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychology Level 4:&#039;&#039;&#039;  At this level the full extent of human thought is known and the neural pathways have been mapped and Psychology truly comes into its own.  The development of a human mind can be engineered from birth ‘til death with controlled stimuli to manipulate a human into having the desired intellect.  Links between human brains and machines can be created, and early mind probes can be used to ferret out truths and untruths.  Finally in perhaps this Levels greatest achievement, false intelligence slowly shifts into the first limited AIs.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Psychology gains a small bonus to its command rating and security and intelligence units.  In conjunction with the robotics of Eng Level 3 and the computers of Physics Level 3, full AIs can be created and machines can be entirely automated.  In conjunction with Bio Level 4 Intelligent clones can be vat grown and mental processes genetically enhanced, and when combined with Eng Level 4 neural Cybernetics can be implanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychology Level 5:&#039;&#039;&#039;  At this level the mass movements of humanity can be modelled and predicted with startling accuracy, approaching a degree of precognition.  Entire artificial intellects can be created, with full AIs as self-aware as any human.  Mind probes or links achieve near totality, being able to read and react to the mind as if it was an open book.&lt;br /&gt;
&lt;br /&gt;
A Power with this level in Psychology gains a large bonus to its command rating and security and intelligence units.  AIs and artificially bred sentient creatures reach maximum intelligence, and neural engineering and cybernetics become seamlessly integrated with the host brains.  The most revolutionary advance is the ability to construct Psychohistorical Centres which, when given sufficient information, can provide valuable advice on the course of galactic events.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic differs from Technology because it relies on the skill and willpower of the user rather than the routine use of a constant principle or reliable machine.  Magic is defined as the use of the ability of the individual to impose their will upon the world.  It requires a lifetime of learning to master, and so can be used by fewer people than technology, but the personal power offered is greater.&lt;br /&gt;
&lt;br /&gt;
In general Magic can match the power of Technology at lower levels of Magical Advancement, for instance it takes Physics/Mathematics Level 4 to use forcefields, but Magic can duplicate the same effects with telekinetic barriers at Movement Level 3.  Magic also works much faster than Technology, with armies capable of being summoned out of nothing, and spells whipped up in a matter of days or weeks, as opposed to what is often years with Technology.&lt;br /&gt;
&lt;br /&gt;
On the downside, Magic is resource intensive and inefficient, draining huge amounts of power compared to Technology, and requiring the constant attention of skilled practitioners.  Unlike Technology, Magic is also much less reliable, and the desired results often fail to manifest, or do so in unexpected ways.&lt;br /&gt;
&lt;br /&gt;
Magic (obviously) has no historical counterpart, however it can still be broken down into rough fantasy genres based on Level:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML0&#039;&#039;&#039; means no magical power.  A Power with anything below Level 1.0 in a Magical Category cannot use Magic, and fractional values in this level are only important inasmuch as they shorten the journey to ML1 at which point the first actual magic can be cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML1&#039;&#039;&#039; can be thought of as “cantrips” and other little tricks.  Rather than fantasy stories, this level of magic is actually more often seen in contemporary horror or ghost movies, with things like fleeting visions and vague extrasensory perceptions, as well as things like minor telekinesis.  This is magic that has very limited power and effect.  Its biggest use is in providing the ability to see and counter the magic of other Powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML2&#039;&#039;&#039; and &#039;&#039;&#039;ML3&#039;&#039;&#039; are comparable to the low-key magic seen in fantasies like Lord of the Rings, the Devvery series.  This kind of magic is not flashy, and lacks most of the super-human effects, but it can still effect major changes, and do serious damage.  It often exists in concert with a low tech, often medieval setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML4&#039;&#039;&#039; and &#039;&#039;&#039;ML5&#039;&#039;&#039; are seriously powerful magics, like those used in Slayers, or in the Wheel of Time series.  The effects are usually flashy and very noticeable, and their effects often cause great changes in the world around them, allowing mages to often do what would otherwise be considered impossible, even with the most advanced Technology.  Entire civilisations can be built around this High Magic, like the Age of Legends in the Wheel of Time.&lt;br /&gt;
&lt;br /&gt;
These comparisons are not exact, but exist only as a rough guide.  Lords of Ether has its own distinct magical rules, and some things low level Mages in a particular fantasy universe may be capable of may actually be high end magic in Lords of Ether, or may indeed not be possible at all.  Conversely in some universes a spell that is incredibly difficult to cast may be routine in the game’s magical system.&lt;br /&gt;
&lt;br /&gt;
Like Technology, Magic has five Advancement Categories.  These Categories are in many ways comparable to Technological Advancement Categories, but the comparisons are not always direct, and it would be a mistake to assume that Magical Categories are just Technological Categories renamed.  The five Categories are; Creation, Destruction, Material, Mental, and Movement.  These Categories tend to be more focussed than their Technological cousins, and while a Magical Power does not need all of them, each has a useful function, even at the lowest levels.&lt;br /&gt;
&lt;br /&gt;
===Creation===&lt;br /&gt;
Creation is magic that deals with the life and death of all living things.  It functions similarly to Biology in many regards.  It affects how many people your land can support, and how many of your troops will recover from wounds received in battle.  However, unlike Biology it does not do so automatically, and Mages must be assigned as healers and herbalists throughout the Power’s lands to carry out these tasks.  The specifics of using Mages to support Infrastructure are discussed in [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 13. Production]].  Creation can also be used to enchant living creatures and create new ones, even entirely new species.  It also has less benevolent uses and can be used in war to kill; ending life as quickly as it can create it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Level 1:&#039;&#039;&#039; At this level the Power’s Mages have learned how to support the land and people, aiding crop growth and using minor healing spells.  Minor direct attacks can also be made, such as lesser curses and close range direct attacks.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Creation give a low save against combat casualties and biological weapons or outbreaks.  They also gain a minor bonus to Creation attacks against living targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Level 2:&#039;&#039;&#039; At this level the Power’s Mages have increased their skills with healing and herbal magic.  Killing magic also becomes more lethal.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Creation give a save against combat casualties and biological weapons or outbreaks. They also gain a small bonus to Creation attacks against living targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Level 3:&#039;&#039;&#039; At this level Mages begin to really understand life.  Further they gain the ability to magically reproduce and replicate it, allowing simple beings to be created.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Creation give a save against combat casualties and biological weapons or outbreaks. They also gain a bonus to Creation attacks against living targets.  They may also create new living creatures of any Infantry Type according to the &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic#Artificing|Artificing rules]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Level 4:&#039;&#039;&#039; At this level Mages begin to expand their horizons into less natural living phenomenon, making decidedly non-human creatures.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Creation give a save against combat casualties and biological weapons or outbreaks. They also gain a moderate bonus to Creation attacks against living targets.  They may also create new living creatures of any Vehicle, Humanoid, or Light Aircraft/Aviation/Airship Type according to the Artificing rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Level 5:&#039;&#039;&#039; At this level Mages become able to shape life into almost any form, and their restorative powers become such that they can virtually bring the dead back to life.  Or, if angered, they can turn their powers to death and strike down the living with awesome finality.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Creation give a high save against combat casualties and biological weapons or outbreaks. They also gain a large bonus to Creation attacks against living targets.  They may also create new living creatures of any Type according to the Artificing rules.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
Destruction magic deals, predictably, with destroying things.  Unlike other Magic Categories, Destruction has no uses beyond combat, but it is very powerful at that.  Destruction magic is not restricted to any specific method, and it can function as anything from burning enemies the ever popular fire, to freezing them with blasts of extreme cold, to simply killing them dead with exotic death magics.&lt;br /&gt;
&lt;br /&gt;
Destruction is not a complex Category and simply becomes more and more destructive as the levels increase.  It can be in Spells, such as to hurl searing hot fireballs, or in Enchantments, such as to set lethal lightning traps, or to imbue the swords of an army with evil death magic.  At the highest levels it can be used to summon elemental forces of devastation, and it is also a popular Category of artificers who meld it with Material to forge particularly powerful magical weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destruction Level 1:&#039;&#039;&#039; At this level the Power’s Mages have learned how to cast basic attack magic.&lt;br /&gt;
&lt;br /&gt;
Destruction Level 1 grants a minor bonus to firepower when used to attack.  Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.  This free Class only applies when damage is being dealt, and does not affect the laying of Enchantments in any way (so a Mage would still pay 5 extra Ether to enchant a Mega Cap).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destruction Level 2:&#039;&#039;&#039; At this level the Power’s Mages have increased their skills with attack magic.&lt;br /&gt;
&lt;br /&gt;
Destruction Level 2 grants a small bonus to firepower when used to attack.  Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destruction Level 3:&#039;&#039;&#039; At this level Mages start to seriously blow shit up.  They also begin to learn how to use their destructive abilities to attack and disrupt incoming attacks as well.&lt;br /&gt;
&lt;br /&gt;
Destruction Level 3 grants a bonus to firepower when used to attack.  At this Level the Mage may also create Shield and Point Defence effects, and use Destruction magic as ECM.  Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destruction Level 4:&#039;&#039;&#039; At this level Mages begin to create really big bangs and booms.&lt;br /&gt;
&lt;br /&gt;
Destruction Level 4 grants a moderate bonus to firepower when used to attack.  Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destruction Level 5:&#039;&#039;&#039; Mages with Destruction Level 5 have become so in tune with the forces of annihilation that they gain access to the elemental planes of force, allowing them to summon mindless creatures of whom embody nature’s natural destructive power.  At this level Mages also gain the ability to create huge bangs, booms and even massive FWACKOOMS!!!&lt;br /&gt;
&lt;br /&gt;
Destruction Level 5 grants a large bonus to firepower when used to attack.  This Level of Destruction may be used to summon Elementals.  As with all other Levels of this Category, Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.&lt;br /&gt;
&lt;br /&gt;
===Transmorgification===&lt;br /&gt;
Transmogrification deals primarily with creating magical devices through Artificing, though it is also used in Spells and Enchantments to magically enhance inanimate objects, such as equipment and structures.  Because of its ability to create lasting and powerful devices that can be used by non-Mages, Transmogrification is a critical Magical Category for any High Magic Power that wishes to forgo the use of any Levels of Technology.  The specifics of Artificing are covered in [[Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic#Artificing|Artificing under Types of Magic.]]&lt;br /&gt;
&lt;br /&gt;
Transmogrification functions similarly to Engineering.  Transmogrification is mostly used as a supporting and industrial magic, but when used as a direct attack it can be very damaging to inanimate objects, however it usually takes some time to cause this damage (which can manifest as things like rust, or progressively worse glitches), so it is often coupled with Destruction to speed the process along.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transmogrification Level 1:&#039;&#039;&#039; Transmogrification Level 1 also allows a mage to effect small changes on inanimate matter, such as changing its boiling point, or oxidization rate or improving the quality of mundane materials found in nature.   This disruption can be useful when used for offensive magic.&lt;br /&gt;
&lt;br /&gt;
Magical attacks that include Transmogrification gain a minor bonus when used against inanimate objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transmogrification 2:&#039;&#039;&#039; Mages with Transmogrification Level 2 can effect greater change in inanimate materials, though it is only an iterative rather than revolutionary improvement.&lt;br /&gt;
&lt;br /&gt;
Magical attacks that include Transmogrification gain a small bonus when used against inanimate objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transmogrification Level 3:&#039;&#039;&#039; Mages with Transmogrification Level 3 reach the threshold to permanently impart change in materials and craft whole new ones with unusual or unique properties.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Transmogrification can Artifice simple Equipment at ML3.  Magical attacks that include Transmogrification gain a bonus when used against inanimate objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transmogrification Level 4:&#039;&#039;&#039; Mages with Transmogrification Level 4 gain the ability to create special materials with magical abilities, such as the ever-burning stone mage pyrite, or the mentally impermeable metal Mindex.  Transmogrification Level 4 also allows a mage to effect great changes on inanimate matter, such as radically changing its density, or consistency.   This allows particularly powerful “High Magic” Spells and Enchantments to be made.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Transmogrification can Artifice all equipment at ML4s.  Magical attacks that include Transmogrification gain a moderate bonus when used against inanimate objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transmogrification Level 5:&#039;&#039;&#039; Mages with Transmogrification Level 5 have mastered the art of forging magical gear, increasing their ability to create magical materials and moulding matter to almost anything their wills and whims dictate.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Transmogrification can Artifice equipment at ML5.  Magical attacks that include Transmogrification gain a large bonus when used against inanimate objects.&lt;br /&gt;
===Mental===&lt;br /&gt;
Mental magic deals with the ethereal and ephemeral; minds, souls, and the fabric of thought.  Mental magic is extremely powerful, but also requires incredible focus on the part of the Mage, as there are few things more complex than the living mind.  For this reason the most complex mind control Spells and Enchantments can only be cast on a single individual, and this must usually be done at close range.  Within these restrictions, Mental is a very versatile Category.&lt;br /&gt;
&lt;br /&gt;
Mental functions similarly to Psychology in regards to the maintenance of Infrastructure, and it affects how many people you can comfortably group together in any one location.  However, unlike Psychology it does not do so automatically, and Mages must be assigned as mentalists and soothsayers throughout the Power’s lands to carry out these tasks.  The specifics of using Mages to support Infrastructure are discussed in [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 13. Production.]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Level 1:&#039;&#039;&#039; At this level the Mage can detect the process of thought, if not actually decode it.  They can also sense the emotions of others, picking out happiness, sorrow, fear, and joy.  This makes Mental the basic detection Category for Magical Powers&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Mental can cast detection magics.  This effect is simple enough that it can be cast at range and over a wide area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Level 2:&#039;&#039;&#039;  At this level the mage can send emotions as well as receive them.  This sending can be done at an unconscious level, making a subject slowly more frightened, or bulwarking the courage of failing comrades.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Mental can enhance Command ratings, simulate ECM effects, Stealth, and cast Mental influence magic like fear and courage Spells.  These effects are simple enough that they can be cast at range and over a wide area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Level 3:&#039;&#039;&#039;  At this level the mage can send her thoughts as well as delve into the minds of others.  Two-way links can be created for communications.  This level is also of great use to Summoners, who can use it to call mindless simple spirits to do their bidding.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Mental may forge telepathic links to allow communication between two individuals anywhere in a single system.  They may also call upon Level 3 Summons.  Mages with this level of Magic can blind their enemies to their presence and so use full Cloak.  They also gain bonuses to Spying, and Mental Level 3 can be used to simulate all Spy Added Capabilities.  Detection and Influence magics cast at this level gain a bonus, though they are otherwise the same as at previous levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Level 4:&#039;&#039;&#039;  The mage can now plumb the depths of a target’s subconscious, can rewire their thoughts and tear through their minds, even magically creating new memories, or entirely new minds.  Summoners can call more powerful spirits, and the mage can even become a spirit herself, detaching from her body and floating through the Ether.  This method of projection is dangerous and fraught with perils, but also incredibly useful.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Mental may use long-range telepathy over a range of up to 10 Great Leagues, and may also Astrally Project out to this range.  Level 4 Summoning Spells can be called, and intelligent minds can be created for implantation into golems and other magical machines or creatures.  The Mage can also take control of an individual, though this is subject to special rules.  Lesser Mental effects cast at mental Level 4 gain a better bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Level 5:&#039;&#039;&#039;  At this level a Mage can totally disconnect her own from her body and wander as a true spirit (though death of the host body is still fatal).  The mage can even possess and puppet other humans.  The greatest spirits can be called to do the Summoner’s bidding.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Mental may use interstellar telepathy with limitless range, and may also Astrally Project out to this range.  Level 5 Summoning Spells can be called, and lesser Mental effects cast at mental Level 5 gain a large bonus.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
Movement Mages understand that space is an illusion, and that one with the proper knowledge can effortlessly bridge the distance between two points.  Movement deals in shifting objects and people from one location to another, from teleporting from one side of a room to the other, to ripping open portals that span the stars and reach into other dimensions.&lt;br /&gt;
&lt;br /&gt;
This can make Movement far faster than any Technological means of travel, but one of the principles of Movement Magic is that of the anchor.  When teleporting beyond the reach of their own senses, Mages must establish an anchor at their destination point to ensure they arrive properly.&lt;br /&gt;
&lt;br /&gt;
Movement speeds the passage of materials and goods, and affects how much Industry your land can support.  However, it does not do so automatically, and Mages must be assigned as wind witches and gatesmen throughout the Power’s lands to carry out these tasks.  The specifics of using Mages to support Infrastructure are discussed in [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 12. Production]].&lt;br /&gt;
&lt;br /&gt;
Movement is a particularly flexible category, and can also be used for direct attacks.  In this role it lacks the focussed lethality of Creation or Material, or the sheer brute force of Destruction, but despite its relative weakness it is fast striking and comes with a very long reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Level 1:&#039;&#039;&#039;  At this level small objects such as stones and hand held weapons can be moved by the power of the mind alone.  While a fairly simple application, such telekinetically thrown objects can be quite lethal.  Telekinetic shields can also be created to hold weak forms of attack.&lt;br /&gt;
&lt;br /&gt;
Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a minor increase to Protection and Mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Level 2:&#039;&#039;&#039;  Levitation is one of the neater tricks of this level, and eventually matures into full flight.  Other Movement effects gain in power.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Movement may also imbue people and objects with mobility, including full flight.  Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a small increase to Protection and Mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Level 3:&#039;&#039;&#039;  At this level a mage is finally able to forgo normal 3 dimensional movement, teleporting herself or other objects short distances, or longer distances over marked and prepared routes. They also gain the ability to bend and twist light, allowing objects to be hidden in unnatural shadows, or behind slight folds in space. &lt;br /&gt;
&lt;br /&gt;
Mages with this level in Movement may now teleport within line of sight, or to any location in a system providing they have an anchor.  Stealth can be used, and Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants an increase to Protection and Mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Level 4:&#039;&#039;&#039;  A mage can now create teleportation portals across much greater distances, and can also create much more powerful magical shields and means of propulsion.  Light can be warped and twisted to such a degree that things can be rendered entirely invisible.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Movement may now teleport within up to 10 Great Leagues, providing they have an anchor. Invisibility allows full cloak, magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a modest increase to Protection and Mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Level 5:&#039;&#039;&#039;  At this level a mage is able to fully break free of the bonds of this reality, and create portals regardless of distance, or even reality.  Gates can be made to other realms and divine or hellish creatures of awesome power can be called into our reality.&lt;br /&gt;
&lt;br /&gt;
Mages with this level in Movement may now teleport with unlimited range, providing they have an anchor.  Level 5 Extra-Planar beings can also be Summoned.  Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a large increase to Protection and Mobility.&lt;br /&gt;
&lt;br /&gt;
==Fusion==&lt;br /&gt;
At its heart, a fusion allows for concepts that don&#039;t fit the standard paradigm of either straight technology or magic to be realized with mechanics that are often unique in the setting. The first thing to consider after arriving here is what your concept is. What sort of things is it meant to do that can&#039;t be achieved using more conventional means? That will guide you towards what might be most appropriate, because fusions have limitations and paradigms based on what their component fields are and tend to be highly specialized. This is not the place to search for generic supertech, because the advancement and unit costs can be ruinous for a power that does not have a clear style or doctrine that plays to their strengths.&lt;br /&gt;
&lt;br /&gt;
First, a fusion cannot serve every conceivable effect of its two constituent fields and has a limited selection of benefits. Two different powers with the same technomagic fusion combination may not have the same fusion effects.  Second, the sorts of abilities fusions can have will be restricted depending on the fields chosen. For example, fusing Physics with Destruction tends to result in straightforward weapons and offensive abilities, since that is what Destruction epitomizes. Destruction can also be used to enhance certain Physics-based effects, such as ECM that actively damages electronics it encounters rather than simply jamming them. It however, could not be used to justify something like faster construction time or durability, since neither Physics nor Destruction apply to those fields in normal application.&lt;br /&gt;
&lt;br /&gt;
Thirdly, units require Added Capabilities in order to benefit from fusion traits. They are not free or conferred by default. A fusion unit does enjoy a bonus for its higher technology level, similar to those between different TL or ML units, however that alone does not offset the cost. By default a Fusion unit behaves as one defined by its highest TL or ML. For example, a ML9 ship that is made using Phys 5 and Destruction 4 by a power that is primarily technological will have its speed, cargo capacity and other details set by its TLs. This means that this ML9 ship with no Added Capabilities related to its fusion will largely be a very expensive TL5 ship. Capabilities that the fusion does not affect still remain based on the normal advancement levels. However, the act of fusing does provide some benefits to baseline stats; while starting cargo and deck capacity is set by the base TL, fusion units get a 50% bonus to cargo and deck capacity as a fundamental side-effect of building a large, expensive fusion unit.&lt;br /&gt;
&lt;br /&gt;
The powers conferred by a fusion (traits) are purchased and as such several powers with the same fusion might have dramatically different abilities. Fusions have trait points equal to their TM level. Traits themselves are weighted by strength and are broken into three categories:  Core, Peripheral and Active.  &lt;br /&gt;
&lt;br /&gt;
===Core Abilities===&lt;br /&gt;
Core abilities are, as the name implies, highly important and are the main things that define what a given technomagic fusion does.  Core abilities have a major impact on a unit&#039;s performance (or potentially other fields of gameplay relevance); if a fusion has two core abilities the cost of each is increased by +1.  Core abilities themselves are broken down into three subtypes; Hybrid, Major and Minor.  In no case can core abilities be &#039;doubled up&#039; to further increase the effectiveness of a given added capability.&lt;br /&gt;
&lt;br /&gt;
* Hybrid core abilities are those which combine the effects of two different added capabilities into a single one, such as energized armour that doubles as an energy shield. These tend to cost 4 points, but this can be weighted differently depending on the strength and broad usefulness of the application in question.&lt;br /&gt;
* Major core abilities tend to dramatically amplify the power of one broadly useful category such as Firepower, Melee, Protection, Durability, Travel Speed, Command and Build Time. These cost 3 points.&lt;br /&gt;
* Minor core abilities confer similar bonuses as major ones, but tend to relate to less directly useful or more specialized categories. Some of these are Sensors, Range, ECM, Stealth, and Mobility. These cost 2 points.  Some minor core abilities might also cover weakened versions of major abilities, such as reducing build time by 25% as opposed to 50%.&lt;br /&gt;
&lt;br /&gt;
===Peripheral Abilities===&lt;br /&gt;
Peripheral abilities are small side benefits which provide both flavor and interesting, unique abilities.  They range from simply buffing the effectiveness of a specific added capability (but not to the level of a core effect) to all manner of bespoke effects.  Peripheral effects will almost always cost 1 point each, though particularly potent ones may cost 2 at the discretion of the GM.  Several examples of peripheral abilities can be found below, derived from several different fusion combinations.&lt;br /&gt;
&lt;br /&gt;
* Increase Shields by 1&lt;br /&gt;
* Penetrate armor more effectively.&lt;br /&gt;
* +1 Limbs provides the benefit of both +1 Arms and +1 Legs&lt;br /&gt;
* Gain a passive strategic-level regeneration ability, or improving the regeneration added capability.&lt;br /&gt;
* Reduce the cargo size of spare parts and trade goods.&lt;br /&gt;
* Ignore the first upkeep increase for added caps like armor or mobility.&lt;br /&gt;
* ECM can inflict feedback when successfully jamming a spell.&lt;br /&gt;
* Fast Tracking succeeds on a tie, not just a command roll victory.&lt;br /&gt;
* Increase melee range by one range bracket. (2 pt)&lt;br /&gt;
&lt;br /&gt;
===Active Abilities===&lt;br /&gt;
Active Abilities are building innate spell-like powers into units, activated on command without needing mages or ether expenditure, for example the ability to teleport or a pistol that turns humans into catgirls. It can also be a catch-all for entirely unique abilities that are foundational to a power&#039;s paradigm, though each one would have to have its specific mechanics worked out by a GM and the cost weighed. The cost of active abilities depend on the power of the ability in question. Generally, straightforward abilities that can be performed by wizards or ones that are easy to reproduce by conventional means should be handled in that fashion for simplicity. In situations where that doesn&#039;t work, or someone simply wants to do so, they can be used to effectively make machines &#039;cast&#039; spells, usually one in specific, in which case the trait cost is (ML-2) of the spell in question and a +1 added cap for each trait point. Such active abilities can only be used on batch sizes of 1:100 and less and add 1 ether upkeep each. Note that having an active ability on a large unit does not shield it from associated AoE costs for using that ability and be warned that using an active ability to perform level 3 magic is largely wasteful. &lt;br /&gt;
&lt;br /&gt;
There are a total of 25 fusion combinations and not all are equal in power or utility, as such final point values and specific effects must be set by a GM.&lt;br /&gt;
&lt;br /&gt;
=Technology Treaty=&lt;br /&gt;
Nations and Trans-Stellars can engage in bilateral tech treaties. This is an option only open to powers that have an existing statutory relationship with each other in the form of a Trade treaty. A tech treaty allows one power, over the course of a year, to give 5% of its advancement points in one category to another. The receiving party to the treaty must pay 6 WU per advancement point transferred to account for the logistics of upgrading infrastructure or institutions and quieting the social upheaval inherent in having a foreign power’s influence directly enact broad change. No power may give or receive points in a given category to/from more than one other power in the same year. A power may give points in a technomagic category it possesses to a power that already possesses the requisite levels in the requisite categories. &lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71266</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71266"/>
		<updated>2022-11-30T02:33:23Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Machine Civilization&amp;lt;/u&amp;gt; (50 SP):  It is possible to take a Power that is run entirely by machines, either technological robots or magical golems. It requires Engineering, Physics/Mathematics and Psychology of at least Level 4, or Material and Mental of at least Level 4. It cannot be combined with Population Enhancements. Machine Civilizations do not need any Population and any Population they take contributes Wealth instead of industry. They do not have a Draft Pool. Machine Civilizations never pay for Civil Order, and do not have to take it into account when conducting wars. Machine Civilizations may not Mobilize. All factories are assumed to be running at maximum efficiency, and there is no way to extort greater efforts out of them. Machine Civilizations do not need to take Biology or Creation (unless they take a token Population) as all their Units are mechanical. Every Military Unit built by a Machine Civilization must contain a +2 AI. This Added Capability is Build Free and Slot Free (but not cost free). A Unit without this Added Capability will not function, as the Power has no people (or no trained people) with which to drive or pilot it. This does not prevent the Machine Civilization from building non-AI units for use by other Powers. WMD are exempt from this rule. Due to continual system monitoring, and entirely mechanical and often alien architecture, a Machine Civilization counts as being 100% composed of informers. Additionally, Powers without the ability to create or program their own Artificial Intelligences, either Magical or Technological, suffer a penalty to spy on Machine Civilizations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Biotech Civilization&amp;lt;/u&amp;gt; (50 SP): Some civilizations forgo the use of machines, instead replacing their use with biotech constructs. This can only be achieved at the highest levels of biological knowledge, and comes with its own unique abilities. Biotech Civilization costs 50 SP and requires at least Biology Level 5 and Psychology Level 4 (or their magical equivalents). Biotech Civilizations do not need to take Engineering, as all their structures are grown, or forged from organic matter. If they do not take Engineering they cannot build non-Biotech devices, though they may still purchase and use them. If a Biotech Civilization takes the Special Population advantage, it may take one more passive advantage than normal. This extra advantage is free, and does not add to the SP Cost, or count against the normal limit. All Biotech Units gain a Cost Free, Slot Free, and Build Free +1 Automation, to represent the natural intelligence and functions of biological creatures, whether they are used as vehicles or personal equipment. Biotech is not quite as resistant to damage as the most advanced mechanical devices, and suffers a penalty to durability, being roughly as tough as normal Tech Level 4 equipment. However Biotech also has superior self-repair, and if the Self-Sustaining Added Capability is taken it is Slot Free. Biotech does not grow as fast as machines can be constructed, and Biotech Civilizations have a x1.5 Build Speed for all normal Military Units.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Prohibition&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
While most wizards are trained in a wide variety of magical disciplines and the various academies and tutorages prepare them for almost any situation they may be called upon for, some states  or groups have gaps in their magical practices.  The reasons for this are varied; it could be an ancient geas forbidden the use of magic on living things, a cultural prohibition against summoning the Things Beyond, industrialized charm-crafting in factories as opposed to by hand or simply a hereditary inability to throw fireballs. You may take some or all of the following with a value equal to:&lt;br /&gt;
&lt;br /&gt;
:Summoning: 10% of SP cost of advancement points spent on Movement and Mental. &lt;br /&gt;
:Spellcasting: 20% of SP cost of all advancement points spent on magic. Since Summoning is a type of spell, you cannot take both. &lt;br /&gt;
:Enchanting: 10% of SP cost of all advancement points spent on magic. You cannot take this if you have 3 or more non-fused Technology categories above 350. &lt;br /&gt;
:Artificing: 10% of SP cost of advancement points spent on Transmogrification or Creation (but not both) for every Magic advancement category 200 or higher. You must have at least 300 points in Transmogrification or Creation to take this. &lt;br /&gt;
&lt;br /&gt;
Note that you cannot take a prohibition for something your power already cannot do because of other disadvantages. If a power has restrictions in spellcasting and enchanting or has a restriction on all disciplines it can do with its magical field(s), it is considered Magic Numb and may no longer train or use wizards at all, though it is free to fuse tech and magic, construct artificed units (assuming it is not restricted) and even use active technomagic effects, again within the boundaries of its magical restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage. Note that if you have more Research than Industry, a 50PP/month limit will also apply to the maximum amount that can be produced via Artificing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and has a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The final amount of Wealth (after factoring in the trade Return value) generated by any non-Black Market trade you send or receive is halved.  The same goes for others trying to deal with you - they must pay twice the normal cost for wealth transactions and the final amount of Wealth generated by non-Black Market trade with you is halved.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71265</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71265"/>
		<updated>2022-11-30T02:32:37Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Machine Civilization&amp;lt;/u&amp;gt; (50 SP):  It is possible to take a Power that is run entirely by machines, either technological robots or magical golems. It requires Engineering, Physics/Mathematics and Psychology of at least Level 4, or Material and Mental of at least Level 4. It cannot be combined with Population Enhancements. Machine Civilizations do not need any Population and any Population they take contributes Wealth instead of industry. They do not have a Draft Pool. Machine Civilizations never pay for Civil Order, and do not have to take it into account when conducting wars. Machine Civilizations may not Mobilize. All factories are assumed to be running at maximum efficiency, and there is no way to extort greater efforts out of them. Machine Civilizations do not need to take Biology or Creation (unless they take a token Population) as all their Units are mechanical. Every Military Unit built by a Machine Civilization must contain a +2 AI. This Added Capability is Build Free and Slot Free (but not cost free). A Unit without this Added Capability will not function, as the Power has no people (or no trained people) with which to drive or pilot it. This does not prevent the Machine Civilization from building non-AI units for use by other Powers. WMD are exempt from this rule. Due to continual system monitoring, and entirely mechanical and often alien architecture, a Machine Civilization counts as being 100% composed of informers. Additionally, Powers without the ability to create or program their own Artificial Intelligences, either Magical or Technological, suffer a penalty to spy on Machine Civilizations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Biotech Civilization&amp;lt;/u&amp;gt; (50 SP): Some civilizations forgo the use of machines, instead replacing their use with biotech constructs. This can only be achieved at the highest levels of biological knowledge, and comes with its own unique abilities. Biotech Civilization costs 50 SP and requires at least Biology Level 5 and Psychology Level 4. Biotech Civilizations do not need to take Engineering, as all their structures are grown, or forged from organic matter. If they do not take Engineering they cannot build non-Biotech devices, though they may still purchase and use them. If a Biotech Civilization takes the Special Population advantage, it may take one more passive advantage than normal. This extra advantage is free, and does not add to the SP Cost, or count against the normal limit. All Biotech Units gain a Cost Free, Slot Free, and Build Free +1 Automation, to represent the natural intelligence and functions of biological creatures, whether they are used as vehicles or personal equipment. Biotech is not quite as resistant to damage as the most advanced mechanical devices, and suffers a penalty to durability, being roughly as tough as normal Tech Level 4 equipment. However Biotech also has superior self-repair, and if the Self-Sustaining Added Capability is taken it is Slot Free. Biotech does not grow as fast as machines can be constructed, and Biotech Civilizations have a x1.5 Build Speed for all normal Military Units.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Prohibition&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
While most wizards are trained in a wide variety of magical disciplines and the various academies and tutorages prepare them for almost any situation they may be called upon for, some states  or groups have gaps in their magical practices.  The reasons for this are varied; it could be an ancient geas forbidden the use of magic on living things, a cultural prohibition against summoning the Things Beyond, industrialized charm-crafting in factories as opposed to by hand or simply a hereditary inability to throw fireballs. You may take some or all of the following with a value equal to:&lt;br /&gt;
&lt;br /&gt;
:Summoning: 10% of SP cost of advancement points spent on Movement and Mental. &lt;br /&gt;
:Spellcasting: 20% of SP cost of all advancement points spent on magic. Since Summoning is a type of spell, you cannot take both. &lt;br /&gt;
:Enchanting: 10% of SP cost of all advancement points spent on magic. You cannot take this if you have 3 or more non-fused Technology categories above 350. &lt;br /&gt;
:Artificing: 10% of SP cost of advancement points spent on Transmogrification or Creation (but not both) for every Magic advancement category 200 or higher. You must have at least 300 points in Transmogrification or Creation to take this. &lt;br /&gt;
&lt;br /&gt;
Note that you cannot take a prohibition for something your power already cannot do because of other disadvantages. If a power has restrictions in spellcasting and enchanting or has a restriction on all disciplines it can do with its magical field(s), it is considered Magic Numb and may no longer train or use wizards at all, though it is free to fuse tech and magic, construct artificed units (assuming it is not restricted) and even use active technomagic effects, again within the boundaries of its magical restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage. Note that if you have more Research than Industry, a 50PP/month limit will also apply to the maximum amount that can be produced via Artificing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and has a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The final amount of Wealth (after factoring in the trade Return value) generated by any non-Black Market trade you send or receive is halved.  The same goes for others trying to deal with you - they must pay twice the normal cost for wealth transactions and the final amount of Wealth generated by non-Black Market trade with you is halved.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71264</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71264"/>
		<updated>2022-11-30T02:32:23Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Machine Civilization&amp;lt;/u&amp;gt; (50 SP):  It is possible to take a Power that is run entirely by machines, either technological robots or magical golems. It requires Engineering, Physics/Mathematics and Psychology of at least Level 4, or Material and Mental of at least Level 4. It cannot be combined with Population Enhancements. Machine Civilizations do not need any Population and any Population they take contributes Wealth instead of industry. They do not have a Draft Pool. Machine Civilizations never pay for Civil Order, and do not have to take it into account when conducting wars. Machine Civilizations may not Mobilize. All factories are assumed to be running at maximum efficiency, and there is no way to extort greater efforts out of them. Machine Civilizations do not need to take Biology or Creation (unless they take a token Population) as all their Units are mechanical. Every Military Unit built by a Machine Civilization must contain a +2 AI. This Added Capability is Build Free and Slot Free (but not cost free). A Unit without this Added Capability will not function, as the Power has no people (or no trained people) with which to drive or pilot it. This does not prevent the Machine Civilization from building non-AI units for use by other Powers. WMD are exempt from this rule. Due to continual system monitoring, and entirely mechanical and often alien architecture, a Machine Civilization counts as being 100% composed of informers. Additionally, Powers without the ability to create or program their own Artificial Intelligences, either Magical or Technological, suffer a penalty to spy on Machine Civilizations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Biotech Civilization&amp;lt;/u&amp;gt; (50 SP): Some civilizations forgo the use of machines, instead replacing their use with biotech constructs. This can only be achieved at the highest levels of biological knowledge, and comes with its own unique abilities. Biotech Civilization costs 50 SP and requires at least Biology Level 5 and Psychology Level 4. Biotech Civilizations do not need to take Engineering, as all their structures are grown, or forged from organic matter. If they do not take Engineering they cannot build non-Biotech devices, though they may still purchase and use them. If a Biotech Civilization takes the Special Population advantage, it may take one more passive advantage than normal. This extra advantage is free, and does not add to the SP Cost, or count against the normal limit. All Biotech Units gain a Cost Free, Slot Free, and Build Free +1 Automation, to represent the natural intelligence and functions of biological creatures, whether they are used as vehicles or personal equipment. Biotech is not quite as resistant to damage as the most advanced mechanical devices, and suffers a penalty to durability, being roughly as tough as normal Tech Level 4 equipment. However Biotech also has superior self-repair, and if the Self-Sustaining Added Capability is taken it is Slot Free. Biotech does not grow as fast as machines can be constructed, and Biotech Civilizations have a x1.5 Build Speed for all normal Military Units&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Prohibition&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
While most wizards are trained in a wide variety of magical disciplines and the various academies and tutorages prepare them for almost any situation they may be called upon for, some states  or groups have gaps in their magical practices.  The reasons for this are varied; it could be an ancient geas forbidden the use of magic on living things, a cultural prohibition against summoning the Things Beyond, industrialized charm-crafting in factories as opposed to by hand or simply a hereditary inability to throw fireballs. You may take some or all of the following with a value equal to:&lt;br /&gt;
&lt;br /&gt;
:Summoning: 10% of SP cost of advancement points spent on Movement and Mental. &lt;br /&gt;
:Spellcasting: 20% of SP cost of all advancement points spent on magic. Since Summoning is a type of spell, you cannot take both. &lt;br /&gt;
:Enchanting: 10% of SP cost of all advancement points spent on magic. You cannot take this if you have 3 or more non-fused Technology categories above 350. &lt;br /&gt;
:Artificing: 10% of SP cost of advancement points spent on Transmogrification or Creation (but not both) for every Magic advancement category 200 or higher. You must have at least 300 points in Transmogrification or Creation to take this. &lt;br /&gt;
&lt;br /&gt;
Note that you cannot take a prohibition for something your power already cannot do because of other disadvantages. If a power has restrictions in spellcasting and enchanting or has a restriction on all disciplines it can do with its magical field(s), it is considered Magic Numb and may no longer train or use wizards at all, though it is free to fuse tech and magic, construct artificed units (assuming it is not restricted) and even use active technomagic effects, again within the boundaries of its magical restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage. Note that if you have more Research than Industry, a 50PP/month limit will also apply to the maximum amount that can be produced via Artificing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and has a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The final amount of Wealth (after factoring in the trade Return value) generated by any non-Black Market trade you send or receive is halved.  The same goes for others trying to deal with you - they must pay twice the normal cost for wealth transactions and the final amount of Wealth generated by non-Black Market trade with you is halved.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71263</id>
		<title>Lords of Ether (20th Anniversary Edition) Types of Magic</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71263"/>
		<updated>2022-11-30T02:00:55Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Enchantments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic is the shaping of the powers of Ether by will alone.  At its heart magic is about Power - personal power.  Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.&lt;br /&gt;
&lt;br /&gt;
Any magical act is called a “Casting.”  There are four separate types of Castings:  Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.&lt;br /&gt;
&lt;br /&gt;
With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects.  Artificing functions similarly to normal Industrial construction, though with a number of specific rules.&lt;br /&gt;
&lt;br /&gt;
Note:  In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
=Casting Level and Combining Magical Categories=&lt;br /&gt;
All Castings have a level.  This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it.  Casting Level is the sum of all the levels of the various Magical Categories used.&lt;br /&gt;
&lt;br /&gt;
Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.&lt;br /&gt;
&lt;br /&gt;
Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.&lt;br /&gt;
&lt;br /&gt;
Note: It is not always necessary to combine Magical Categories.  Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one.  This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.&lt;br /&gt;
&lt;br /&gt;
=Area of Effect=&lt;br /&gt;
Castings naturally affect one target, or one localized target area of small size.  Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area.  Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare.  As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use. As a note free levels of Area of Effect granted by various sources cannot allow a Mage to exceed the maximum of their class and if they cannot be used, they are wasted. &lt;br /&gt;
&lt;br /&gt;
The Area of Effect Table is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class !! Ether !! Mage Type !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || +0 || Postulant || 1 person/small vehicle (truck, battlesuit)&lt;br /&gt;
|-&lt;br /&gt;
| I || +1 || Disciple || up to 10 people/large vehicle (tank, plane)&lt;br /&gt;
|-&lt;br /&gt;
| II || +2 || Adept/Specialist || up to 100 people/small warship&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 || Master/Trained S. || up to 1,000 people/cruiser&lt;br /&gt;
|-&lt;br /&gt;
| IV || +4 || Archmage/Expert S. || up to 10,000 people/capital ships&lt;br /&gt;
|-&lt;br /&gt;
| V || +5 || Oracle || up to 100,000 people/mega capital ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect.  This free area of effect does not have to be used, but if taken it incurs no extra ether cost.  If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event.  Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand.  It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration.  Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.&lt;br /&gt;
&lt;br /&gt;
=Preparation Time=&lt;br /&gt;
The preparation time for a Casting is determined by its Casting Level.  This is not quite as straightforward as the Area Effect Table.  Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required.  In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this.  A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month.  Every level above Casting Level 5 adds another month.  Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.&lt;br /&gt;
&lt;br /&gt;
There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.&lt;br /&gt;
&lt;br /&gt;
Of particular note, there is a special Preparation rule that applies to Summonings.  Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage.  Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months.  Thus a Level 5 Summoning would take 5 months to prepare, not 1.&lt;br /&gt;
&lt;br /&gt;
This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it.  This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story.  If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged.  A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention&lt;br /&gt;
&lt;br /&gt;
=Casting Cost=&lt;br /&gt;
Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate.  Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.&lt;br /&gt;
&lt;br /&gt;
==Cost of Spells==&lt;br /&gt;
Spells of levels 1, 2 and 3 have no Casting Cost.  Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage.  Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared.  Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost.  Thus, a Spell of level 9 would cost 6 Ether.&lt;br /&gt;
&lt;br /&gt;
The Casting Cost can be further modified by Area of Effect rules, as discussed above.  This is added directly to any other costs.  Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!&lt;br /&gt;
&lt;br /&gt;
In short: Cost = Spell Level -3 + AoE&lt;br /&gt;
&lt;br /&gt;
=Enchantments=&lt;br /&gt;
An enchantment is a temporary boost applied to a unit through the use of magic. The relative power, and cost, lies in the advancement difference between the unit being enchanted and the magic it is being enchanted with. The enchantment itself manifests in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. The reason enchanting costs vary with advancement level is that the enchantment will also provide some broad (and equally temporary) improvements that are generally helpful to low-advancement units when fighting higher ones. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated.  The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 =  6 ether. Enchantments cast on units must have an ML at least equal to their advancement level. &lt;br /&gt;
&lt;br /&gt;
In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability&lt;br /&gt;
&lt;br /&gt;
A unit can have a maximum of 2 enchantments.&lt;br /&gt;
&lt;br /&gt;
The duration of Enchantments can be extended to last until the end of the year.  This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides).  This doubles the Casting Cost of the Enchantment.  It should be noted that a one-year Enchantment may not actually last a year.  Enchantments that are frequently activated or are attacked by countermagic often fail early.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.&lt;br /&gt;
&lt;br /&gt;
=Summonings=&lt;br /&gt;
Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being.  The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs.  Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level.  The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
One Summoning Spell can only call a maximum of a single Batch of Summoned Beings.  It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.&lt;br /&gt;
&lt;br /&gt;
Summoned Beings generally last for a month before dissipating, or returning to their home plane.  As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being.  However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded.  Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!&lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan&#039;s time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.&lt;br /&gt;
&lt;br /&gt;
To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.&lt;br /&gt;
&lt;br /&gt;
The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost. &lt;br /&gt;
&lt;br /&gt;
Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.&lt;br /&gt;
&lt;br /&gt;
This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).&lt;br /&gt;
&lt;br /&gt;
Artificed units take draft as normal.&lt;br /&gt;
&lt;br /&gt;
=Doomsday Magic=&lt;br /&gt;
&lt;br /&gt;
Ultimate magical power and also consequences.&lt;br /&gt;
&lt;br /&gt;
If the Casting Level of a spell is paid in geodes, then it becomes a Doomsday spell with a substantial increase in power. AoE costs are paid in ether, but unlike other magic AoE costs for Doomsday spells are the Casting Level multiplied by the AoE modifier. No form of free AoE increase applies. This implies that a Destruction 5 Doomsday Spell with an AoE of 5 would cost 5 geodes and 25 ether.&lt;br /&gt;
&lt;br /&gt;
=Storing and Using Castings=&lt;br /&gt;
Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used.  The Casting can be stored in a reagent or vessel.  A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance.  A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage.  Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!).  As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.&lt;br /&gt;
&lt;br /&gt;
Prepared and stored Castings do not have an expiry date and can be stored indefinitely.  A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent.  Destroying the reagent or vessel will also dispel the Casting.  In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within.  Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.&lt;br /&gt;
&lt;br /&gt;
A Mage can only use one major Casting at a time.  A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep.  This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major.  Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one.  The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.&lt;br /&gt;
&lt;br /&gt;
=Range of Magic=&lt;br /&gt;
Some magic involves ranged effects, most commonly offensive or detection spells.  This is determined not by the Casting itself, but by the ability of the Mage.  The more powerful a Mage the greater range at which the Casting can operate.  As with all things, using Castings at longer ranges decreases their effectiveness.  Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power.  It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.&lt;br /&gt;
&lt;br /&gt;
The range table is described below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mage Type !! Max Offensive Range !! Max Detection Range&lt;br /&gt;
|-&lt;br /&gt;
| Postulant || Melee || Melee&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Very Close || Close&lt;br /&gt;
|-&lt;br /&gt;
| Specialist/Adept || Close || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Trained Specialist/Master || Medium || Far&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Specialist/Archmage || Far || Very Far&lt;br /&gt;
|-&lt;br /&gt;
| Oracle || Very Far || Intersystem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these ranges are not universally applicable.  Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely.  There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body.  Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.&lt;br /&gt;
&lt;br /&gt;
=Counter Magic=&lt;br /&gt;
There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.&lt;br /&gt;
&lt;br /&gt;
==Standard Countermagic==&lt;br /&gt;
Standard Countermagic is the default method.  It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand.  The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell&#039;s basic form.  Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer.  However it does require a great deal of focus and very fast reactions.  As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack.  Attempting Standard Countermagic &amp;quot;on the fly&amp;quot; makes success less likely.  All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.&lt;br /&gt;
&lt;br /&gt;
==Opposed Effects==&lt;br /&gt;
Opposed Effects are the most reliable form of Countermagic.  In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier.  More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether.  Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage&#039;s subconscious so as to activate in time, though the Mage still cannot be busy casting other magic.  They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection.  Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.&lt;br /&gt;
&lt;br /&gt;
==General Jamming==&lt;br /&gt;
General Jamming is a method most used by Technology, however it also has its Magical uses.  In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede).  All technological ECM systems can have this effect, and the most powerful can be a real problem.  When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area.  However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it.  Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell&#039;s anchor.  As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Trade&amp;diff=71258</id>
		<title>Lords of Ether (20th Anniversary Edition) Trade</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Trade&amp;diff=71258"/>
		<updated>2022-11-21T18:37:09Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* High-Value Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=14.Trade=&lt;br /&gt;
Trade is an integral part of international relations.  High profile, high cost items like war machines, high technology and rare resources are dealt with on an individual deal-by-deal basis; these rules describe the day-to-day movement of luxuries and non-essentials that can truly enrich the commercially inclined.&lt;br /&gt;
&lt;br /&gt;
Similarly, many wealthy powers supplement their industry with components and low-end consumer goods brought from elsewhere.&lt;br /&gt;
&lt;br /&gt;
Each unit of Trade Goods takes 1 Industry or Ether to produce, and takes up 5,000 cargo points.  These Trade Goods convert to Wealth when delivered to a Customer.  The ratio of Trade Goods to Wealth is determined by the trade Return.&lt;br /&gt;
&lt;br /&gt;
Return is determined by four factors – the relative Wealth, Industry or Ether of the Trader and Customer, relative Advancement, exotic resources, and distance covered.  These are added together as a series of percentages, whose cumulative total determines the profit or Return. Different types of trade will be differently affected by different factors.&lt;br /&gt;
&lt;br /&gt;
==Basic Return==&lt;br /&gt;
The basic Return (+0 Return) of Trade Goods to Wealth is 1:1.&lt;br /&gt;
For every +1 Return, the Trader adds +1/4th of a wealth unit per trade good&lt;br /&gt;
If a trade shipment method is particularly economical to operate (IE a ship using sails or star sails, or geode power) gain +1 return regardless of what type of trade it is.&lt;br /&gt;
==High-Value Trade==&lt;br /&gt;
&lt;br /&gt;
This trade represents the movement of high-end finished goods, luxury items and the like. It is primarily determined by relative wealth, advancement and distance covered. A power may absorb up to 1 unit of luxury goods for every point of population per year, and gains one free point of public order payment for doing so. &lt;br /&gt;
===Wealth===&lt;br /&gt;
&lt;br /&gt;
If the Trader has a greater Wealth per-month (including any Population bonuses) than the Customer then they gain +1 return.  If the Trader has a Wealth-per-month more than twice that of the Customer they gain a +2 Return. If the Trader has a Wealth-per-month more than three times that of the Customer they gain a +3 Return.&lt;br /&gt;
&lt;br /&gt;
If the Trader also has both industry and ether production higher than the custom they gain +1 additional return.&lt;br /&gt;
===Advancement===&lt;br /&gt;
If the Trader has at least one Advancement Category at least one level higher than the same Category of the Customer they gain +1 return. If the trader has double or more higher than the same Category of the Customer they gain +2 Return, providing it is higher than one.  If the Trader has a technomagic/magitech fusion and the Customer does not, the Trader automatically gains +3 Return.&lt;br /&gt;
&lt;br /&gt;
If a customer has a 0 in a category in which a trader has at least 1, due to ineptitude then that is a further +1 return.&lt;br /&gt;
&lt;br /&gt;
===Distance===&lt;br /&gt;
If the one-way distance from Trader to Customer is greater than 10 Great Leagues the Trader gains a +1 return.  If the distance is greater than 20 Great Leagues the Trader gains a +2 Return.  If the Distance is greater than 40 Great Leagues the Trader gains a +3 Return.&lt;br /&gt;
Other factors&lt;br /&gt;
&lt;br /&gt;
Particularly prestigious events, such as the construction of major monuments or certain stories may make goods from a planet in particular demand.&lt;br /&gt;
The total of all these plusses gives the total Return in Wealth on each unit of Trade Goods delivered.  Thus a Trader with a Return of +4 with a Customer would get 2 WU for every unit of Trade Goods, while one with a Return of +12! Would gain a whopping  4 WU for every unit of trade Goods.&lt;br /&gt;
&lt;br /&gt;
==Bulk Goods Trade==&lt;br /&gt;
Bulk trade goods represent cheap consumer goods, components and resources like textiles and so on which a less wealthy and technologically advanced power may trade with a stronger. They are less profitable than luxury goods, but can still produce a good return. Bulk goods may not be used to pay public order, but may instead be used to supplement local industry at a rate of 2 trade goods to 1 industry. This is less efficient than shipping raw resources but generates returns for the constructing power. The maximum amount of industry that can be produced by this is 25% of Industry + Pop Bonus per month, to a yearly maximum of a power&#039;s value of Industry + Pop Bonus. &lt;br /&gt;
&lt;br /&gt;
It is primarily determined by relative industry, wealth and advancement. Distance does not matter significantly for bulk good deliveries.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
If the Trader has a greater industry-per-month (including any Population bonuses) than the Customer then they gain +1 return.  If the Trader has an industry-per-month more than twice that of the Customer they gain a +2 Return.&lt;br /&gt;
&lt;br /&gt;
If the Trader has less wealth per month than the Customer gains an additional +1 return.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
If the Trader has a greater population than the Customer then they gain +1 return.  If the Trader has a population more than twice that of the Customer they gain a +2 Return.&lt;br /&gt;
&lt;br /&gt;
If the Trader has more than a third of their population unhoused, they gain an additional +1 return.&lt;br /&gt;
&lt;br /&gt;
===Advancement===&lt;br /&gt;
If the Trader has at least one Advancement Category at least one level higher than the same Category of the Customer they gain +1 return. If the Trader has at least one Advancement Category within 50 RP of the Customer, gain +1 return. These bonuses stack.&lt;br /&gt;
&lt;br /&gt;
===Raw Resources===&lt;br /&gt;
Industry may be converted to produce raw resources at a rate of 1 industry for 1 raw resource. When fed to another point of industry, each point of raw resources doubles its efficiency, allowing it to produce 2 points of industry instead of one. Converting industry to produce raw resources only takes 1 year.&lt;br /&gt;
&lt;br /&gt;
Raw resources do not naturally generate returns for the supplying power, but payment may be arranged, or their production may be coerced.&lt;br /&gt;
&lt;br /&gt;
==Black Market Goods==&lt;br /&gt;
A great deal of profit can be made by the shipment of commonly recognized illegal goods, such as harmful drugs, banned weapons, restricted entertainment and suchlike.  What determines whether goods are Black Market or not depends on the society into which they are being smuggled, but all societies have something they consider prohibited.&lt;br /&gt;
&lt;br /&gt;
There are a number of advantages to Black Marketeering:  Such shipments are usually of greater value, needing smaller sizes and thus taking up only 1,000 Cargo Points per Trade Unit (though still costing 1 Industry to produce).  On top of the normal calculations for High-Value Return, the Return on the Black Market is always at least +2, rising to +4 for goods delivered to Dissatisfied populations, and +6 for goods delivered to Angry or Rebellious populations.  Such deliveries also do not require any consent or agreement from the Customer.  The Trader can deliver as much as they can move as often as they can move it.&lt;br /&gt;
&lt;br /&gt;
On top of all other considerations, this means a fantastic Return, but it does have a down side.  Unlike normal Trade, Black Marketeering has no benefit to the Customer.  In fact it cancels out points of Civil Order Upkeep on a one-for one basis, actually harming the society.  This means that a Power will always try to stamp out the Black Market, or at least limit its operation if it is at all able.  This isn&#039;t necessarily easy.  Black Market goods can be hidden amongst normal legitimate shipments, or smuggled in by bribing corrupt officials or simply by sneaking around customs entirely.&lt;br /&gt;
There is however a point of saturation; when a society is so awash in illicit goods that further deliveries bring no more profit.  This comes when the number of Black Market goods delivered in a year equals the population rating (per million people) of a Power.  This fight for limited consumers can lead to quite vicious crime wars between rival Black Marketers as they attempt to destroy each others shipments, bases of operations and networks of distribution.&lt;br /&gt;
&lt;br /&gt;
The maximum limit of Trade Goods is not affected by Black Market Goods, and vice versa, even a society flush with its maximum in Trade Goods can still accept its population rating in Black Market Goods as well.&lt;br /&gt;
&lt;br /&gt;
==Merchant Marines and Free Trade==&lt;br /&gt;
When not in use by the Power (ie: under your control) merchant ships can be sent out as “Free Traders”, to go about their own business wandering the Star Ways and plying their wares far and wide. The advantage of this is that they will bring back an automatic amount of Wealth to you at the end of each year.&lt;br /&gt;
&lt;br /&gt;
The amount of Return from Free Trade is also dependant mainly on the capability of the ship in question, from its complexity, to its capacity, weapons, and speed. In the case of Free Traders every +1 return adds 100% to the Wealth Return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Return&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The basic Free Trade Wealth Return is 1 WU/year for each Cargo Ship. Note that the batch cost or size of the ship does not affect Free Trade returns – certainly Mega Freighters can carry more, but they’re far less economic to operate as Free Traders than Freighters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Cargo&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships with one or more Cargo Capacity Added Capabilities gain a +1 Free Trade Return. This does not apply to ships with Specialized Cargo Capacity, as they are usually more limited in utility as Free Traders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economical&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships with any form of Sails, or with nuclear (!) or ZPE (!!) drives gain a +1 Free Trade Return due to their more economical nature. AI ships do not benefit from this bonus – robotic ships are cheaper to run, but they tend to make poor salesmen, either due to the limits of their programming, or the prejudice of much of the galaxy, where computers are rarely the equal of humans and thus can often be ripped off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blockade Runner&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships with any Weapons Added Capabilities, Defensive Added Capabilities such as Shields, Armour or Stealth, or with more than one Drive that is not a Sail (Sails are very economical, but not very speedy) also gain +1 Free Trade Return as they are able to perform more dangerous (and thus profitable) runs. A ship with Weapons, Defenses AND an extra Drive gains a +2 Return – such ships are the stuff of merchanter envy and customs patrol notoriety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypertech&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any Cargo or Merchant ship that is made with techmagic or magitech gains a +1 Return due to high tech spiffyness. If it has more than 5 non-slot free Added Capabilities it gains a +2 Return, and if it is max capped it gains a +3 Return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsolete/Prototype&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any ship that is of lower Advancement Level than the Power is capable of building suffers from a –1 Return for each Advancement Level lower. Similarly, any ship that is of a higher Advancement Level also suffers a –1 Return for each level higher as running it is much more expensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunk of Junk&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any ship with Reduced Capabilities gains a –1 Return for each Reduced Capability, regardless of how many Added Capabilities it also has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jerry Rigged&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any Ship with an External Added Capability that draws upkeep (so pretty much anything save armour or Wind Sails) gains a –1 Return due to the added cost of running the ship.&lt;br /&gt;
&lt;br /&gt;
Thus a TL5 Freighter for a TL5 Power with the Added Capabilites +1 EAM Drive, +1 Inertialless, +1 Cargo Capacity, +1 Weapons, +1 Point Defenses, +1 ZPE Tap, and no Reduced Capabilities would end a year of Free Trading with a Free trade Return of +4, bringing back a whopping 5 WU! Not bad for a ship that only cost 3 WU to build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use ships as Free Traders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each cargo or merchant ship sent out as a Free Trader cannot be used for any other duties for the course of the year, which includes carrying troops, trade goods, performing sneaky spy missions, and so forth. If a Free Trader is used for any of these duties before the year ends it immediately loses its status as a Free Trader.&lt;br /&gt;
&lt;br /&gt;
Additionally, Free Traders will scatter where they will. You can try to herd them away from certain destinations with warnings or penalties, but in the end they are Free Traders, and sometimes the risk is worth the profit. This means that if a crisis arises you may find your Merchant Marine scattered far and wide across the galaxy, and it might take some time to assemble them. They can also be targets of piracy, and a certain attrition in Free Traders should be expected in more restless times.&lt;br /&gt;
&lt;br /&gt;
In times of war Free Traders can still operate, but they are usually formed up into convoys. This provides added protection but reduces the amount they can earn by –1 Return. Merchants and Freighters driven only by Sails can be particularly vulnerable in wartime as they are slow and less maneuverable. The high wealth they often carry and the ease with which they can be caught also makes them the prime targets for pirates.&lt;br /&gt;
&lt;br /&gt;
There also is a limit to how many Traders can operate in any one area, determined by the total infrastructure of the planets (*Not yet worked out, so don’t ask*). If there are too many Free Traders swarming space, some may simply be unable to make any profit at all, or may head so far afield in search of the “big score” that they simply don’t return for years. Free Trade wars where the less scrupulous prey on the more vulnerable are also not unknown.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Trade&amp;diff=71257</id>
		<title>Lords of Ether (20th Anniversary Edition) Trade</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Trade&amp;diff=71257"/>
		<updated>2022-11-21T18:36:00Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Bulk Goods Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=14.Trade=&lt;br /&gt;
Trade is an integral part of international relations.  High profile, high cost items like war machines, high technology and rare resources are dealt with on an individual deal-by-deal basis; these rules describe the day-to-day movement of luxuries and non-essentials that can truly enrich the commercially inclined.&lt;br /&gt;
&lt;br /&gt;
Similarly, many wealthy powers supplement their industry with components and low-end consumer goods brought from elsewhere.&lt;br /&gt;
&lt;br /&gt;
Each unit of Trade Goods takes 1 Industry or Ether to produce, and takes up 5,000 cargo points.  These Trade Goods convert to Wealth when delivered to a Customer.  The ratio of Trade Goods to Wealth is determined by the trade Return.&lt;br /&gt;
&lt;br /&gt;
Return is determined by four factors – the relative Wealth, Industry or Ether of the Trader and Customer, relative Advancement, exotic resources, and distance covered.  These are added together as a series of percentages, whose cumulative total determines the profit or Return. Different types of trade will be differently affected by different factors.&lt;br /&gt;
&lt;br /&gt;
==Basic Return==&lt;br /&gt;
The basic Return (+0 Return) of Trade Goods to Wealth is 1:1.&lt;br /&gt;
For every +1 Return, the Trader adds +1/4th of a wealth unit per trade good&lt;br /&gt;
If a trade shipment method is particularly economical to operate (IE a ship using sails or star sails, or geode power) gain +1 return regardless of what type of trade it is.&lt;br /&gt;
==High-Value Trade==&lt;br /&gt;
&lt;br /&gt;
This trade represents the movement of high-end finished goods, luxury items and the like. It is primarily determined by relative wealth, advancement and distance covered. A power may absorb up to 1 unit of luxury goods for every point of population, and gains one free point of public order payment for doing so.&lt;br /&gt;
===Wealth===&lt;br /&gt;
&lt;br /&gt;
If the Trader has a greater Wealth per-month (including any Population bonuses) than the Customer then they gain +1 return.  If the Trader has a Wealth-per-month more than twice that of the Customer they gain a +2 Return. If the Trader has a Wealth-per-month more than three times that of the Customer they gain a +3 Return.&lt;br /&gt;
&lt;br /&gt;
If the Trader also has both industry and ether production higher than the custom they gain +1 additional return.&lt;br /&gt;
===Advancement===&lt;br /&gt;
If the Trader has at least one Advancement Category at least one level higher than the same Category of the Customer they gain +1 return. If the trader has double or more higher than the same Category of the Customer they gain +2 Return, providing it is higher than one.  If the Trader has a technomagic/magitech fusion and the Customer does not, the Trader automatically gains +3 Return.&lt;br /&gt;
&lt;br /&gt;
If a customer has a 0 in a category in which a trader has at least 1, due to ineptitude then that is a further +1 return.&lt;br /&gt;
&lt;br /&gt;
===Distance===&lt;br /&gt;
If the one-way distance from Trader to Customer is greater than 10 Great Leagues the Trader gains a +1 return.  If the distance is greater than 20 Great Leagues the Trader gains a +2 Return.  If the Distance is greater than 40 Great Leagues the Trader gains a +3 Return.&lt;br /&gt;
Other factors&lt;br /&gt;
&lt;br /&gt;
Particularly prestigious events, such as the construction of major monuments or certain stories may make goods from a planet in particular demand.&lt;br /&gt;
The total of all these plusses gives the total Return in Wealth on each unit of Trade Goods delivered.  Thus a Trader with a Return of +4 with a Customer would get 2 WU for every unit of Trade Goods, while one with a Return of +12! Would gain a whopping  4 WU for every unit of trade Goods.&lt;br /&gt;
==Bulk Goods Trade==&lt;br /&gt;
Bulk trade goods represent cheap consumer goods, components and resources like textiles and so on which a less wealthy and technologically advanced power may trade with a stronger. They are less profitable than luxury goods, but can still produce a good return. Bulk goods may not be used to pay public order, but may instead be used to supplement local industry at a rate of 2 trade goods to 1 industry. This is less efficient than shipping raw resources but generates returns for the constructing power. The maximum amount of industry that can be produced by this is 25% of Industry + Pop Bonus per month, to a yearly maximum of a power&#039;s value of Industry + Pop Bonus. &lt;br /&gt;
&lt;br /&gt;
It is primarily determined by relative industry, wealth and advancement. Distance does not matter significantly for bulk good deliveries.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
If the Trader has a greater industry-per-month (including any Population bonuses) than the Customer then they gain +1 return.  If the Trader has an industry-per-month more than twice that of the Customer they gain a +2 Return.&lt;br /&gt;
&lt;br /&gt;
If the Trader has less wealth per month than the Customer gains an additional +1 return.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
If the Trader has a greater population than the Customer then they gain +1 return.  If the Trader has a population more than twice that of the Customer they gain a +2 Return.&lt;br /&gt;
&lt;br /&gt;
If the Trader has more than a third of their population unhoused, they gain an additional +1 return.&lt;br /&gt;
&lt;br /&gt;
===Advancement===&lt;br /&gt;
If the Trader has at least one Advancement Category at least one level higher than the same Category of the Customer they gain +1 return. If the Trader has at least one Advancement Category within 50 RP of the Customer, gain +1 return. These bonuses stack.&lt;br /&gt;
&lt;br /&gt;
===Raw Resources===&lt;br /&gt;
Industry may be converted to produce raw resources at a rate of 1 industry for 1 raw resource. When fed to another point of industry, each point of raw resources doubles its efficiency, allowing it to produce 2 points of industry instead of one. Converting industry to produce raw resources only takes 1 year.&lt;br /&gt;
&lt;br /&gt;
Raw resources do not naturally generate returns for the supplying power, but payment may be arranged, or their production may be coerced.&lt;br /&gt;
&lt;br /&gt;
==Black Market Goods==&lt;br /&gt;
A great deal of profit can be made by the shipment of commonly recognized illegal goods, such as harmful drugs, banned weapons, restricted entertainment and suchlike.  What determines whether goods are Black Market or not depends on the society into which they are being smuggled, but all societies have something they consider prohibited.&lt;br /&gt;
&lt;br /&gt;
There are a number of advantages to Black Marketeering:  Such shipments are usually of greater value, needing smaller sizes and thus taking up only 1,000 Cargo Points per Trade Unit (though still costing 1 Industry to produce).  On top of the normal calculations for High-Value Return, the Return on the Black Market is always at least +2, rising to +4 for goods delivered to Dissatisfied populations, and +6 for goods delivered to Angry or Rebellious populations.  Such deliveries also do not require any consent or agreement from the Customer.  The Trader can deliver as much as they can move as often as they can move it.&lt;br /&gt;
&lt;br /&gt;
On top of all other considerations, this means a fantastic Return, but it does have a down side.  Unlike normal Trade, Black Marketeering has no benefit to the Customer.  In fact it cancels out points of Civil Order Upkeep on a one-for one basis, actually harming the society.  This means that a Power will always try to stamp out the Black Market, or at least limit its operation if it is at all able.  This isn&#039;t necessarily easy.  Black Market goods can be hidden amongst normal legitimate shipments, or smuggled in by bribing corrupt officials or simply by sneaking around customs entirely.&lt;br /&gt;
There is however a point of saturation; when a society is so awash in illicit goods that further deliveries bring no more profit.  This comes when the number of Black Market goods delivered in a year equals the population rating (per million people) of a Power.  This fight for limited consumers can lead to quite vicious crime wars between rival Black Marketers as they attempt to destroy each others shipments, bases of operations and networks of distribution.&lt;br /&gt;
&lt;br /&gt;
The maximum limit of Trade Goods is not affected by Black Market Goods, and vice versa, even a society flush with its maximum in Trade Goods can still accept its population rating in Black Market Goods as well.&lt;br /&gt;
&lt;br /&gt;
==Merchant Marines and Free Trade==&lt;br /&gt;
When not in use by the Power (ie: under your control) merchant ships can be sent out as “Free Traders”, to go about their own business wandering the Star Ways and plying their wares far and wide. The advantage of this is that they will bring back an automatic amount of Wealth to you at the end of each year.&lt;br /&gt;
&lt;br /&gt;
The amount of Return from Free Trade is also dependant mainly on the capability of the ship in question, from its complexity, to its capacity, weapons, and speed. In the case of Free Traders every +1 return adds 100% to the Wealth Return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Return&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The basic Free Trade Wealth Return is 1 WU/year for each Cargo Ship. Note that the batch cost or size of the ship does not affect Free Trade returns – certainly Mega Freighters can carry more, but they’re far less economic to operate as Free Traders than Freighters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Cargo&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships with one or more Cargo Capacity Added Capabilities gain a +1 Free Trade Return. This does not apply to ships with Specialized Cargo Capacity, as they are usually more limited in utility as Free Traders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economical&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships with any form of Sails, or with nuclear (!) or ZPE (!!) drives gain a +1 Free Trade Return due to their more economical nature. AI ships do not benefit from this bonus – robotic ships are cheaper to run, but they tend to make poor salesmen, either due to the limits of their programming, or the prejudice of much of the galaxy, where computers are rarely the equal of humans and thus can often be ripped off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blockade Runner&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships with any Weapons Added Capabilities, Defensive Added Capabilities such as Shields, Armour or Stealth, or with more than one Drive that is not a Sail (Sails are very economical, but not very speedy) also gain +1 Free Trade Return as they are able to perform more dangerous (and thus profitable) runs. A ship with Weapons, Defenses AND an extra Drive gains a +2 Return – such ships are the stuff of merchanter envy and customs patrol notoriety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypertech&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any Cargo or Merchant ship that is made with techmagic or magitech gains a +1 Return due to high tech spiffyness. If it has more than 5 non-slot free Added Capabilities it gains a +2 Return, and if it is max capped it gains a +3 Return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsolete/Prototype&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any ship that is of lower Advancement Level than the Power is capable of building suffers from a –1 Return for each Advancement Level lower. Similarly, any ship that is of a higher Advancement Level also suffers a –1 Return for each level higher as running it is much more expensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunk of Junk&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any ship with Reduced Capabilities gains a –1 Return for each Reduced Capability, regardless of how many Added Capabilities it also has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jerry Rigged&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any Ship with an External Added Capability that draws upkeep (so pretty much anything save armour or Wind Sails) gains a –1 Return due to the added cost of running the ship.&lt;br /&gt;
&lt;br /&gt;
Thus a TL5 Freighter for a TL5 Power with the Added Capabilites +1 EAM Drive, +1 Inertialless, +1 Cargo Capacity, +1 Weapons, +1 Point Defenses, +1 ZPE Tap, and no Reduced Capabilities would end a year of Free Trading with a Free trade Return of +4, bringing back a whopping 5 WU! Not bad for a ship that only cost 3 WU to build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use ships as Free Traders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each cargo or merchant ship sent out as a Free Trader cannot be used for any other duties for the course of the year, which includes carrying troops, trade goods, performing sneaky spy missions, and so forth. If a Free Trader is used for any of these duties before the year ends it immediately loses its status as a Free Trader.&lt;br /&gt;
&lt;br /&gt;
Additionally, Free Traders will scatter where they will. You can try to herd them away from certain destinations with warnings or penalties, but in the end they are Free Traders, and sometimes the risk is worth the profit. This means that if a crisis arises you may find your Merchant Marine scattered far and wide across the galaxy, and it might take some time to assemble them. They can also be targets of piracy, and a certain attrition in Free Traders should be expected in more restless times.&lt;br /&gt;
&lt;br /&gt;
In times of war Free Traders can still operate, but they are usually formed up into convoys. This provides added protection but reduces the amount they can earn by –1 Return. Merchants and Freighters driven only by Sails can be particularly vulnerable in wartime as they are slow and less maneuverable. The high wealth they often carry and the ease with which they can be caught also makes them the prime targets for pirates.&lt;br /&gt;
&lt;br /&gt;
There also is a limit to how many Traders can operate in any one area, determined by the total infrastructure of the planets (*Not yet worked out, so don’t ask*). If there are too many Free Traders swarming space, some may simply be unable to make any profit at all, or may head so far afield in search of the “big score” that they simply don’t return for years. Free Trade wars where the less scrupulous prey on the more vulnerable are also not unknown.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71256</id>
		<title>Lords of Ether (20th Anniversary Edition) Types of Magic</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71256"/>
		<updated>2022-11-20T19:08:06Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Doomsday Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic is the shaping of the powers of Ether by will alone.  At its heart magic is about Power - personal power.  Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.&lt;br /&gt;
&lt;br /&gt;
Any magical act is called a “Casting.”  There are four separate types of Castings:  Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.&lt;br /&gt;
&lt;br /&gt;
With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects.  Artificing functions similarly to normal Industrial construction, though with a number of specific rules.&lt;br /&gt;
&lt;br /&gt;
Note:  In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
=Casting Level and Combining Magical Categories=&lt;br /&gt;
All Castings have a level.  This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it.  Casting Level is the sum of all the levels of the various Magical Categories used.&lt;br /&gt;
&lt;br /&gt;
Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.&lt;br /&gt;
&lt;br /&gt;
Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.&lt;br /&gt;
&lt;br /&gt;
Note: It is not always necessary to combine Magical Categories.  Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one.  This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.&lt;br /&gt;
&lt;br /&gt;
=Area of Effect=&lt;br /&gt;
Castings naturally affect one target, or one localized target area of small size.  Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area.  Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare.  As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use. As a note free levels of Area of Effect granted by various sources cannot allow a Mage to exceed the maximum of their class and if they cannot be used, they are wasted. &lt;br /&gt;
&lt;br /&gt;
The Area of Effect Table is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class !! Ether !! Mage Type !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || +0 || Postulant || 1 person/small vehicle (truck, battlesuit)&lt;br /&gt;
|-&lt;br /&gt;
| I || +1 || Disciple || up to 10 people/large vehicle (tank, plane)&lt;br /&gt;
|-&lt;br /&gt;
| II || +2 || Adept/Specialist || up to 100 people/small warship&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 || Master/Trained S. || up to 1,000 people/cruiser&lt;br /&gt;
|-&lt;br /&gt;
| IV || +4 || Archmage/Expert S. || up to 10,000 people/capital ships&lt;br /&gt;
|-&lt;br /&gt;
| V || +5 || Oracle || up to 100,000 people/mega capital ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect.  This free area of effect does not have to be used, but if taken it incurs no extra ether cost.  If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event.  Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand.  It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration.  Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.&lt;br /&gt;
&lt;br /&gt;
=Preparation Time=&lt;br /&gt;
The preparation time for a Casting is determined by its Casting Level.  This is not quite as straightforward as the Area Effect Table.  Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required.  In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this.  A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month.  Every level above Casting Level 5 adds another month.  Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.&lt;br /&gt;
&lt;br /&gt;
There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.&lt;br /&gt;
&lt;br /&gt;
Of particular note, there is a special Preparation rule that applies to Summonings.  Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage.  Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months.  Thus a Level 5 Summoning would take 5 months to prepare, not 1.&lt;br /&gt;
&lt;br /&gt;
This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it.  This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story.  If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged.  A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention&lt;br /&gt;
&lt;br /&gt;
=Casting Cost=&lt;br /&gt;
Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate.  Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.&lt;br /&gt;
&lt;br /&gt;
==Cost of Spells==&lt;br /&gt;
Spells of levels 1, 2 and 3 have no Casting Cost.  Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage.  Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared.  Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost.  Thus, a Spell of level 9 would cost 6 Ether.&lt;br /&gt;
&lt;br /&gt;
The Casting Cost can be further modified by Area of Effect rules, as discussed above.  This is added directly to any other costs.  Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!&lt;br /&gt;
&lt;br /&gt;
In short: Cost = Spell Level -3 + AoE&lt;br /&gt;
&lt;br /&gt;
=Enchantments=&lt;br /&gt;
An enchantment is a temporary boost applied to a unit through the use of magic, manifesting in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated.  The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 =  6 ether. Enchantments cast on units must have an ML at least equal to their advancement level. &lt;br /&gt;
&lt;br /&gt;
In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability&lt;br /&gt;
&lt;br /&gt;
A unit can have a maximum of 2 enchantments.&lt;br /&gt;
&lt;br /&gt;
The duration of Enchantments can be extended to last until the end of the year.  This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides).  This doubles the Casting Cost of the Enchantment.  It should be noted that a one-year Enchantment may not actually last a year.  Enchantments that are frequently activated or are attacked by countermagic often fail early.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.&lt;br /&gt;
&lt;br /&gt;
=Summonings=&lt;br /&gt;
Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being.  The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs.  Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level.  The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
One Summoning Spell can only call a maximum of a single Batch of Summoned Beings.  It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.&lt;br /&gt;
&lt;br /&gt;
Summoned Beings generally last for a month before dissipating, or returning to their home plane.  As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being.  However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded.  Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!&lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan&#039;s time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.&lt;br /&gt;
&lt;br /&gt;
To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.&lt;br /&gt;
&lt;br /&gt;
The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost. &lt;br /&gt;
&lt;br /&gt;
Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.&lt;br /&gt;
&lt;br /&gt;
This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).&lt;br /&gt;
&lt;br /&gt;
Artificed units take draft as normal.&lt;br /&gt;
&lt;br /&gt;
=Doomsday Magic=&lt;br /&gt;
&lt;br /&gt;
Ultimate magical power and also consequences.&lt;br /&gt;
&lt;br /&gt;
If the Casting Level of a spell is paid in geodes, then it becomes a Doomsday spell with a substantial increase in power. AoE costs are paid in ether, but unlike other magic AoE costs for Doomsday spells are the Casting Level multiplied by the AoE modifier. No form of free AoE increase applies. This implies that a Destruction 5 Doomsday Spell with an AoE of 5 would cost 5 geodes and 25 ether.&lt;br /&gt;
&lt;br /&gt;
=Storing and Using Castings=&lt;br /&gt;
Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used.  The Casting can be stored in a reagent or vessel.  A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance.  A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage.  Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!).  As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.&lt;br /&gt;
&lt;br /&gt;
Prepared and stored Castings do not have an expiry date and can be stored indefinitely.  A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent.  Destroying the reagent or vessel will also dispel the Casting.  In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within.  Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.&lt;br /&gt;
&lt;br /&gt;
A Mage can only use one major Casting at a time.  A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep.  This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major.  Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one.  The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.&lt;br /&gt;
&lt;br /&gt;
=Range of Magic=&lt;br /&gt;
Some magic involves ranged effects, most commonly offensive or detection spells.  This is determined not by the Casting itself, but by the ability of the Mage.  The more powerful a Mage the greater range at which the Casting can operate.  As with all things, using Castings at longer ranges decreases their effectiveness.  Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power.  It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.&lt;br /&gt;
&lt;br /&gt;
The range table is described below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mage Type !! Max Offensive Range !! Max Detection Range&lt;br /&gt;
|-&lt;br /&gt;
| Postulant || Melee || Melee&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Very Close || Close&lt;br /&gt;
|-&lt;br /&gt;
| Specialist/Adept || Close || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Trained Specialist/Master || Medium || Far&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Specialist/Archmage || Far || Very Far&lt;br /&gt;
|-&lt;br /&gt;
| Oracle || Very Far || Intersystem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these ranges are not universally applicable.  Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely.  There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body.  Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.&lt;br /&gt;
&lt;br /&gt;
=Counter Magic=&lt;br /&gt;
There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.&lt;br /&gt;
&lt;br /&gt;
==Standard Countermagic==&lt;br /&gt;
Standard Countermagic is the default method.  It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand.  The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell&#039;s basic form.  Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer.  However it does require a great deal of focus and very fast reactions.  As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack.  Attempting Standard Countermagic &amp;quot;on the fly&amp;quot; makes success less likely.  All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.&lt;br /&gt;
&lt;br /&gt;
==Opposed Effects==&lt;br /&gt;
Opposed Effects are the most reliable form of Countermagic.  In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier.  More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether.  Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage&#039;s subconscious so as to activate in time, though the Mage still cannot be busy casting other magic.  They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection.  Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.&lt;br /&gt;
&lt;br /&gt;
==General Jamming==&lt;br /&gt;
General Jamming is a method most used by Technology, however it also has its Magical uses.  In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede).  All technological ECM systems can have this effect, and the most powerful can be a real problem.  When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area.  However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it.  Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell&#039;s anchor.  As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71255</id>
		<title>Lords of Ether (20th Anniversary Edition) Types of Magic</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71255"/>
		<updated>2022-11-20T19:05:35Z</updated>

		<summary type="html">&lt;p&gt;Arc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic is the shaping of the powers of Ether by will alone.  At its heart magic is about Power - personal power.  Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.&lt;br /&gt;
&lt;br /&gt;
Any magical act is called a “Casting.”  There are four separate types of Castings:  Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.&lt;br /&gt;
&lt;br /&gt;
With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects.  Artificing functions similarly to normal Industrial construction, though with a number of specific rules.&lt;br /&gt;
&lt;br /&gt;
Note:  In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
=Casting Level and Combining Magical Categories=&lt;br /&gt;
All Castings have a level.  This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it.  Casting Level is the sum of all the levels of the various Magical Categories used.&lt;br /&gt;
&lt;br /&gt;
Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.&lt;br /&gt;
&lt;br /&gt;
Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.&lt;br /&gt;
&lt;br /&gt;
Note: It is not always necessary to combine Magical Categories.  Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one.  This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.&lt;br /&gt;
&lt;br /&gt;
=Area of Effect=&lt;br /&gt;
Castings naturally affect one target, or one localized target area of small size.  Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area.  Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare.  As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use. As a note free levels of Area of Effect granted by various sources cannot allow a Mage to exceed the maximum of their class and if they cannot be used, they are wasted. &lt;br /&gt;
&lt;br /&gt;
The Area of Effect Table is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class !! Ether !! Mage Type !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || +0 || Postulant || 1 person/small vehicle (truck, battlesuit)&lt;br /&gt;
|-&lt;br /&gt;
| I || +1 || Disciple || up to 10 people/large vehicle (tank, plane)&lt;br /&gt;
|-&lt;br /&gt;
| II || +2 || Adept/Specialist || up to 100 people/small warship&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 || Master/Trained S. || up to 1,000 people/cruiser&lt;br /&gt;
|-&lt;br /&gt;
| IV || +4 || Archmage/Expert S. || up to 10,000 people/capital ships&lt;br /&gt;
|-&lt;br /&gt;
| V || +5 || Oracle || up to 100,000 people/mega capital ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect.  This free area of effect does not have to be used, but if taken it incurs no extra ether cost.  If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event.  Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand.  It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration.  Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.&lt;br /&gt;
&lt;br /&gt;
=Preparation Time=&lt;br /&gt;
The preparation time for a Casting is determined by its Casting Level.  This is not quite as straightforward as the Area Effect Table.  Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required.  In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this.  A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month.  Every level above Casting Level 5 adds another month.  Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.&lt;br /&gt;
&lt;br /&gt;
There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.&lt;br /&gt;
&lt;br /&gt;
Of particular note, there is a special Preparation rule that applies to Summonings.  Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage.  Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months.  Thus a Level 5 Summoning would take 5 months to prepare, not 1.&lt;br /&gt;
&lt;br /&gt;
This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it.  This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story.  If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged.  A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention&lt;br /&gt;
&lt;br /&gt;
=Casting Cost=&lt;br /&gt;
Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate.  Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.&lt;br /&gt;
&lt;br /&gt;
==Cost of Spells==&lt;br /&gt;
Spells of levels 1, 2 and 3 have no Casting Cost.  Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage.  Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared.  Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost.  Thus, a Spell of level 9 would cost 6 Ether.&lt;br /&gt;
&lt;br /&gt;
The Casting Cost can be further modified by Area of Effect rules, as discussed above.  This is added directly to any other costs.  Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!&lt;br /&gt;
&lt;br /&gt;
In short: Cost = Spell Level -3 + AoE&lt;br /&gt;
&lt;br /&gt;
=Enchantments=&lt;br /&gt;
An enchantment is a temporary boost applied to a unit through the use of magic, manifesting in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated.  The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 =  6 ether. Enchantments cast on units must have an ML at least equal to their advancement level. &lt;br /&gt;
&lt;br /&gt;
In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability&lt;br /&gt;
&lt;br /&gt;
A unit can have a maximum of 2 enchantments.&lt;br /&gt;
&lt;br /&gt;
The duration of Enchantments can be extended to last until the end of the year.  This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides).  This doubles the Casting Cost of the Enchantment.  It should be noted that a one-year Enchantment may not actually last a year.  Enchantments that are frequently activated or are attacked by countermagic often fail early.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.&lt;br /&gt;
&lt;br /&gt;
=Summonings=&lt;br /&gt;
Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being.  The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs.  Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level.  The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
One Summoning Spell can only call a maximum of a single Batch of Summoned Beings.  It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.&lt;br /&gt;
&lt;br /&gt;
Summoned Beings generally last for a month before dissipating, or returning to their home plane.  As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being.  However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded.  Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!&lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan&#039;s time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.&lt;br /&gt;
&lt;br /&gt;
To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.&lt;br /&gt;
&lt;br /&gt;
The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost. &lt;br /&gt;
&lt;br /&gt;
Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.&lt;br /&gt;
&lt;br /&gt;
This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).&lt;br /&gt;
&lt;br /&gt;
Artificed units take draft as normal.&lt;br /&gt;
&lt;br /&gt;
=Doomsday Magic=&lt;br /&gt;
&lt;br /&gt;
Ultimate magical power and also consequences.&lt;br /&gt;
&lt;br /&gt;
If the Casting Level of a spell is paid in geodes, then it becomes a Doomsday spell with a substantial increase in power. AoE costs are paid in ether, but unlike other magic AoE costs for Doomsday spells are the Casting Level multiplied by the AoE cost. No form of free AoE increase applies. This implies that a Destruction 5 Doomsday Spell with an AoE of 5 would cost 5 geodes and 25 ether. &lt;br /&gt;
&lt;br /&gt;
=Storing and Using Castings=&lt;br /&gt;
Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used.  The Casting can be stored in a reagent or vessel.  A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance.  A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage.  Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!).  As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.&lt;br /&gt;
&lt;br /&gt;
Prepared and stored Castings do not have an expiry date and can be stored indefinitely.  A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent.  Destroying the reagent or vessel will also dispel the Casting.  In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within.  Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.&lt;br /&gt;
&lt;br /&gt;
A Mage can only use one major Casting at a time.  A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep.  This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major.  Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one.  The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.&lt;br /&gt;
&lt;br /&gt;
=Range of Magic=&lt;br /&gt;
Some magic involves ranged effects, most commonly offensive or detection spells.  This is determined not by the Casting itself, but by the ability of the Mage.  The more powerful a Mage the greater range at which the Casting can operate.  As with all things, using Castings at longer ranges decreases their effectiveness.  Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power.  It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.&lt;br /&gt;
&lt;br /&gt;
The range table is described below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mage Type !! Max Offensive Range !! Max Detection Range&lt;br /&gt;
|-&lt;br /&gt;
| Postulant || Melee || Melee&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Very Close || Close&lt;br /&gt;
|-&lt;br /&gt;
| Specialist/Adept || Close || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Trained Specialist/Master || Medium || Far&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Specialist/Archmage || Far || Very Far&lt;br /&gt;
|-&lt;br /&gt;
| Oracle || Very Far || Intersystem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these ranges are not universally applicable.  Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely.  There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body.  Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.&lt;br /&gt;
&lt;br /&gt;
=Counter Magic=&lt;br /&gt;
There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.&lt;br /&gt;
&lt;br /&gt;
==Standard Countermagic==&lt;br /&gt;
Standard Countermagic is the default method.  It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand.  The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell&#039;s basic form.  Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer.  However it does require a great deal of focus and very fast reactions.  As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack.  Attempting Standard Countermagic &amp;quot;on the fly&amp;quot; makes success less likely.  All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.&lt;br /&gt;
&lt;br /&gt;
==Opposed Effects==&lt;br /&gt;
Opposed Effects are the most reliable form of Countermagic.  In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier.  More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether.  Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage&#039;s subconscious so as to activate in time, though the Mage still cannot be busy casting other magic.  They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection.  Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.&lt;br /&gt;
&lt;br /&gt;
==General Jamming==&lt;br /&gt;
General Jamming is a method most used by Technology, however it also has its Magical uses.  In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede).  All technological ECM systems can have this effect, and the most powerful can be a real problem.  When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area.  However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it.  Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell&#039;s anchor.  As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71254</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71254"/>
		<updated>2022-11-19T23:38:47Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Disadvantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. This is roughly analogous to a Factious World, however the nature of any possible danger on any given world will depend on what is already there and as such is not as well bounded or quantified. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of starting local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. This is roughly analogous to a Hostile World, however this specifically refers to the danger to &#039;&#039;you&#039;&#039; and not necessarily any other powers there. Similar to a zone of Calculated Risk, the actual nature of the threat will depend on what is on a given world already and it could equally be having the focused attention of a local minor power, being a secondary concern for a larger one, or some combination thereof. Locations that are in a Danger Zone will be placed by GMs.  The amount of starting local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note this is limited to units with a base batch size of 1:5 or smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately.  Note this is limited to units with a base batch size of 1:1 or smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs). If you are a Nomad this affects all infrastructure, as you don&#039;t [i]have[/i] a home world.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71253</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71253"/>
		<updated>2022-11-19T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Disadvantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Prohibition&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
While most wizards are trained in a wide variety of magical disciplines and the various academies and tutorages prepare them for almost any situation they may be called upon for, some states  or groups have gaps in their magical practices.  The reasons for this are varied; it could be an ancient geas forbidden the use of magic on living things, a cultural prohibition against summoning the Things Beyond, industrialized charm-crafting in factories as opposed to by hand or simply a hereditary inability to throw fireballs. You may take some or all of the following with a value equal to:&lt;br /&gt;
&lt;br /&gt;
:Summoning: 10% of SP cost of advancement points spent on Movement and Mental. &lt;br /&gt;
:Spellcasting: 20% of SP cost of all advancement points spent on magic. Since Summoning is a type of spell, you cannot take both. &lt;br /&gt;
:Enchanting: 10% of SP cost of all advancement points spent on magic. You cannot take this if you have 3 or more non-fused Technology categories above 350. &lt;br /&gt;
:Artificing: 10% of SP cost of advancement points spent on Transmogrification or Creation (but not both) for every Magic advancement category 200 or higher. You must have at least 300 points in Transmogrification or Creation to take this. &lt;br /&gt;
&lt;br /&gt;
Note that you cannot take a prohibition for something your power already cannot do because of other disadvantages. If a power has restrictions in spellcasting and enchanting or has a restriction on all disciplines it can do with its magical field(s), it is considered Magic Numb and may no longer train or use wizards at all, though it is free to fuse tech and magic, construct artificed units (assuming it is not restricted) and even use active technomagic effects, again within the boundaries of its magical restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage. Note that if you have more Research than Industry, a 50PP/month limit will also apply to the maximum amount that can be produced via Artificing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and has a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The final amount of Wealth (after factoring in the trade Return value) generated by any non-Black Market trade you send or receive is halved.  The same goes for others trying to deal with you - they must pay twice the normal cost for wealth transactions and the final amount of Wealth generated by non-Black Market trade with you is halved.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_WMDs&amp;diff=71247</id>
		<title>Lords of Ether (20th Anniversary Edition) WMDs</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_WMDs&amp;diff=71247"/>
		<updated>2022-11-17T03:37:38Z</updated>

		<summary type="html">&lt;p&gt;Arc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=9. Weapons of Mass Destruction (WMD)=&lt;br /&gt;
Military conflicts have always led to the development of bigger and better weaponry. The vast majority of these are battlefield systems such as guns, missiles and energy weapons. However there are a select number of weapons that go beyond (sometimes far beyond) this, weapons capable of devastating entire battlefields or cities with a single strike. These recieve the moniquer Weapons of Mass Destruction, typically shortened WMDs. It should come as no surprise that use of these terrifying weapons often comes with diplomatic or worse yet physical repercussions. Expensive and difficult-to-construct weapons, WMDs do not come in Simple or Complex - these terms have no relevance to them. Because each WMD &#039;family&#039; has its own associated rules, they will be fully detailed in each section.&lt;br /&gt;
&lt;br /&gt;
=The Triad System=&lt;br /&gt;
All WMDs are designed using the Triad System. These are three &#039;traits&#039; that define the effectiveness of a given WMD, on a 0 to 5 scale. A WMD has a number of points equal to its advancement level to distribute between each of its Triad traits, and every relevant added capability adds an additional point. Added Capabilities may not increase a trait past 5.&lt;br /&gt;
&lt;br /&gt;
==Chemical Weapons==&lt;br /&gt;
Built using either Chemistry or Matter, chemical weapons are poisons that are normally delivered by air in gas or aerosol form, although water borne toxins are possible. As such they tend to be inconvenient to deploy and often need favorable weather conditions to be effective. If these conditions are met however, they can make excellent terror weapons against unprepared civilians populations. A single dose of gas can inflict up to 100,000 casualties, although preventative measures (particularly military ones) can reduce this by orders of magnitudes.&lt;br /&gt;
&lt;br /&gt;
Chemical Weapon Triad traits are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethality&#039;&#039;&#039; - A measure of how effective the weapon is at killing people. Low lethality weapons may be mustard gas or in extreme cases tear gas while high lethality weapons would be nerve toxins and the like that can kill with exceedingly small concentrations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039; - How easy it is to use the weapon and how resistant it is to adverse conditions. A weapon with low deployment may be particularly vulnerable to wayward air currents whereas one with a high deployment can all but ignore poor conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Persistence&#039;&#039;&#039; - A relative measure of how long the weapon remains lethal. A persistence of 0 may indicate that it oxidizes rapidly to harmlessness in air or simply dissipates rapidly whereas high persistence indicates a highly stable toxin that could last for weeks and continue to pose a health risk for years (a good way to make a radiological bomb, perhaps).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Basic Gas:&amp;lt;/u&amp;gt; 1 point per 50 uses&lt;br /&gt;
&lt;br /&gt;
Gas is one of the more minor weapons. It’s usually not as lethal as even conventional high explosives, however it is an excellent terror weapon for cleaning out civilian populations. Unfortunately using it can have mixed benefits as it’s difficult to employ and can react to unpredictable conditions. Basic Gas is stuff like mustard gas, chlorine, nerve agents and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Advanced Gas:&amp;lt;/u&amp;gt; 1 point per 10 uses&lt;br /&gt;
&lt;br /&gt;
This is the nasty nasty stuff. Often enhanced with Ether, it requires at least Chemistry level 4 to make. Gasses like Mystronix; a gas that kills only magical creations and creatures and magic users, or Hellion, a chemical often deployed at night that leads a population to spontaneously combust in sunlight are infamous in the horror they can inflict. Use any of these and you can marvel at their effects. . . before you have to deal with a likely resultant Jihad to exterminate you.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
These are just a sample of some applicable added capabilities for chemical weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Gas Lethality:&#039;&#039;&#039; Every point of Lethality adds to the lethality rating of the gas weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Gas Deployment:&#039;&#039;&#039; Every point of Deployment adds to the deployment rating of the gas weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Gas Persistence:&#039;&#039;&#039; Every point of Persistence adds to the Persistence rating of the gas weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Nonlethal:&#039;&#039;&#039; Ideal for making crowd-control irritant gasses, nonlethal chemical weapons can still have significant effects, particularly if coupled with other added capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Hallucinogenic:&#039;&#039;&#039; For those desiring psychoactive weapons, hallucinogenic gasses can have amusing and useful effects. It is often coupled with Nonlethal. A high level of psychology is generally required for advanced hallucinogenic weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/+2 Corrosive:&#039;&#039;&#039; Standard chemical weapons tend to have little to no effect on the unliving, but by adding +1 Corrosive the weapon is designed to instead attack metals and plastics. At +2 Corrosive the weapon can attack the living and manufactured products equally well. Note that while a Corrosive weapon can inflict widespread damage to vehicles and equipment, the chances of it actually destroying anything are slim.&lt;br /&gt;
&lt;br /&gt;
==Biological Weapons==&lt;br /&gt;
Grown using either Biology or Creation, biological weapons are viruses and bacterias that have deadly effects upon the living body. Sometimes modified from existing microorganisms and sometimes created from scratch they are fickle in their effects. Like gas, a single dose can inflict up to 100,000 casualties, although this is only under exceptionally ideal conditions.&lt;br /&gt;
&lt;br /&gt;
Biological Weapon Triad traits are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethality&#039;&#039;&#039; - A measure of how effective the weapon is at killing people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contagion&#039;&#039;&#039; - How easy the bioweapon spreads from individual to individual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure&#039;&#039;&#039; - A relative measure of how easy or difficult it is to eliminate the disease.&lt;br /&gt;
&lt;br /&gt;
Note that bioweapons with high Lethality and low Contagion will tend to &#039;burn themselves out&#039; rapidly, killing their victims before the disease can move to new hosts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Basic Bioweapons:&amp;lt;/u&amp;gt; 1 point per 25 uses&lt;br /&gt;
&lt;br /&gt;
Bioweapons are cheap, but often very unpredictable; more so than gas. Sometimes a use can fizzle even under the best circumstances inflicting only a dozen deaths, or sometimes it can run rampant and nearly exterminate a population – occasionally your own: bioweapons have been known to backfire. They are also highly vulnerable to medical sciences, and using them against an advanced society, especially one that uses genetic engineering is likely to result in few effects. The basic ones are things like various plagues and viruses; Black Death, Anthrax, Ebola, and others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Advanced Bioweapons:&amp;lt;/u&amp;gt; 1 point per 5 uses&lt;br /&gt;
&lt;br /&gt;
These are rather more deadly. Needing at least Biology level 4, and often cultured in Etheric vats, these weapons have some of the most deadly effects. However, many are also fast mutating due to their energized mystical state, and can even more easily prove fatal to the user once deployed. Technomagic can be of great use in creating these weapons. Gangur is the most horrific example; an airborne highly infectious bacterium that mutated a population in a matter of days into mindless superhuman homicidal abominations. Gangur was used only once – the civilization that did so was wiped out days later by a combined fleet of warships and its world turned to glass.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
These are just a sample of some applicable added capabilities for biological weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Bioweapon Lethality:&#039;&#039;&#039; Every point of Lethality adds to the lethality rating of the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Bioweapon Contagion:&#039;&#039;&#039; Every point of Contagion adds to the contagion rating of the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Bioweapon Cure:&#039;&#039;&#039; Every point of Cure adds to the Cure rating of the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Nonlethal:&#039;&#039;&#039; For those altruists who merely want to infect a nation with a truly nasty collective cold to drop productivity or merely as an object lesson, nonlethal bioweapons can be made. However this is never as certain as with gas weapons and there is always the chance of the weapon mutating and achieving a lethal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/+2 Corrosive:&#039;&#039;&#039; Like chemical weapons, bioweapons are intended for use against living creatures first and foremost. By engineering them with +1 Corrosive however they can become quite effective at infesting and damaging vehicles and other made objects. A +2 Corrosive added capability allows it to attack both equipment and flesh equally well. Like Corrosive gas, Corrosive bioweapons are more likely to inflict a varying amount of repairable damage to equipment and vehicles as opposed to outright destroying them.&lt;br /&gt;
&lt;br /&gt;
===Nanotechnological Weapons===&lt;br /&gt;
Similar to Bioweapons but built with Engineering, nanotechnological weapons (generally known as nanoplagues) can be even more effective and controllable than their biological counterparts. Using tiny, self-replicating molecular machines they can disassemble people and tanks with equal facility, definitely one of the worst ways to die. This increased performance comes at a price; however, nano plagues must be &#039;fueled&#039; with ether and go dormant once the ether has been expended. Nanotech weapons require Engineering 5 to construct.&lt;br /&gt;
&lt;br /&gt;
==Nuclear Weapons==&lt;br /&gt;
Built using either Physics or Chemistry 3.5 or higher, nuclear weapons are the single most powerful weapons in Lords of Ether. Releasing incredible amounts of energy in a fraction of a second the largest weapons can turn entire cities or continents to glowing glass in an eyeblink. This tends to give them the most battlefield effectiveness of any WMD, an effectiveness that comes with a commensurate diplomatic price. Few acts, if any, can cause more harm to one&#039;s reputation than vaporizing a city with a nuclear bomb.&lt;br /&gt;
&lt;br /&gt;
The exact detail behind Nuclear Weapons is up to the player - TL3 weapons tend to be fission or thermonuclear devices, TL4 weapons are clean fusion or plasma bombs while TL5 uses weapons-grade Etheric antimatter. In all cases nuclear weapons require their Base Cost times Tech Level in geodes to construct.&lt;br /&gt;
&lt;br /&gt;
For starting military forces, the geodes used for any nuclear weapons you have one years worth of geodes with which to build your nuclear stockpile. Bonuses for ether rich do not apply. &lt;br /&gt;
&lt;br /&gt;
Nuclear Weapon Triad traits are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yield&#039;&#039;&#039; - A measure of how powerful the weapon is. Yield is only relative to other weapons of the same size class - A Yield 5 Tacnuke is still far less powerful than a Yield 5 Strategic nuke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; - A physical measure of the weapons&#039;s size. See below for more information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emissions&#039;&#039;&#039; - A relative measure of the Etheric radiation emitted by the weapon - nukes with a high emission value are difficult to detect before detonation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tactical Nukes:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
These are &#039;tactical&#039; weapons, and as far as nuclear weapons are designed for the battlefield, these are. They may not actually be nuclear weapons, but the term is a generic one, and describes yield rather than method. At the high end, many advanced non-nuclear beam and missile weapons equal these in power, making them a useful method of gaining limited parity for a less advanced civilization. Most civilizations can get away with limited use of these in space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Strategic Nukes:&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
These are weapons in the high-kiloton to low-megaton range and are primarily designed for use against hardened targets or cities. Stratnukes are typically overkill against anything smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;City Busters:&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
&lt;br /&gt;
These are weapons in the two to three digit megaton range, devices that can wipe entire cities off the map. There are few military targets that are worthy of such weapons, they exist almost purely for intimidation and MAD.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crust Busters:&amp;lt;/u&amp;gt; 25 points per 1&lt;br /&gt;
&lt;br /&gt;
These weapons are in the Gigaton to Teraton range, awesome weapons that can shatter the crust of a planet down to the mantle and sear entire continents. There are no real military use for these weapons, they can only be used for genocide.&lt;br /&gt;
&lt;br /&gt;
===Size table===&lt;br /&gt;
To find out what units can carry and fire nuclear devices of a given deployment, reference the following table. Tactical nukes add +3, stratnukes add +2 and citybusters add +1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size !! Batch Types&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Capital/Ship/Mega Dread/IPM&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Medium Warship/Land Dreadnought/Superbomber/Super Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Small Warship/All Super Vehicles/Very Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 3|| All Naval/All Strategic Air/Hyper Advanced Armor/ICBM&lt;br /&gt;
|-&lt;br /&gt;
| 4|| Tactical Air/Aviation/Theatre Missile&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Jet Scouts/Aviation Scouts&lt;br /&gt;
|-&lt;br /&gt;
| 6 || All Vehicles/Artillery/Battlesuits&lt;br /&gt;
|-&lt;br /&gt;
| 7 || All Infantry (Manpack) - Briefcase Nuke&lt;br /&gt;
|-&lt;br /&gt;
| 8 || All Infantry (Manpack Small) - &amp;quot;I&#039;m hiding a nuke in my pacemaker&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
These are just a sample of some applicable added capabilities for nuclear weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Nuke Yield:&#039;&#039;&#039; Every point of Yield adds to the Yield rating of the nuke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Nuke Size:&#039;&#039;&#039; Every point of Size adds to the Size rating of the nuke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Nuke Emissions:&#039;&#039;&#039; Every point of Emissions adds to the Emissions value of the nuke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Standoff:&#039;&#039;&#039; This added capability is ideal for those wishing to make bomb-pumped lasers, self-destructing particle cannons, spacetime imploders and other weapons of ranged death. Every level of Standoff adds to the attack range of the weapon, allowing it to avoid defensive fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Shaped:&#039;&#039;&#039; For when mecha-sized bazookas aren&#039;t enough, Shaped nuclear charges focus the energy and blast from the weapon&#039;s detonation into a small area, acting somewhat like immense HEAT warheads. This makes them better-suited to engaging single, heavily-protected targets such as warships but makes them far less effective against massed formations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Dirty:&#039;&#039;&#039; The ultimate evolution of salting the earth, Dirty bombs are an environmentalists nightmare. Typically jacketed in thick layers of cobalt or strontium-90, dirty bombs can poison vast tracts of land for generations. Merely building Dirty bombs can make you a galactic pariah, actually using them guarantees it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clean:&#039;&#039;&#039; The opposite of Dirty bombs, Clean nukes are designed to minimize the amount of long-term radiation they release. Such weapons tend to be systems that use reactions releasing high-energy EM radiation instead of heavy isotopes. Clean weapons have few if any of the long-term side effects of nuclear devices.&lt;br /&gt;
&lt;br /&gt;
=Launch Vehicles=&lt;br /&gt;
WMDs would be useless without some way to deploy them. This is where Launch Vehicles come in. Launch Vehicles are typically loaded with one or more weapons but can also be equipped with conventional warheads for tactical use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Short Range Missile:&amp;lt;/u&amp;gt; no cost&lt;br /&gt;
&lt;br /&gt;
This is just a standard missile; the kind normally used by your armies or warships. It costs no extra; just slap the nuke on and away you go. This also represents cannon-launched weapons or bombs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Theatre Missile:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
&lt;br /&gt;
These are missiles with ranges of 100 to 1,000 km. This is just the missile: buying special launch vehicles or silos for them is extra. These are weapons like SCUDs and are often used with conventional warheads to bombard energy strong points or supply depots. When used in their role they are roughly as effective as a small or medium warship. Theatre Missiles take up 1 DP if put on a carrier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Inter Continental Ballistic Missile:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
These are much larger, longer ranged weapons. Their ranges are 5,000 km + and they can usually strike over an entire world. Making them mobile on anything less than a mobile fortress or cruiser sized warship is impossible. Conventionally-armed ICBMs carry a warhead-equivalent to a battleship&#039;s broadside. ICBMs take up 2 DP if put on a carrier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Inter Planetary Missile:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
These huge destroyer sized weapons can be flung from world to world at fantastic speeds in a matter of hours or minutes. They can be used to deliver conventional munitions, but given that they cost almost as much as a cruiser the small deliverable payload makes it a bit pointless. Mounting them in space rather than planet bound silos provides no real added benefit or reduction in cost. If used as immense conventional missiles they can deliver as much punch as a superbattleship. IPMs take up 10 DP if put on a carrier.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
These are just a sample of some applicable added capabilities for launch vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields/Point Defenses:&#039;&#039;&#039; Shields become available at TL4 and are energy barriers and fields, however TL3 units can simulate their effects with Point Defenses like the anti-missile missiles, and decoy pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Warhead:&#039;&#039;&#039; This added capability increases the power of the conventional warhead carried on launch vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Long Range Tanks:&#039;&#039;&#039; This Added Capability allows a missile to greatly increase its operational range. Each time this Added Capability is taken it increases the basic operational range of the launch vehicle by 100%. This is not cumulative, so a missile with +2 Long Range Tanks will have three times its normal range, not four.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039; Compact allows for smaller units that take up less space and present smaller targets to enemy fire. Each +1 of Compact reduces the DP a unit takes up by half. Thus an ICBM with +1 Compact would take up 2 DP rather than 4 CP, and with +2 Compact would take up 1 CP, and with +3; 0.5 CP and so on. Compact missiles are also more difficult to spot and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a radar reflective paint to mirage colloids to a cloaking field. Stealth of any sort is not easy to just slap on an aircraft; the more comprehensive the Stealth package the more design compromises in other areas that are required. +1 Stealth has no detrimental effects on a unit, but at +2 or higher it reduces the speed and firepower of the unit by 25% as engines must be baffled reducing performance and weapons stowed in internal bays reducing payloads. Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Speed:&#039;&#039;&#039; As it says, Speed makes aircraft faster. Each Added Capability increases the rate at which aircraft travel from point to point by 50% over their base speed. Speed also allows planes to engage and disengage more easily against slower targets. Speed may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Agility:&#039;&#039;&#039; Agility makes an aircraft more nimble, allowing it to avoid and dodge incoming fire, and making it more capable in a dogfight. Agility may be taken multiple times and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039; Rather than hiding an aircraft from sight, or behind a cloud of countermeasures, this Added Capability is used to fool an enemy into thinking a plane is something or someone else. Not terribly popular with most pilots due to the potential for friendly fire, it still has its uses when fudging IFF codes for infiltrations over enemy lines. The more points that are spent on this Added Capability, the more comprehensive the disguise, so at +1 the Disguise is mostly ad hoc and only intended to defeat cursory inspection, while at +3 or more such disguises can become almost foolproof even when subjected to close scrutiny. Every Added Capability after the first incurs either +1 Ether or Industry Upkeep. Most units do not take this as an integral Added Capability, and Disguise is most commonly used as an easily applied and discarded external. Disguise is a perishable Added Capability and is best used when supported by the efforts of Spies or new and ongoing Research into enemy capabilities.&lt;br /&gt;
&lt;br /&gt;
==Speeds==&lt;br /&gt;
The indicated speeds reflect travel speeds for launch vehicles.  1 Cosknot is equivalent to 50 km/h in atmosphere and is a speed that covers 1 Great League in one week.  Given the speed of launch vehicles, some helpful conversions are 7 Cosknots = 1 GL per day and 168 Cosknots = 1 GL per hour.  Most large, high-tech missiles can thus fly between star systems in just a few hours even without being built with enhanced engines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Theatre Missile&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 40 cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 60 cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 80 cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | ICBM&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 120 cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 150 cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 180 cosknots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | IPM&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 180 cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 250 cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 300 cosknots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranges==&lt;br /&gt;
The ranges listed below are the operational combat range of the launch vehicle - of course it is a one-way trip.&lt;br /&gt;
&lt;br /&gt;
Short Range Missile = As firing unit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Theatre Missile&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || Two Terrain Regions, or 2 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || Three Terrain Regions, or 2 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || Four Terrain Regions, or 3 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | ICBM&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || Six Terrain Regions, or 4 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || Eight Terrain Regions, or 5 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || Ten Terrain Regions, or 6 Great Leagues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | IPM&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || Anywhere on a planet, or 6 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || Anywhere on a planet, or 8 Great Leagues&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || Anywhere on a planet, or 10 Great Leagues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Upkeep==&lt;br /&gt;
All batches of Weapons of Mass Destruction or Launch Vehicles have their Base Batch Cost in annual upkeep in IUU, Wealth and Ether similar to other units. Like other units, a +2 added capability will add +1 upkeep. If this upkeep isn&#039;t paid it&#039;s less about the missiles revolting and more about them simply failing to work.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71238</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71238"/>
		<updated>2022-11-15T06:38:32Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Disadvantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Prohibition&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
While most wizards are trained in a wide variety of magical disciplines and the various academies and tutorages prepare them for almost any situation they may be called upon for, some states  or groups have gaps in their magical practices.  The reasons for this are varied; it could be an ancient geas forbidden the use of magic on living things, a cultural prohibition against summoning the Things Beyond, industrialized charm-crafting in factories as opposed to by hand or simply a hereditary inability to throw fireballs. You may take some or all of the following with a value equal to:&lt;br /&gt;
&lt;br /&gt;
:Summoning: 10% of SP cost of advancement points spent on Movement and Mental. &lt;br /&gt;
:Spellcasting: 20% of SP cost of all advancement points spent on magic. Since Summoning is a type of spell, you cannot take both. &lt;br /&gt;
:Enchanting: 10% of SP cost of all advancement points spent on magic. You cannot take this if you have 3 or more non-fused Technology categories above 350. &lt;br /&gt;
:Artificing: 10% of SP cost of advancement points spent on Transmogrification or Creation (but not both) for every Magic advancement category 200 or higher. You must have at least 300 points in Transmogrification or Creation to take this. &lt;br /&gt;
&lt;br /&gt;
Note that you cannot take a prohibition for something your power already cannot do because of other disadvantages. If a power has restrictions in spellcasting and enchanting or has a restriction on all disciplines it can do with its magical field(s), it is considered Magic Numb and may no longer train or use wizards at all, though it is free to fuse tech and magic, construct artificed units (assuming it is not restricted) and even use active technomagic effects, again within the boundaries of its magical restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The same goes for others trying to deal with you and.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71237</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71237"/>
		<updated>2022-11-15T06:27:22Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Disadvantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Prohibition&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
While most wizards are trained in a wide variety of magical disciplines and the various academies and tutorages prepare them for almost any situation they may be called upon for, some states  or groups have gaps in their magical practices.  The reasons for this are varied; it could be an ancient geas forbidden the use of magic on living things, a cultural prohibition against summoning the Things Beyond, industrialized charm-crafting in factories as opposed to by hand or simply a hereditary inability to throw fireballs. You may take some or all of the following:&lt;br /&gt;
&lt;br /&gt;
:Summoning: 10% of points spent on Movement and Mental. &lt;br /&gt;
:Spellcasting: 20% of all advancement points spent on magic. Since Summoning is a type of spell, you cannot take both. &lt;br /&gt;
:Enchanting: 10% of all advancement points spent on magic. You cannot take this if you have 3 or more non-fused Technology categories above 350. &lt;br /&gt;
:Artificing: 10% of points spent on Transmogrification or Creation (but not both) for every Magic advancement category 200 or higher. You must have at least 300 points in Transmogrification or Creation to take this. &lt;br /&gt;
&lt;br /&gt;
Note that you cannot take a prohibition for something your power already cannot do because of other disadvantages. If a power has restrictions in spellcasting and enchanting or has a restriction on all disciplines it can do with its magical field(s), it is considered Magic Numb and may no longer train or use wizards at all, though it is free to fuse tech and magic, construct artificed units (assuming it is not restricted) and even use active technomagic effects, again within the boundaries of its magical restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The same goes for others trying to deal with you and.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71236</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71236"/>
		<updated>2022-11-14T02:13:14Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The same goes for others trying to deal with you and.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71235</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71235"/>
		<updated>2022-11-14T02:12:17Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. This is roughly analogous to a Factious World, however the nature of any possible danger on any given world will depend on what is already there and as such is not as well bounded or quantified. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of starting local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. This is roughly analogous to a Hostile World, however this specifically refers to the danger to &#039;&#039;you&#039;&#039; and not necessarily any other powers there. Similar to a zone of Calculated Risk, the actual nature of the threat will depend on what is on a given world already and it could equally be having the focused attention of a local minor power, being a secondary concern for a larger one, or some combination thereof. Locations that are in a Danger Zone will be placed by GMs.  The amount of starting local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note this is limited to units with a base batch size of 1:5 or smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 or ML4 units designed using the Artificing rules and they enter service immediately.  Note this is limited to units with a base batch size of 1:1 or smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3, ML4 or ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71232</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71232"/>
		<updated>2022-11-13T21:35:32Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. This is roughly analogous to a Factious World, however the nature of any possible danger on any given world will depend on what is already there and as such is not as well bounded or quantified. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of starting local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. This is roughly analogous to a Hostile World, however this specifically refers to the danger to &#039;&#039;you&#039;&#039; and not necessarily any other powers there. Similar to a zone of Calculated Risk, the actual nature of the threat will depend on what is on a given world already and it could equally be having the focused attention of a local minor power, being a secondary concern for a larger one, or some combination thereof. Locations that are in a Danger Zone will be placed by GMs.  The amount of starting local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note this is limited to units with a base batch size of 1:5 or smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML4 units designed using the Artificing rules and they enter service immediately.  Note this is limited to units with a base batch size of 1:1 or smaller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71231</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71231"/>
		<updated>2022-11-13T21:34:48Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:5 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML4 units designed using the Artificing rules and they enter service immediately. Note that this is limited to units that have a Base Batch size of 1:1 or smaller. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The same goes for others trying to deal with you and.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Mages&amp;diff=71230</id>
		<title>Lords of Ether (20th Anniversary Edition) Mages</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Mages&amp;diff=71230"/>
		<updated>2022-11-13T21:26:41Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Mage Added Capabilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=11. Mages=&lt;br /&gt;
In the end magic is about one thing: personal power.  Technology gives ability to any who would use it whether they understand it or not but magic concentrates ability in the hands of the chosen few who have taken the time and effort to learn.  This means that even in mystical societies magic is always less widespread than technology, but then there are few things on heaven or earth so awesomely powerful as Mages.  Few things are also less expendable, and Mages are a resource that must be carefully hoarded, nourished and nurtured.&lt;br /&gt;
&lt;br /&gt;
The most critical unit for any magical society is the Mage himself.  Mages are not a collection of wildly differing Types like infantry, tanks, airplanes and ships, but are instead defined by the level of skill they have achieved.  While a Power may know everything about every Magical Category, the mages of that Power may not know all their parent civilization does.  In fact very few mages ever attain that level of knowledge and power, and those that do are held in awe.&lt;br /&gt;
&lt;br /&gt;
The power of a Mage is determined both by the highest single magical level he or she has and/or by the total number of magical levels he or she is proficient in.  While all Mage Types when purchased are assumed to meet both the minimum starting requirements for their type (the Magical Advancement Levels of the Power permitting) a Mage only has to meet one of the requirements to qualify for a certain Type:  A mage with level 5 in Destruction but only 9 magic levels in total would still be an Archmage, as would one with 12 levels in total, even if no one Category was held at higher than level 3.  A mage with 11 levels, the highest single Category being level 4 however would be a Master, if an exceptionally skilled one.&lt;br /&gt;
&lt;br /&gt;
=Training Mages=&lt;br /&gt;
Like other Military Types, Mages have a Batch Cost which is used in determining their cost and how much Upkeep they require.  However there are some interesting differences that are specific to mages.  In particular Mages are built or trained with valuable Research Points (RP), rather than Industry or Wealth.&lt;br /&gt;
&lt;br /&gt;
Mages are built in the same manner as a normal Military unit, with Final Cost being determined by Batch Cost, plus Added Capabilities, all multiplied by highest Magic Advancement Level &lt;br /&gt;
&lt;br /&gt;
 (Base Batch Cost + Added Capabilities) x Magic Level&lt;br /&gt;
&lt;br /&gt;
Powers also have the option each year of using the burnout/promotion mechanic for their mage forces: at the end of each year, you may add a single level of magic to up to 10% of your mages so long as you permanently lose an equal % of your mages. Thus, if you had a total of 1200 mages, you could gain a level of magic on 120 of them so long as you permanently lost 120 others. Mages can be promoted to the next category up (postulants to disciples, for example) via this mechanic. This represents the naturally dangerous process of mages learning and washing/burning out.&lt;br /&gt;
&lt;br /&gt;
The Build Time Modifier for Mages is always x1, regardless of either the Magical or Technological Advancement Level of your Power.  This does not mean mages are fast to train - they aren&#039;t, it&#039;s a process that takes lifetimes - and this rule exists primarily as a game mechanic.  However, if you require an in-game explanation you could perhaps say that buying Mages with RP represents your Power searching the land to find those with natural magical talent, and then recruiting them into your forces.&lt;br /&gt;
&lt;br /&gt;
Mages can also be increased in power and skill after they have been built.  The first method for representing this is by conducting standard Upgrades.  As with normal military units, the cost for this is the new Final Cost of the desired unit, subtracting by the old Final Cost of the existing unit.  The difference is the Upgrade Cost.&lt;br /&gt;
&lt;br /&gt;
Removing existing Added Capabilities and replacing them with new ones does not reduce the cost of Upgrades, and unlike with normal military units, removed added capabilities may not be transferred to another Mage.  These Added Capabilities represent the skill and knowledge of the Mage and cannot be transferred as simply as bolting a different gun onto the deck.  As with building new Mages, the FC is paid in RP, and the Build Time Modifier is x1.&lt;br /&gt;
&lt;br /&gt;
The second method is to increase the abilities of a Mage over time through Training.  Training is often slower than simply Building fully-fledged mages with the desired abilities, or Upgrading existing ones, but it is also cheaper.  For the price of 1 RP, a one Batch of Mages all gain 1 Magic Level.&lt;br /&gt;
&lt;br /&gt;
This Training can even include a Level that requires a Mage to be converted into a smaller Batch size.  For example: it would cost 1 RP to train a Batch of 250 Postulants From Material Level 1 to Material Level 2.  When Training completed the next year, the Postulants would then qualify for one of the minimum requirements of the Disciple Type (Level 2 in any Category), and so would be converted from one Batch of Postulants into five Batches of Disciples.&lt;br /&gt;
&lt;br /&gt;
Training is declared at the start of the year (thus between January to June), and completes at the start of the next year (January).  Mages in training may still be used for normal tasks, as practical experience is also a good learning tool, however if they are killed over the course of the year the training lost and the RP cannot be refunded.  Since training declarations are as simple as listing the number of batches of each Mage Type that are undergoing training, this will only be an issue if you suffer more Mage casualties than you can satisfy by killing Mages who are not in training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Oracles may not be created by the Training method and must either be Built, or Upgraded.  Training also cannot be used to gain Added Capabilities, and these must either be Built or Upgraded.&lt;br /&gt;
&lt;br /&gt;
=Mage Types=&lt;br /&gt;
A listing of the various Types of Mages follows.  Points are of course the Batch Cost:&lt;br /&gt;
&lt;br /&gt;
==Mages in Training==&lt;br /&gt;
&amp;lt;u&amp;gt;Postulant:&amp;lt;/u&amp;gt; 1 point per 250&lt;br /&gt;
&lt;br /&gt;
A Postulant is a mage-hopeful.  Postulants have a single Magical Category at a single rank, such as Level 1 Destruction, or Level 1 Movement.  Due to the limits of Level 1 Magical Categories, Postulants are very weak spellcasters and are most often used as stepping stones for mages in training, or occasionally in those Powers with a surplus of the magically inclined, as spell wielding foot soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disciple:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
&lt;br /&gt;
Disciples are mages who are in the final stages of their training.  A mage becomes a Disciple when he or she reaches level of 2 in any Magical Category and/or gains 4 levels of Magic in total.&lt;br /&gt;
&lt;br /&gt;
==Full Mages==&lt;br /&gt;
&amp;lt;u&amp;gt;Specialist:&amp;lt;/u&amp;gt;  1 point per 20&lt;br /&gt;
&lt;br /&gt;
A Specialist is a mage solely focussed on one task and one task only.  These are commonly found in the more technological societies as &amp;quot;Empaths&amp;quot; and &amp;quot;Telepaths&amp;quot; or &amp;quot;Tekes&amp;quot;.  In magical societies they are most often &amp;quot;Artificers&amp;quot;, &amp;quot;Healers&amp;quot;, &amp;quot;Windcallers&amp;quot; or &amp;quot;Summoners&amp;quot;.  A specialist can have a single Magical Category as high as 3, but possesses no skills in any other Magical Category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Adept:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
An adept has finished his schooling in magic and is a &amp;quot;true&amp;quot; mage.  Adepts have one level as high as 3 and/or 6 levels of magic known in total.  Adepts are the mages most often sent on missions and quests, and often accompany armies, ships and expeditions.  They are skilled enough to operate independently in a variety of situations, and powerful enough to be a deadly addition to a military force.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Trained Specialist:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
Trained Specialists are Specialists who have attained level 4 in their chosen speciality.  As with Specialists, it is the only Magical Category they know, and they have no other magical skills in any other Category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Master:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
A master is an experienced mage.  Masters have a level as high as 4 and/or have 8 levels of Magic in total.  Masters are often in charge of Adepts when conducting military operations, however due to the requirements of preparing Level 4 Castings they often require a great deal more logistical support and so are less common on independent missions.&lt;br /&gt;
&lt;br /&gt;
==Paragons of Magic==&lt;br /&gt;
&amp;lt;u&amp;gt;Expert Specialist:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
Expert Specialists are Specialists who have attained level 5 in their chosen speciality.  As with all Specialists, it is the only Magical Category they know, and they have no other magical skills in any other Category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Archmage:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
&lt;br /&gt;
An Arch-Mage is a mage who has accumulated great personal power.  Arch-magi have as high as 5 in their Magical Categories and/or 15 levels in total.  This is the pinnacle of most Mage&#039;s careers, and few Powers have more than a handful of these awesome spellcasters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oracle:&amp;lt;/u&amp;gt;  5 points per 1&lt;br /&gt;
&lt;br /&gt;
An Oracle is a rare creature, so bathed in Etheric forces as to be barely human.  Oracles know every magical art their civilization possesses, and can take 5 slot free Added Capabilities.  Sometimes Oracles rule their civilizations, sometimes they simply drift through realms unknowable, occasionally called into reality to serve others before retreating again.  Oracles are considered &amp;quot;super weapons&amp;quot; so no Power may start with more than one, though they can build and acquire more as the game progresses. &lt;br /&gt;
&lt;br /&gt;
=Mage Modifiers=&lt;br /&gt;
Mages can take modifiers for Added Capabilities.  Due to the nature of their craft all Mages must reach a minimal level of competency; those that do not are harshly punished by the forces they try - and fail - to command.  As a result there are no standard Reduced Capabilities for Mages.  However, certain Mages over the course of the game may pick up Reduced Capabilities as befits the events of the story.   These are always treated on an individual basis.&lt;br /&gt;
&lt;br /&gt;
As with other types of units, the number of Added Capabilities a Batch of Mages may take is limited by their Advancement Level.  For example, a Postulant can never have more than one Added Capability, while an Archmage may have as many as five (provided of course that the Archmage has Level 5 in at least one Category).&lt;br /&gt;
&lt;br /&gt;
While Mages can be enchanted, they may not normally take External Added Capabilities, as Added Caps represent not any physical devices they may carry on their person to aid their casting, but rather their knowledge and training.  There are however, some special cases where outside forces may grant additional power and ability to Mages in the form of External Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are usually rarer on mages than on normal military units.  Mage Added Capabilities usually affect only one very specific area.  As Mages are, by their nature, powerful and flexible units, they gain proportionally less from Added Capabilities than other military units do.  On the other hand, mages do have limitations that some Added Capabilities can overcome, and due to their high Upkeep demands it is often preferable to have expensive mages rather than more mages.  This is particularly true since Mage Added Capabilities do not add to Upkeep like most military ones.&lt;br /&gt;
However, in the end Mage Added Capabilities are intended primarily to add some character to a Power’s mages, rather than make them far more effective.  They are a way of taking a few special characters and giving their magic a distinctive flair.  After all, Magic is all about the power of the individual, and no two individuals will work magic in quite the same way. &lt;br /&gt;
&lt;br /&gt;
==Mage Added Capabilities==&lt;br /&gt;
If a player has a proposal for a new Mage Added Capability to add a particular flavour to their Mages they can propose it to the GM.  Currently available Mage Added Capabilities are listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlemage:&#039;&#039;&#039; As support units, Mages are traditionally more vulnerable when under attack.  This does not have to be direct attempts to kill them; attacks on the military formation or vehicle they are in can also badly disrupt an unprepared Mage&#039;s focus.  Even Level 1 spells are reduced in power when the Mage cannot concentrate properly, and the largest Level 5 Castings (which are unreliable at the best of times) can often fail entirely and spectacularly upon armed interruption.  Battlemages however are skilled at casting spells in combat, and do not suffer as severely when under attack.  Battlemage is a 1 point Added Cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior Skills:&#039;&#039;&#039;  Even Battlemages still rely on their magic when faced with threats, but this Added Capability allows a Mage to also develop his skills in physical combat.  This Added Capability does not come cheaply for Mages, as the necessary soldier training must be added to their already demanding magical studies, however it allows a Mage to &amp;quot;Template Stack&amp;quot; (see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 11. Production]]&#039;&#039;&#039;), adding the skills of Infantry Types to his own, and allowing him to take the appropriate military unit Added Capabilities.  Warrior Skills does not replace Battlemage, and a mage with Warrior Skills but lacking Battlemage will be skilled at fighting with non-magical means, but will still be no better than a normal Mage at using his magical abilities in combat.  1 point of Warrior Skills allows a Mage to Template Stack with Unskilled, Skilled or Elite Infantry.  2 points of Warrior Skills allows a mage to Template Stack with Special Forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engine of Destruction:&#039;&#039;&#039;  A mage with this Added Capability is skilled at using his magic to enhance his melee abilities.  At such close ranges even Battlemages have difficulty bringing their full power to bear, but Mages with this Added Cap become even more deadly in close combat.  This is a highly specialized Added Cap, and a Mage requires Battlemage and Warrior Skills to use it to best effect, making it very rare.  Engine of Destruction is a 1 point Added Cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemy of All Who Live:&#039;&#039;&#039;  This Added Capability indicates a mage who is inordinately skilled at casting massively powerful spells, even the most deplorable Doomsday Magic.  A Mage with this Added Capability gains one free Area of Effect level on all their castings.  A powerful Added Capability, Enemy of All Who Live costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreamwalker:&#039;&#039;&#039;  The Dreamwalker is able to move not just her Astral body, but her physical body as well through the Astral Planes.  This makes the Dreamwalker&#039;s astral form harder to destroy as it is made of physical rather than etheric matter.  It also means the Dreamwalker can effectively teleport to hard-to-reach locations by slipping into the Astral Realm, and thus circumventing many of the common teleport barriers and defences.  Dreamwalker is a 1 point Added Capability, and can only be used by Mages with Level 5 Mental&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shapeshifter:&#039;&#039;&#039;  This Added Capability allows a Mage to change forms at will, circumventing the usual lengthy change times.  Because the shapeshifter can switch forms rapidly in battle they gain a greater combat bonus as they can choose the form best suited for any occasion.  Shapeshifter is a 1 point Added Capability, and a Mage must have at least Level 3 Creation to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghosts and Shadows:&#039;&#039;&#039;  The Mage of Ghosts and Shadows hides his magic from detection, making it harder to detect the traces of castings; before, during and after they are cast.  This does not make the Mage himself harder to detect - only his magic.  This Added Capability also has minimal effect on hiding the power signature of prepared Doomsday Magic reagents  This is a 1 point Added Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Puppetmaster:&#039;&#039;&#039;  A Mage with this Added Capability is particularly skilled at mind control, and once mental dominance has been established can maintain control over her target indefinitely.  This means that the effects of successful mind control will not naturally wear off over time.  However, control must still be established face to face in the usual manner.  A Mage must have at least Mental 4 to take this Added Capability, and it costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Hand:&#039;&#039;&#039;  A Mage with The Great Hand has a longer range with his magic than normal, and gains an increase of his Offensive Range by one increment.  This Added Capability costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The All Seeing Eye:&#039;&#039;&#039;  A Mage with The All Seeing Eye is unusually gifted at the art of clairvoyance.  The Added Capability increases the Mage’s detection radius by one increment.  This Added Capability costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Sight:&#039;&#039;&#039; Mage sight develops the Mage’s natural awareness of the unnatural.  All Mages have a degree of this awareness, but Mages who extensively develop this second sight are particularly hard to fool or hide from, as they are better able to see the unseen and find what is hidden.  This Added Capability gives a bonus to the Mage’s detection roll and costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage In The Shell:&#039;&#039;&#039;  Some of the most ancient, most accomplished Mages, having long since exhausted the limits of their physical form, transfer their consciousness into other more permanent vessels, or even embody themselves as pure incorporeal thought, anchored in this reality only by a small object or device (sometimes called a “phylactery”).  Such Mages gain many of the attributes of greater spirits, namely that they cannot be killed with physical damage.  Their corporeal manifestations can be annihilated or their anchor points smashed, and they can be hurled into the Astral void until they can acquire a new bodies or anchors (which can be a lengthy and difficult process), but unless the very soul of the Mage is destroyed they can always return.  A Mage must have Mental Level 5 to take this Added Capability, and it costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multicaster:&#039;&#039;&#039;  Mages usually can only cast one major casting (that is, any casting that requires additional expenditure of Ether) at once.  The Multicaster has the unusual ability to use two major Castings at once.  This Added Capability costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invincible!:&#039;&#039;&#039;  The Mage is extremely skilled at protective magics, and gains a bonus to castings used for personal protection.  This bonus only affects the Mage themselves and does not help anyone else the Mage may cast defensive magics on.  Invincible! costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seer:&#039;&#039;&#039;  The Seer can see what paths the future holds, and while such visions are usually clouded in the mists of ambiguity, even vague pronunciations of future possibilities can often be enough to guide a Power through a time of uncertainty.  This Added Capability provides a command bonus to the Mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Caster:&#039;&#039;&#039; The Fast Caster is skilled at getting off her magic first, and can often get the drop entirely on her opponents.  Fast Caster is much like Fast Tracking, except this Added Capability functions for Mages and Magic.  It costs 1 point.&lt;br /&gt;
Fear and Wonder:  A Mage with this Added Capability is an expert with magic that affects morale, both increasing and decreasing it.  Fear and courage magic cast by this mage have added potency.  Fear and Wonder costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necromancer:&#039;&#039;&#039;  The Necromancer has a *thing* for the undead, and may summon them without the usual side-effects for calling restless souls back from the underworld.  This Added Capability costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technomancer:&#039;&#039;&#039;  The Technomancer is inordinately skilled at working with technology.  Technomancers have a lower chance of casting failure when interacting magic with complex technology (such as teleporting) and may, sometimes (on a random roll) enchant devices of Tech Level 3.5 and higher for a short period.  Technomancer costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counter Mage:&#039;&#039;&#039;  The Counter Mage is something of a spoil-sport, and trains to stop other mages from using their magic.  This Added Capability increases the Mage’s chance to counter a casting, and costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormborn:&#039;&#039;&#039;  The Stormborn was brought into this world to command the weather.  Such Mages can twist the weather patterns of an entire continent, creating and sustaining vast storms, or banishing them to create clear skies.  A Mage with this Added Capability can sustain weather changes for longer, and over greater areas.  Stormborn costs 2 points and a Mage must at least be an Archmage to take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Power:&#039;&#039;&#039;  A Mage with this Added Capability has developed (or in some cases been born with) the ability to use magic with no physical props, spoken words, or elaborate gestures.  To the Mage with Inner Power, magic is as easy as thought.  This Added Capability makes the mage extremely difficult to disarm as their magic is entirely internal, and they cannot be stripped of it simply by taking away their staff, binding their hands, or gagging them.  Inner Power costs 1 point.&lt;br /&gt;
&lt;br /&gt;
=Mage Upkeep=&lt;br /&gt;
Even Mages suffer from the dreaded Upkeep.  In fact due to the power requirements and basic Etheric inefficiency of magic, they pay proportionally far more than military units.  Upkeep comes in three separate parts: the living expenses of your Mages, or Wealth; the material they need to conduct their magic, or Industry, and most importantly the raw power for their magic, or Ether.  Upkeep is always based on the Base Batch Cost, but unlike other units, Mages do not pay extra Upkeep for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Normally Upkeep is paid once at the start of the year, however during wartime this can increase to once a month for Mages engaged in combat as the expend supplies and power much faster.&lt;br /&gt;
&lt;br /&gt;
Unlike other military units, mages also pay extra Ether for particularly powerful magics.  The cost of this is covered in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic|Section 12. Magic]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
Wealth:  As powerful individuals, Mages often command salaries far in excess of the common soldier, but more often the bulk of the Wealth paid them goes to supporting their laboriums, experiments, servants, and other supporting accouterments that often come with high rank. As with all Upkeep costs, Wealth Upkeep is based on the Base Batch Cost of the Mage Type, so 250 Postulants would have a Wealth Upkeep of 1, as would 1 Archmage.  An Oracle on the other hand would have a Wealth Upkeep of 5.  Wealth is not subject to increased Upkeep in wartime.&lt;br /&gt;
&lt;br /&gt;
Industry:  Your Mages need supplies for their magic, and this takes the form of Industry Upkeep.  All Mages require Industry Upkeep regardless of their Magic Level, and it can take many forms, from simply gathering large amounts of rare herbs, to synthesizing complex jewels.  Like Wealth it is based on the Base Batch Cost.  While complex military units devour industry at an increased rate in wartime, mages tend to re-use most of their physical supplies (such as wands or gems) so they do not suffer increased Industrial Upkeep in wartime.&lt;br /&gt;
&lt;br /&gt;
Ether:  All Mages need power, in the form of Ether.  Ether Upkeep describes the routine power demands of a Mage’s continual experimentation and practice, and the drain of lower level castings. Unlike Wealth and Industry, Ether Upkeep is subject to increase during wartime, and particularly powerful castings have their own additional Ether costs not covered by Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch over a 12 month period.  This is assumed only to cover routine duties and normal day to day operations – keeping the Mages in practice and honing their skills.  However war devours resources at an astonishing rate so Mages whose magics are driven by the consumption of Etheric energy must pay Ether Upkeep on a monthly rather than yearly basis when fighting in war.  There is no requirement for Mages to receive extra pay for entering combat so Wealth Upkeep remains the same.  Also Mages re-use many of their most expensive magical supplies, so their usual yearly Industrial Upkeep still suffices even during wartime.&lt;br /&gt;
&lt;br /&gt;
Because of the massive Ether drain of Mages and their castings, magical war is a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.  Mages in particular need to stock up on powerful magics as these take both time and resources to create and often neither are readily forthcoming in the heat of battle.  Luckily, many magic Powers have Simple militaries with forces like cavalry, swordsmen and archers who are not demanding on Upkeep, allowing the Mages to draw the bulk of the Power’s resources.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
As with military units, there are a few strategies a Power can use to reduce the drain of its Mages on its production.&lt;br /&gt;
&lt;br /&gt;
Firstly you don&#039;t have to pay your Mages.  High and mighty though they may be, they won’t instantly desert if they don’t get their annual stipend.  However Mages without pay will start to grumble, and a discontented mage is far more dangerous than a discontented commoner, who after all can’t level your palace with an angry word.  Not paying your Mages is thus a bad idea in peacetime, but if you&#039;re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their pay checks probably won&#039;t affect Mage morale much.&lt;br /&gt;
&lt;br /&gt;
Similarly, you also don&#039;t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness on your Mages that is bad for training and development.  Mages won’t lose their skills if you don’t give them the resources to do their jobs, but they’ll be unable to use any magic, be that Level 1 Hedge Magic or Level 5 Doomsday spells.  A Mage without Industry or Ether Upkeep is essentially a normal person and thus useless to you as a Mage.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire corps of Mages active at once.  Indeed in many cases this may not be possible.  Mages can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
=Mage Logistics=&lt;br /&gt;
Mages have an interesting logistical dilemma, in that they are individuals, but they require vast levels of supply more in line with armies of thousands.  To deal with this, mages have developed a number of ways of simplifying their supply problems.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
All Mage Batches can carry one full Upkeep load of Industry and Ether - enough to last them either a year in peacetime, or a month in wartime. Once you pay the required Upkeep for your Mages this storage capacity is considered filled – it is not excess capacity.  This means each Batch of Mages can effectively carry 1 IUU and 1 Ether Unit, save for Oracles who can effectively carry 5 IUU and 5 Ether Units!&lt;br /&gt;
&lt;br /&gt;
The key word here is “effectively.” While 1 IUU is 5,000 CP, Mages are not necessarily lugging around thousands of tons of supplies.  Apart from using such concentrated forms like Ether Geodes, magic has no way to routinely compress Ether like Technology does, however Mages have other tricks that allow them to limit what they carry.  For instance, while vast amounts of Industrial Production may have been used to synthesize a very rare gem, the actual gem itself may only be the size of a fist.  And while huge quantities of Ether may have been strained to get a few key elements of power, the flask that now contains this elemental concentrate may be small enough to fit on a belt.&lt;br /&gt;
&lt;br /&gt;
Of course Mages often need more supplies than just their basic Upkeep needs, most commonly when dealing in particularly powerful Level 4 and Level 5 magics.  Once fully prepared, the reagents of a casting take up effectively no space, but Mages do not always have the luxury of carrying all the right spells around with them, and may want the raw resources to whip up or enhance special castings “on the fly” as it were.  For this reason, all Mages can carry around a special “reserve” of Ether (and only Ether) equal to their Batch Cost multiplied by their highest Magic Level.  This a Batch of Level 1 Postulants, in addition to the 1 IUU and 1 Ether they can normally carry, could also carry an Ether Reserve of an additional 1 Ether for other on-the-fly uses (or for more Upkeep).  Similarly, a Level 5 Oracle could have a Reserve of 25 Ether Units, in addition to her usual 5 IUU and 5 Ether.&lt;br /&gt;
&lt;br /&gt;
The method for how this Ether Reserve is stored is up to the player, and it can be anything from dimensional pockets, bags of holding, or mystic ley-lines.  The Mage can transfer this Ether to other units, which can allow Mages to function like living batteries for other units.  However, a mage storing large amounts of Ether is not invisible, and often shows up on Etheric sensors – unless specific measures are taken to hide the signature, an Oracle with 25 Ether stockpiled would show like a blazing star.&lt;br /&gt;
&lt;br /&gt;
==Transport==&lt;br /&gt;
Being singular individuals, mages take up no more space than the average person, making them VERY cost effective units to transport.  While they may travel with a great deal of gear, it is often no more than the pack and weaponry carried by the average infantryman.  Thus a Mage takes up 1 Cargo Point for brief journeys, and 10 on long journeys.  This is the same for all Mages, from Postulant to Oracle. &lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71229</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71229"/>
		<updated>2022-11-13T21:25:56Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Initial Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units. If you have any of Magical Wildlife, Mystic Haven or Terra Incognita Magicka, you may also include one month&#039;s worth of units from those traits.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML4 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The same goes for others trying to deal with you and.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Production&amp;diff=71228</id>
		<title>Lords of Ether (20th Anniversary Edition) Production</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Production&amp;diff=71228"/>
		<updated>2022-11-13T21:23:03Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=13. Production=&lt;br /&gt;
At its heart Lords of Ether is a game about building a nation or power and competing with others. The most common (and arguably most fun) way of doing this is with military power, but a military cannot be built without an economy backing it up. Soldiers need to be trained, aircraft need to be built, ships need to be laid down.&lt;br /&gt;
&lt;br /&gt;
This emphasis on matters military should be clear; Lords of Ether emphasizes military-related economics to streamline play. Production concerns itself virtually exclusively with military units and logistics as well as specific aspects of civilian economics such as Bulk Trade. Likewise Economics concerns itself with top-level aspects such as economic growth, population &#039;upkeep&#039; and direct deals with other powers.&lt;br /&gt;
&lt;br /&gt;
In all cases it is assumed that a nation or trans-stellar (or even a hero) has legions of trained accountants, managers, legal experts and whatever else to keep the complex behind-the-scenes aspect of a given power operating. So long as one has the requisite industry (or magic, as the case may be) there is no mucking about ship slips or mage academies. Due to the significant differences between how magic and technology go about building their death-dealing toys each will be treated separately; cases where there is crossover will be clearly marked as such.&lt;br /&gt;
&lt;br /&gt;
=Building a unit=&lt;br /&gt;
===Technological===&lt;br /&gt;
Pretty much every Empire or Trans-stellar, even the magically inclined ones, will field technological units, even if only simple ones. To create them, and determine how much they will cost there are a number of steps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types, Batches and Base Cost&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The first step is to determine Type. Types are general descriptions into which the unit falls and come with initial point values per Batch that will be subject to later modification. Types where the individual units would cost far less than 1 point come in Batches. A Batch is a grouping of like military units that have a combined Base Cost of 1. This value per Batch is the Base Cost. It should be noted that you will rarely pay the Base Cost to build something – it serves as a value on top of which modifiers are added and multiplied.&lt;br /&gt;
&lt;br /&gt;
#Choose the Batch Type, which will produce a fixed number of units for 1 PP and provide your Basic Batch Cost. Some rare singleton units require multiple PP to produce one batch. The Basic Batch Cost determines Draft requirements, base upkeep, and the application of certain Capabilities.&lt;br /&gt;
#Choose Added or Reduced Capabilities, if any, from the Modifiers section from each page. Each Capability, or “Cap”, adds or reduces 1 PP. If there are no advantages taken, a Reduced Capability reduces the Basic Batch Cost by 50%. The Basic Batch Cost can never be lower than 0.5 PP. &lt;br /&gt;
#Apply your Technology Level. Multiply the sum of your Batch Type + Capabilities by the highest Technology Level involved in its creation. If you have a Fusion, or multiple Fusions, multiply by the highest Fusion level instead. &lt;br /&gt;
&lt;br /&gt;
 (Basic Batch Cost +/- Capabilities) x Highest Technology Level = Final Unit Price.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
From &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
For magical units created from &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Types of Magic#Artificing|Artificing]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
#At the start of the financial year, spend a portion of your Research Points on Artificing. Every month that year you will have that PP as RP spent , which can be used only to Artifice units or Trade Goods.&lt;br /&gt;
#Choose between Biology and Transmorgification as the basis for the Artificing. Either Category must be at least Level 3. &lt;br /&gt;
#Choose the Batch Type, which will produce a fixed number of units for 1 PP and provide your Basic Batch Cost. Some rare singleton units require multiple PP to produce one batch. The Basic Batch Cost determines Draft requirements, base upkeep, and the application of certain Capabilities. While Artificed units are chosen from technological Batch types, they universally start as Melee-only units (before Caps) and do not have the ancillary capabilities of technological units. &lt;br /&gt;
#Choose Added or Reduced Capabilities, if any, from the Modifiers section from each page. Each Capability, or “Cap”, adds or reduces 1 PP. For Artificed units, Capabilities must come from Categories of Magic that are at least Level 3. If there are no advantages taken, a Reduced Capability reduces the Basic Batch Cost by 50%. The Basic Batch Cost can never be lower than 0.5 PP. &lt;br /&gt;
#Apply your Magic Level. Multiply the sum of your Batch Type + Capabilities by the highest Magic Level involved in its creation. If you have a Fusion, or multiple Fusions, multiply by the highest Fusion level instead. &lt;br /&gt;
&lt;br /&gt;
 (Basic Batch Cost +/- Capabilities) x Highest Magic Level = Final Unit Price&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists). &lt;br /&gt;
&lt;br /&gt;
===Biotechnology===&lt;br /&gt;
From the Biotech Civilization advantage for &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Nations#Advantages|Advantages]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Transtellars#Advantages List|Transtellars]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Use the Technological unit construction process.&lt;br /&gt;
*Add +1 Cost Free, Slot Free, and Build Free +1 Automation &lt;br /&gt;
*If the Nation or Transtellar has the Special Population advantage, add another free passive advantage to your units built with Biotechnology.&lt;br /&gt;
*Biotechnology units are more fragile, so plan units accordingly.&lt;br /&gt;
*At the start of every Year, Biotechnology units may permanently add one External Capability it has been using that year to itself as a normal Capability.&lt;br /&gt;
*Biotechnology always builds at x3 Build Speed, unless offset by a relevant Fusion trait. &lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
From the Magical Wildlife advantage for &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Nations#Advantages|Advantages]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Transtellars#Advantages List|Transtellars]]&#039;&#039;&#039;.&lt;br /&gt;
 You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as units designed using the Artificing rules with an ML level defined by each trait and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
===Externals===&lt;br /&gt;
Externals (typically represented as x1 as opposed to a +1) are pieces of equipment that are interchangeable and external to the unit they are fitted to - hence the name.  Some examples include camo netting, strap-on rocket boosters, floatation devices, parachutes and externally-carried bombs.  Externals have a few specific rules that apply to them:&lt;br /&gt;
&lt;br /&gt;
* Externals have identical effect to equivalent added caps.&lt;br /&gt;
* Externals can be mounted or dismounted in short periods of time - between battles or even, such as a HAA picking up a replacement beam cannon, mid-battle.&lt;br /&gt;
* Most units can mount one external cap.  HAA may have two.&lt;br /&gt;
* All externals will cost upkeep, even if they would not normally.  The only exception is melee externals.&lt;br /&gt;
* Externals can be dismounted and stored indefinitely, during which time they do not require upkeep - they are stored in a warehouse somewhere.&lt;br /&gt;
* Externals build at the same speed as any other item of their cost.&lt;br /&gt;
* Externals must be the same TL/ML as the parent unit.  The exception is externals on technomagic units that are not covered by the parent unit’s fusion (eg TL5 armor blocks on a Phys/Des laser platform)&lt;br /&gt;
* Expendable Externals are a special subtype of externals.  These are single-use, after one battle they are expended - they can be considered analogous to enchantments.&lt;br /&gt;
:* Expendable externals do not require upkeep.&lt;br /&gt;
:* Expendable externals build in only one month, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
==Template Stack==&lt;br /&gt;
Template stacking is available under certain circumstances, and means to combine multiple unit types/builds into a single super unit. For example, a mage unit with +x warrior skills can be combined with an infantry unit (see “warrior skills” under mage added caps). A postulant with +1 warrior skills can be combined with an elite infantry unit to create a paratrooper mage. &lt;br /&gt;
&lt;br /&gt;
First, build your postulant as normal. 1pp (base cost) + 1pp (+1 warrior skills) x 1 ML = 2pp.&lt;br /&gt;
&lt;br /&gt;
Now, add an elite infantry build, omitting the base cost since you’ve already paid that and adjusting for the different batch size (you only need ¼ an elite infantry batch since elite infantry are 1000 per batch and postulants are 250). 0pp (no base cost) + 3pp (+1 body armor, +1 weapons, +1 paratrooper training) x 4 TL = 12pp / 4 = 3pp &lt;br /&gt;
&lt;br /&gt;
Add costs and build times to get the final values. Base unit wealth upkeep does not stack, but all other base unit upkeeps (such as the base EU upkeep for a mage) do.&lt;br /&gt;
&lt;br /&gt;
Now you have the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Paramage&amp;lt;/u&amp;gt; (Postulant/Elite Infantry)&lt;br /&gt;
ML 1, TL4 &amp;lt;br&amp;gt;&lt;br /&gt;
+1 warrior skills &amp;lt;br&amp;gt;&lt;br /&gt;
+1 body armor &amp;lt;br&amp;gt;&lt;br /&gt;
+1 weapons &amp;lt;br&amp;gt;&lt;br /&gt;
+1 paratrooper training &amp;lt;br&amp;gt;&lt;br /&gt;
2pp + 3pp = 5pp &amp;lt;br&amp;gt;&lt;br /&gt;
1 WU, 1 IUU, 1 EU &amp;lt;br&amp;gt;&lt;br /&gt;
Build Time: 2 months + 4.5 months = 6.5 months &lt;br /&gt;
&lt;br /&gt;
Obviously other design choices could be made. Note that at each step you are limited by the categories used and capabilities available to the template you are in. Thus our paramage could &lt;br /&gt;
not take mage added caps at the elite infantry stage.&lt;br /&gt;
&lt;br /&gt;
===Genetic Engineering/Cybernetics===&lt;br /&gt;
Genetic Engineering/Cybernetics are another avenue to template stacking. Genetic engineering is unlocked at Bio 4 and 5, and cybernetics at Bio 3 + Eng 4 or 5. To apply genetic engineering or cybernetic caps, treat them as a unit of identical batch size to the unit receiving them, and build them as normal. So, our paramage can take the following set of genemods: 0pp (no base cost) + 3pp (+2 regeneration, +1 automation) x TL5 = 15pp, adding that cost to our total so far. Genemods and cybernetics take normal build time and add +1 WU upkeep for every two caps taken and the fifth.&lt;br /&gt;
&lt;br /&gt;
Permanent enchantments of the flesh or other magical analogs for genetic engineering and cybernetics are unlocked in the same fashion by Creation 4 and 5 or Creation 3 + Trans 4 or 5. However, these pay added upkeep in EU rather than WU.&lt;br /&gt;
&lt;br /&gt;
=Industry=&lt;br /&gt;
Industry is the standard method of building anything. It represents the raw production power of a Power. It is the normal means for gaining things like swords, tanks and ships. The mechanism for this is simple – every month the industry allows production of items of cost equal or less than the total industrial production. However, if the full production is not used it is lost – Industry cannot be &amp;quot;banked&amp;quot;. The monthly Industry Production becomes available at the beginning of every month.&lt;br /&gt;
&lt;br /&gt;
Production is not instantaneous. The full cost is paid as production starts (and if this cannot be paid for then construction cannot start) but completion can extend over months or even years. In the case of military units, the time to completion is determined by the total Production Cost of the unit multiplied by a modifier dependent on the power’s advancement levels. This number in months is the amount of time needed to finish the unit in question. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement !! Build Speed Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 3 (With at least 2 other TL3 Categories) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 4 (With at least 2 other TL4 Categories) || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Engineering 5 (With at least 2 other TL5 Categories) || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Biology 5 (With at l east 2 other L5 Categories) || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Transmorgification Fusion Peripheral Ability || As per Engineering level, reduced by 25%&lt;br /&gt;
|-&lt;br /&gt;
| Engineering/Transmorgification Fusion Core Ability || As per Engineering level, reduced by 50%&lt;br /&gt;
|-&lt;br /&gt;
| Biology/Creation Fusion with Eng 0 (for pure Biotech units) || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| Unit being built is a Fusion item || Final build time reduced by half. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the case of Unit Types made up of multiple individuals, for general simplicity all units are completed in one big whack at the end of this period. However, in desperate times when every tank and plane counts, this can be broken down for individual pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
For example, 25 Tech level 3 fighters have a Production Cost of 3 – six months for all 25 to be completed. However, if the Power in question is in a desperate air war and needs what it can get now then it could instead receive them at a rate of 4 a month. This method makes keeping track of numbers harder and creates a lot more work, so unless needed it should not be used.&lt;br /&gt;
&lt;br /&gt;
You can also speed up production. Doubling the Production Cost halves the time taken, which is nice in emergencies. This double cost must be paid at the beginning of production though (the workers must be previously informed of the rushed cycle). If Production is needed to be rushed on a project already underway, the full extra cost of the unit is paid, but only the remaining time is cut in half.&lt;br /&gt;
&lt;br /&gt;
As with Enchantments, mages cannot aid advanced production, however, a Power that Fuses Transmogrification with Engineering can reduce their engineering multiplier by half, though this only applies to those items it could build with the fused level of Engineering. Engineering 3 fused with Transmogrification 3 could increase the speed of a battleships construction, but would be unable to help with building mobile suits faster (they require Engineering level 4).&lt;br /&gt;
&lt;br /&gt;
Production points can also be maximized by specializing, either on extraction of resources, or refining them into finished goods. This effectively doubles the Industrial Production rating. This is an excellent way for a Power which has surplus industry to get around the &amp;quot;no banking&amp;quot; rule – producing raw materials and selling them to other Powers which can then correspondingly increase their own production. Converting from a mining and manufacturing industry to just mining or just manufacturing takes a cost in Wealth equal to the points being converted and shuts that portion of Industry down for a month to make modifications. A Power can make only raw material without specializing, but then they are just shutting down the corresponding manufacturing facilities and not turning what they extract into finished products and thus they gain no benefit of a double rating.&lt;br /&gt;
Purely magic powers have a divergent method of producing units that is similar in principle but not the same as Technology. See “Artificing” under “Types of Magic.”&lt;br /&gt;
&lt;br /&gt;
=Economic Basics=&lt;br /&gt;
Economics: The social science that deals with the production, distribution, and consumption of goods and services and with the theory and management of economies or economic systems.&lt;br /&gt;
&lt;br /&gt;
More succinctly, economics in Lords of Ether deals with the generation and use of Wealth. While having a healthy economy and a big bank account doesn&#039;t necessarily translate into raw power the same way that endless tank factories does, it does contribute to steady economic growth, continued prosperity and the ability to buy goods and services one would not otherwise possess. In short, Wealth is important for building a power up. The ways which this are accomplished are detailed in the following sections and function the same for both magic and technology.&lt;br /&gt;
&lt;br /&gt;
As a final note, the Lords of Ether rules prohibit running any form of deficit budget. While it is entirely possible to get short-term loans (often at punitive interest) or other agreements if one is in a bind, under no circumstances whatsoever can a power spend money that they do not possess.&lt;br /&gt;
&lt;br /&gt;
==Important Times and Terms==&lt;br /&gt;
&lt;br /&gt;
Year Start: This is when all new infrastructure construction for the previous year comes into effect. Generally this is combined with End of Year tasks (see below), since both happen during the rollover into the new year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January:&#039;&#039;&#039; Upkeep Month! While of course a nation isn&#039;t obliged to pay upkeep in January, the first month of the year is generally considered the time at which one pays yearly upkeep on one&#039;s units. Note that new nations do not have to pay yearly upkeep in their first year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June&#039;&#039;&#039; (End of Fiscal Year): June is the end of the Fiscal Year in Lords of Ether, and when all yearly infrastructure construction payments must be completed by. Any done after June will roll into next year&#039;s fiscal year growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December:&#039;&#039;&#039; The final month of the year, and when yearly Artifacts are rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Year:&#039;&#039;&#039; The year end rollover period, at the end of December. This is when Population Upkeep and Tech Treaty Maintenance is paid, as well as when RP points are spent (if desired) on advancement. Additionally, this is when Prospecting is rolled and when all active enchantments disperse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System/Star System:&#039;&#039;&#039; Lords of Ether treats each star system as a discrete economic unit. This has significant implications for imperialistic powers and Trans-Stellars. Full details on how this affects economies are detailed below.&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Construction==&lt;br /&gt;
Vital for long-term growth, the construction of new infrastructure is often a major part of a power&#039;s yearly expenditures. Infrastructure can only be bought once a year and for budgetary simplicity it is encouraged to do all your infrastructure buying at one time. All new infrastructure MUST be paid for by June, else it does not take effect until the following year. That said, the importance of infrastructure belies the simplicity involved in calculating it.&lt;br /&gt;
&lt;br /&gt;
Each new point of Housing, Members, Associate Members, Industry, Wealth or Research costs a base of 20 Wealth save Ether which costs 20 Wealth and 20 Industry to build.&lt;br /&gt;
&lt;br /&gt;
There are two ways to expand infrastructure. There is the Normal Construction rate which is based on the amount of relative increase in a particular field, with crash industrialization or funneling ever-larger crowds of investors into financial Rube Goldberg currency-printing machinery being less efficient. Then there is the Base Construction rate, which is a minimum fixed amount based on your Advancement that you can build ignoring how much or how little you have in a particular category.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Normal Construction Percentage Increase !! Cost Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-5% of existing category || x1&lt;br /&gt;
|-&lt;br /&gt;
| 5-10% of existing category || x2&lt;br /&gt;
|-&lt;br /&gt;
| 10-15% of existing category || x3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is Housing; the value used for housing is the total number of population units in a power, not the number of population units that are already &#039;housed&#039;.&lt;br /&gt;
&lt;br /&gt;
Thus if a power has 100 industry, it can buy up to 5 points of new industry at a cost of 20 Wealth each, or 6 to 10 at a cost of 40 Wealth each, or 11 to 15 at a cost of 60 Wealth each. Obviously rampant economic growth requires a large supply of money and powers tend to hoard money during the early months of the year in anticipation of infrastructure construction expenses.&lt;br /&gt;
&lt;br /&gt;
The Base Infrastructure Construction Rate can be used if a location has a small amount (or zero) infrastructure and it makes more sense to build a fixed minimum amount. Base Rate construction has a cost multiplier of x1.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement Level !! Base Construction Rate&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 Production Points &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 Production Points&lt;br /&gt;
|-&lt;br /&gt;
| 3 or Below || 1 Production Point &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have both the technological and magic categories that influence a specific field at a level of 2 or higher, you may add their Base Construction Rates together, however it may not exceed 3. So a power with Engineering 2 and Transmogrification 3 would have a Base Construction Rate of 2. If they have a fusion of those two they may use their TM Advancement level, up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Infrastructure !! Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Housing || Biology/Creation&lt;br /&gt;
|-&lt;br /&gt;
| Members || Engineering/Transmorgification &lt;br /&gt;
|-&lt;br /&gt;
| Industry || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || Psychology/Mental&lt;br /&gt;
|-&lt;br /&gt;
| Research || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Ether || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a power with 10 Research and Engineering 4 would only be able to build an absolute maximum of 1 points at 40 Wealth each if using Normal construction, since 1 research would be a 10% increase. However, if it were to use Base Rate construction it would be able to build 2 new points at the cost of 20 each.&lt;br /&gt;
&lt;br /&gt;
The catch is that a nation cannot use its Base Rate more than once in each field per year unless it has To The Stars, in which case it may use it an additional time in an offworld location.&lt;br /&gt;
&lt;br /&gt;
No one location may use both Normal Construction and the Base Infrastructure Construction Rate in any given field. It is one or the other.&lt;br /&gt;
&lt;br /&gt;
===Transtellars===&lt;br /&gt;
&lt;br /&gt;
Normal Construction and Base Rate Construction applies to Transtellars in the same way as nations as far as costs and percentage limits are concerned, except that the three Risk levels are treated separately.&lt;br /&gt;
&lt;br /&gt;
For the purposes of eliminating fractions when dealing with multiple locations, Normal Construction considers the total amount of each field across all Areas of Influence.&lt;br /&gt;
&lt;br /&gt;
Safe: The total amount of new infrastructure placed in any number of Safe areas cannot exceed your Base Construction Rate per field. The only exception to this is Members.&lt;br /&gt;
&lt;br /&gt;
Calculated Risk: Any infrastructure built using Normal Construction must be placed in a zone of Calculated Risk or a Danger Zone. This implies if you have only Safe areas, you may not use Normal Construction in any field save Members. You can also put infrastructure in them which was built using your Base Construction Rate, however a zone of Calculated Risk doesn&#039;t provide any opportunities to use it any additional times.&lt;br /&gt;
&lt;br /&gt;
Danger Zone: You may use your Base Construction Rate at &#039;&#039;&#039;each&#039;&#039;&#039; Danger Zone location or buy 2x the amount allowed by Normal Construction with additional no cost penalty. It all must be placed in a Danger Zone. Whatever your choice, you may only do one or the other.&lt;br /&gt;
&lt;br /&gt;
Consider the Cult of Phleem as an example Transtellar. They have 60 units of Chittering Cultist Members, 20 Industry, 80 Wealth, 40 Research and 40 Ether spread over their 5 Dark Cathedrals. Their Base Construction Rate is 2. Two of them are Safe, one is a Calculated Risk and two are in a Danger Zone full of zealous do-gooders. Being a pragmatic evil organization, they choose not to spend extra money on Normal Construction going past the 1.0 cost multiplier. It makes little sense for them to use anything other than their Base Construction Rate on Industry and they have little need for it, so they put 2 Industry in any of their Safe areas. However when considering their 80 Wealth, they could build 4 new sources of Wealth using Normal Construction or 2 with Base Construction. If they build 4, then it must go in their zone of Calculated Risk near the enclave of Gahnn the Usurper. However...if they were to expand their Altar of Blackest Blood and put it all in their Danger Zones, they could build 8. So much potential for evil monetization! If they chose to expand Research they could build 2 using either Normal Construction or Base Rate and most likely choose the Base Rate to put them in a Safe zone, however because they have two Danger Zones they could build 2 in each one for a total of 4 with no penalties. When it came to Members, they could build either 2 using the Base Rate, 3 with Normal Construction or 4 if they decided to use their Danger Zones. Given their atrocious manpower losses, it seems prudent for them to use Normal Construction and place them in a Safe zone.&lt;br /&gt;
&lt;br /&gt;
==Industrial Mobilization==&lt;br /&gt;
During times of emergency a power can chose to mobilize its industry on a month-to-month basis. This costs 1 Wealth or Ether per point of industry mobilized and for the month it is mobilized it produces 2 PP instead of 1. In short it lets one turn money or ether directly into finished goods, although at a cost.&lt;br /&gt;
&lt;br /&gt;
Long-term mobilization tends to lead to civil disorder as people soon grow sick of working excessive overtime. While this will generally not be an issue when a power is facing a desperate fight or rolling forward on glorious offensive (so long as the victories keep coming in), mobilizing a significant part of one&#039;s industry for no good reason more than once or twice a year is probably not a good idea and can drop you down to Unhappy Populace or worse.&lt;br /&gt;
&lt;br /&gt;
Fanatical Population also allows a power to mobilize its population production in the exact same way as conventional industry. Additionally, Fanatical allows one to mobilize more before suffering any ill effect.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71227</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71227"/>
		<updated>2022-11-13T21:21:47Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Advantages List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. This is roughly analogous to a Factious World, however the nature of any possible danger on any given world will depend on what is already there and as such is not as well bounded or quantified. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of starting local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. This is roughly analogous to a Hostile World, however this specifically refers to the danger to &#039;&#039;you&#039;&#039; and not necessarily any other powers there. Similar to a zone of Calculated Risk, the actual nature of the threat will depend on what is on a given world already and it could equally be having the focused attention of a local minor power, being a secondary concern for a larger one, or some combination thereof. Locations that are in a Danger Zone will be placed by GMs.  The amount of starting local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML4 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71226</id>
		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Nations&amp;diff=71226"/>
		<updated>2022-11-13T21:20:58Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* National Advantages and Disadvantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens.  These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond.  They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.&lt;br /&gt;
&lt;br /&gt;
Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly.  It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power.  The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.&lt;br /&gt;
==Defeat==&lt;br /&gt;
The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking.  The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.&lt;br /&gt;
&lt;br /&gt;
In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better.   Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome.  Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters.  Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.&lt;br /&gt;
==Nations and Named Characters==&lt;br /&gt;
Nations are large, impersonal things.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be politicians, local citizens, or military soldiers or officers.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
==National Character==&lt;br /&gt;
Your Nation is entirely what you make it.  Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets.  Any such distinctions are made in your description of your Nation, and how you practically play it.&lt;br /&gt;
&lt;br /&gt;
Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods.  There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you.  For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.&lt;br /&gt;
&lt;br /&gt;
In the end, it’s all up to you, and how you physically construct your Nation.  Now, on to the construction. . .&lt;br /&gt;
=1. Creating a Nation=&lt;br /&gt;
A Nation begins with 550 Starting Points (SP) to spend during Power creation.  Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.  &lt;br /&gt;
&lt;br /&gt;
New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​&lt;br /&gt;
==Advancement of Nations==&lt;br /&gt;
You now need to decide what level of magic or technology your Nation has.  Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels.  Quite apart from the SP cost, maxing out every tech level may not best realize your concept.  It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.&lt;br /&gt;
&lt;br /&gt;
People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).&lt;br /&gt;
&lt;br /&gt;
All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section &#039;&#039;&#039;2.a. Advancement&#039;&#039;&#039;, and Section &#039;&#039;&#039;2.b. Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant.  Large and small Populations each have their own advantages and disadvantages.  A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!).  On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.&lt;br /&gt;
&lt;br /&gt;
Most Nations use Population Units of 1 million, though in some special cases this may be smaller.  Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”&lt;br /&gt;
&lt;br /&gt;
Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government.  Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population.  If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society.  Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.&lt;br /&gt;
&lt;br /&gt;
For every two &#039;&#039;Housed&#039;&#039; Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month.  Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.&lt;br /&gt;
&lt;br /&gt;
===Population Growth===&lt;br /&gt;
Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation&#039;s level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.&lt;br /&gt;
&lt;br /&gt;
Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn&#039;t pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn&#039;t generate any additional Production Bonus until the required infrastructure is built.&lt;br /&gt;
&lt;br /&gt;
A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so a Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Note that this cost does not include building the infrastructure for these test-tube babies once they&#039;ve been gestated&lt;br /&gt;
&lt;br /&gt;
===Civil Order===&lt;br /&gt;
It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it&#039;s 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don&#039;t have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That&#039;s when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.&lt;br /&gt;
&lt;br /&gt;
===National Draft Pool===&lt;br /&gt;
Your Nation has a Draft Pool, equal to 10% of its Population.  Unless they’re entirely automated, all military units require some Population to crew or form them.  Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare).  All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.  Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers.  Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.&lt;br /&gt;
&lt;br /&gt;
Starting at Psychology 4 and Biology 4 a Power can conduct full human flash cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones are added to a military, security, or agent unit as a capability that removes its Draft requirement. However, at TL4 Biology, these clones are problematic and negatively impact unit performance. Only at TL5 Biology will these Clones function &#039;normally&#039; as a slotless Extra Capability.&lt;br /&gt;
&lt;br /&gt;
===Slave/Subject Populations===&lt;br /&gt;
Some nations can start off with Populations under their control that are not loyal, and serve only under duress.  These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass.  These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population numbers are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves.  Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.&lt;br /&gt;
&lt;br /&gt;
Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population.  However, they cost only .5 SP per Unit, and require no Civil Order Upkeep.  Housing is also cheaper to build for them, costing half as much.  On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool. &lt;br /&gt;
&lt;br /&gt;
===National Infrastructure=== &lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points.  It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether.  Population Housing also falls under Infrastructure, though that has already been discussed.   Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants.  Wealth is less tangible and describes your economy.  Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well.  Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms.  Infrastructure is discussed in greater depth in section &#039;&#039;&#039;6. Infrastructure&#039;&#039;&#039;, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
====Industry====&lt;br /&gt;
Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods.  Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything.  Industry is notable in that it cannot be “saved”.  If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost.  In contrast, Wealth, Ether and Research can be stockpiled if not used.  Each SP you spend in this Category gives you one point of Industrial Production per Month.  This is measured in Production Points or PP.&lt;br /&gt;
&lt;br /&gt;
====Wealth====&lt;br /&gt;
Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage.  Each SP you spend in this Category gives you one point of Wealth Production per Month.  This is measured in Wealth Units or WU.  Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers.  A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages.  In fact Magic Users are unique in that they require Research rather than Industry to produce.  As a result a magical Nation should pay more attention to this Infrastructure Category.  Research is also unique in that rather than producing monthly it produces yearly.  Each SP you spend in this Category gives you one point of Research Production per Year.  This is measured in Research Points or RP.  RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce.  All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster.  Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form.  Geodes are extremely valuable, and are used in the most powerful weapons and magics.  Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories.  To build more Ether refineries you must first find (or conquer!) more sources of Ether.  Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources.  This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more.  Each SP you spend in this Category gives you one point of Ether Production per Month.  This is measured in Ether Units, or EU.  EU can also be stored and transferred to other Powers, like WU.  A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Of course every Nation needs a military.  All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in &#039;&#039;&#039;Sections 5 - 9&#039;&#039;&#039;, and rules for mages have their own &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]]&#039;&#039;&#039;.  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==National Advantages and Disadvantages==&lt;br /&gt;
Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.&lt;br /&gt;
===Advantages===&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient Relics&amp;lt;/u&amp;gt; (10 SP):  There was an older civilization on your world before you.  Long before you.  Now long gone, in scattered and isolated places some of their relics remain.  Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left.  To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ancient World&amp;lt;/u&amp;gt; (25 SP):  There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere.  New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places.  As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  An Nation with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Cadets&amp;lt;/u&amp;gt; (5 SP):  Your Nation has a foothold in space, with permanent bases, residences and a level of industry.  This advantage can make the travel and exploitation of space easier for a Nation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Population&amp;lt;/u&amp;gt; (5 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 2.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a Nation with a strong divide between the haves and the have-nots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Larger Population&amp;lt;/u&amp;gt; (10 SP):  A Nation may have a larger population than normal.  With this Advantage the Population of your Nation is multiplied by 5.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Huge Population&amp;lt;/u&amp;gt; (20 SP):  This works much like the previous two, except the Population of your Nation is multiplied by 10.  This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep.  This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;To the Stars!&amp;lt;/u&amp;gt; (10 SP):  Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem.  Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Neighbours&amp;lt;/u&amp;gt; (25 SP):  As a Nation you are not alone on your world, but you might as well be.  The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest.  The other nations start with 250 Starting Points between them (before Disadvantages).  While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Society&amp;lt;/u&amp;gt; (10 SP):  Your population bonus produces Etheric energy rather than Industry.  This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry.  If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Martial Society&amp;lt;/u&amp;gt; (30 SP):  Your Power has an old and strong military tradition.  Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble.   In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fanatical Population&amp;lt;/u&amp;gt; (25 SP / 50 SP):  Your People are incredibly devoted and can be urged on to great lengths for the state.  Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis.  This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Green Fields&amp;lt;/u&amp;gt; (10 SP / 15 SP):  Your Nation is unusually fertile, with a near continual baby boom.  As a result, Population growth is doubled.  This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Nation is unusually rich in Etheric energy and you can expand your Ether production..  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Wildlife&amp;lt;/u&amp;gt; (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. Your territory gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystic Haven&amp;lt;/u&amp;gt; (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. Your territory gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.  Up to 25 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML4 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Terra Incognita Magicka&amp;lt;/u&amp;gt; (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. Your territory gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.   If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP).  Up to 50 PP of creatures will enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML5 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10 SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Bat Phone&amp;lt;/u&amp;gt; (50 SP):  Your Nation has a patron hero only a phone call away!  Once a year, you may summon a Hero to your aid.  This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour.  To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different.  Just remember that unlike a normal Hero, this Hero is not on call 24/7.  You get to use him for one major task a year, and that for only a month.  So use your Bat-minutes wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Factious World&amp;lt;/u&amp;gt; (+5 Starting Points):  As a Nation, while you are the greatest power on your world you are not the only one.  Other nations exist which have no loyalty to you.  They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hostile World&amp;lt;/u&amp;gt; (+25/50 Starting Points):  As a Nation, your world is not your own.  There are other powers on it, and some are greater than you are, and less than friendly.  Forget conquering your neighbors; just think about surviving them.  You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Government&amp;lt;/u&amp;gt; (+25 Starting Points):  Your government is not fully in control of your nation.  Making decisions is difficult and carrying them out more so.  While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war.  Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dissatisfied Population&amp;lt;/u&amp;gt; (+10 Starting Points):  While your society does function, there are rumblings of discontent at certain levels.  The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Angry Population&amp;lt;/u&amp;gt; (+25 Starting Points):  In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people.  The population produces no bonus, and the people are receptive to foreign influence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebellious Population&amp;lt;/u&amp;gt; (+50 Starting Points):  The people aren’t just dissatisfied; they’re on the verge of open revolt.  A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction.   As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you.  This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Nation fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Nation has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic.  Powers affected by this will tend to react negatively to your actions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Nation has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disaster Zone&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage.  The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Barren World&amp;lt;/u&amp;gt; (+20 Starting Points):  Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up).  A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses.  Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Resource Poor World&amp;lt;/u&amp;gt; (+20 Starting Points):  A Nation with this Disadvantage may not start with more than 50 Industry Production. As the game progresses they can build more, however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank.  Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly led.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cult of Victory&amp;lt;/u&amp;gt; (+20 Starting Points):  Your Nation does not like losing.  Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity.  Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names.  Fear and Loathing supersedes Pariah.  This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains.  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states.  In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10).  The same goes for others trying to deal with you and.  the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Slow Population Growth&amp;lt;/u&amp;gt; (+5 Starting Points):  The Population of your Nation grows half as fast as normal.  In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;No Population Growth&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Nation has stagnant Population growth.  The only way to increase it is by immigration or costly artificial means.  Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive.  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Negative Population Growth&amp;lt;/u&amp;gt; (+25 Starting Points):  The population of your Nation is in a slow but seemingly irrevocable decline.  Every year it decreases by 3%.  This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative).  Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they  trade any of their technological or magical designs or units to another Power.  Ever.  If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Nation is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power.  Additionally, spies on Espionage missions are half as effective.  Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Lord of All&amp;lt;/u&amp;gt; (+5 Starting Points):  There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old.  This person should be designated as a specific individual, and represented by a single (killable!) unit.  This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle.  Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage.  If you already have Weak Government, your Nation goes right into Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Home is Where the Heart is&amp;lt;/u&amp;gt; (+25 Starting Points):  Your nation eschews colonialism and foreign holdings, preferring to remain in their home system.  The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71222</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71222"/>
		<updated>2022-11-10T20:27:40Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Areas of Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. This is roughly analogous to a Factious World, however the nature of any possible danger on any given world will depend on what is already there and as such is not as well bounded or quantified. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of starting local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. This is roughly analogous to a Hostile World, however this specifically refers to the danger to &#039;&#039;you&#039;&#039; and not necessarily any other powers there. Similar to a zone of Calculated Risk, the actual nature of the threat will depend on what is on a given world already and it could equally be having the focused attention of a local minor power, being a secondary concern for a larger one, or some combination thereof. Locations that are in a Danger Zone will be placed by GMs.  The amount of starting local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71221</id>
		<title>Lords of Ether (20th Anniversary Edition) Types of Magic</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71221"/>
		<updated>2022-11-10T20:12:27Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Area of Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic is the shaping of the powers of Ether by will alone.  At its heart magic is about Power - personal power.  Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.&lt;br /&gt;
&lt;br /&gt;
Any magical act is called a “Casting.”  There are four separate types of Castings:  Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.&lt;br /&gt;
&lt;br /&gt;
With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects.  Artificing functions similarly to normal Industrial construction, though with a number of specific rules.&lt;br /&gt;
&lt;br /&gt;
Note:  In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
=Casting Level and Combining Magical Categories=&lt;br /&gt;
All Castings have a level.  This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it.  Casting Level is the sum of all the levels of the various Magical Categories used.&lt;br /&gt;
&lt;br /&gt;
Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.&lt;br /&gt;
&lt;br /&gt;
Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.&lt;br /&gt;
&lt;br /&gt;
Note: It is not always necessary to combine Magical Categories.  Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one.  This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.&lt;br /&gt;
&lt;br /&gt;
=Area of Effect=&lt;br /&gt;
Castings naturally affect one target, or one localized target area of small size.  Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area.  Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare.  As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use. As a note free levels of Area of Effect granted by various sources cannot allow a Mage to exceed the maximum of their class and if they cannot be used, they are wasted. &lt;br /&gt;
&lt;br /&gt;
The Area of Effect Table is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class !! Ether !! Mage Type !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || +0 || Postulant || 1 person/small vehicle (truck, battlesuit)&lt;br /&gt;
|-&lt;br /&gt;
| I || +1 || Disciple || up to 10 people/large vehicle (tank, plane)&lt;br /&gt;
|-&lt;br /&gt;
| II || +2 || Adept/Specialist || up to 100 people/small warship&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 || Master/Trained S. || up to 1,000 people/cruiser&lt;br /&gt;
|-&lt;br /&gt;
| IV || +4 || Archmage/Expert S. || up to 10,000 people/capital ships&lt;br /&gt;
|-&lt;br /&gt;
| V || +5 || Oracle || up to 100,000 people/mega capital ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect.  This free area of effect does not have to be used, but if taken it incurs no extra ether cost.  If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event.  Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand.  It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration.  Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.&lt;br /&gt;
&lt;br /&gt;
=Preparation Time=&lt;br /&gt;
The preparation time for a Casting is determined by its Casting Level.  This is not quite as straightforward as the Area Effect Table.  Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required.  In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this.  A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month.  Every level above Casting Level 5 adds another month.  Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.&lt;br /&gt;
&lt;br /&gt;
There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.&lt;br /&gt;
&lt;br /&gt;
Of particular note, there is a special Preparation rule that applies to Summonings.  Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage.  Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months.  Thus a Level 5 Summoning would take 5 months to prepare, not 1.&lt;br /&gt;
&lt;br /&gt;
This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it.  This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story.  If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged.  A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention&lt;br /&gt;
&lt;br /&gt;
=Casting Cost=&lt;br /&gt;
Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate.  Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.&lt;br /&gt;
&lt;br /&gt;
==Cost of Spells==&lt;br /&gt;
Spells of levels 1, 2 and 3 have no Casting Cost.  Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage.  Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared.  Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost.  Thus, a Spell of level 9 would cost 6 Ether.&lt;br /&gt;
&lt;br /&gt;
The Casting Cost can be further modified by Area of Effect rules, as discussed above.  This is added directly to any other costs.  Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!&lt;br /&gt;
&lt;br /&gt;
In short: Cost = Spell Level -3 + AoE&lt;br /&gt;
&lt;br /&gt;
=Enchantments=&lt;br /&gt;
An enchantment is a temporary boost applied to a unit through the use of magic, manifesting in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated.  The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 =  6 ether. Enchantments cast on units must have an ML at least equal to their advancement level. &lt;br /&gt;
&lt;br /&gt;
In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability&lt;br /&gt;
&lt;br /&gt;
A unit can have a maximum of 2 enchantments.&lt;br /&gt;
&lt;br /&gt;
The duration of Enchantments can be extended to last until the end of the year.  This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides).  This doubles the Casting Cost of the Enchantment.  It should be noted that a one-year Enchantment may not actually last a year.  Enchantments that are frequently activated or are attacked by countermagic often fail early.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.&lt;br /&gt;
&lt;br /&gt;
=Summonings=&lt;br /&gt;
Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being.  The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs.  Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level.  The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
One Summoning Spell can only call a maximum of a single Batch of Summoned Beings.  It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.&lt;br /&gt;
&lt;br /&gt;
Summoned Beings generally last for a month before dissipating, or returning to their home plane.  As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being.  However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded.  Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!&lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan&#039;s time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.&lt;br /&gt;
&lt;br /&gt;
To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.&lt;br /&gt;
&lt;br /&gt;
The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost. &lt;br /&gt;
&lt;br /&gt;
Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.&lt;br /&gt;
&lt;br /&gt;
This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).&lt;br /&gt;
&lt;br /&gt;
Artificed units take draft as normal.&lt;br /&gt;
&lt;br /&gt;
=Storing and Using Castings=&lt;br /&gt;
Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used.  The Casting can be stored in a reagent or vessel.  A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance.  A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage.  Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!).  As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.&lt;br /&gt;
&lt;br /&gt;
Prepared and stored Castings do not have an expiry date and can be stored indefinitely.  A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent.  Destroying the reagent or vessel will also dispel the Casting.  In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within.  Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.&lt;br /&gt;
&lt;br /&gt;
A Mage can only use one major Casting at a time.  A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep.  This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major.  Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one.  The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.&lt;br /&gt;
&lt;br /&gt;
=Range of Magic=&lt;br /&gt;
Some magic involves ranged effects, most commonly offensive or detection spells.  This is determined not by the Casting itself, but by the ability of the Mage.  The more powerful a Mage the greater range at which the Casting can operate.  As with all things, using Castings at longer ranges decreases their effectiveness.  Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power.  It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.&lt;br /&gt;
&lt;br /&gt;
The range table is described below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mage Type !! Max Offensive Range !! Max Detection Range&lt;br /&gt;
|-&lt;br /&gt;
| Postulant || Melee || Melee&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Very Close || Close&lt;br /&gt;
|-&lt;br /&gt;
| Specialist/Adept || Close || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Trained Specialist/Master || Medium || Far&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Specialist/Master || Far || Very Far&lt;br /&gt;
|-&lt;br /&gt;
| Oracle || Very Far || Intersystem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these ranges are not universally applicable.  Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely.  There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body.  Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.&lt;br /&gt;
&lt;br /&gt;
=Counter Magic=&lt;br /&gt;
There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.&lt;br /&gt;
&lt;br /&gt;
==Standard Countermagic==&lt;br /&gt;
Standard Countermagic is the default method.  It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand.  The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell&#039;s basic form.  Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer.  However it does require a great deal of focus and very fast reactions.  As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack.  Attempting Standard Countermagic &amp;quot;on the fly&amp;quot; makes success less likely.  All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.&lt;br /&gt;
&lt;br /&gt;
==Opposed Effects==&lt;br /&gt;
Opposed Effects are the most reliable form of Countermagic.  In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier.  More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether.  Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage&#039;s subconscious so as to activate in time, though the Mage still cannot be busy casting other magic.  They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection.  Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.&lt;br /&gt;
&lt;br /&gt;
==General Jamming==&lt;br /&gt;
General Jamming is a method most used by Technology, however it also has its Magical uses.  In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede).  All technological ECM systems can have this effect, and the most powerful can be a real problem.  When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area.  However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it.  Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell&#039;s anchor.  As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71220</id>
		<title>Lords of Ether (20th Anniversary Edition) Types of Magic</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71220"/>
		<updated>2022-11-10T20:11:56Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Area of Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic is the shaping of the powers of Ether by will alone.  At its heart magic is about Power - personal power.  Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.&lt;br /&gt;
&lt;br /&gt;
Any magical act is called a “Casting.”  There are four separate types of Castings:  Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.&lt;br /&gt;
&lt;br /&gt;
With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects.  Artificing functions similarly to normal Industrial construction, though with a number of specific rules.&lt;br /&gt;
&lt;br /&gt;
Note:  In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
=Casting Level and Combining Magical Categories=&lt;br /&gt;
All Castings have a level.  This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it.  Casting Level is the sum of all the levels of the various Magical Categories used.&lt;br /&gt;
&lt;br /&gt;
Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.&lt;br /&gt;
&lt;br /&gt;
Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.&lt;br /&gt;
&lt;br /&gt;
Note: It is not always necessary to combine Magical Categories.  Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one.  This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.&lt;br /&gt;
&lt;br /&gt;
=Area of Effect=&lt;br /&gt;
Castings naturally affect one target, or one localized target area of small size.  Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area.  Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare.  As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use. As a not free levels of Area of Effect granted by various sources cannot allow a Mage to exceed the maximum of their class and if they cannot be used, they are wasted. &lt;br /&gt;
&lt;br /&gt;
The Area of Effect Table is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class !! Ether !! Mage Type !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || +0 || Postulant || 1 person/small vehicle (truck, battlesuit)&lt;br /&gt;
|-&lt;br /&gt;
| I || +1 || Disciple || up to 10 people/large vehicle (tank, plane)&lt;br /&gt;
|-&lt;br /&gt;
| II || +2 || Adept/Specialist || up to 100 people/small warship&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 || Master/Trained S. || up to 1,000 people/cruiser&lt;br /&gt;
|-&lt;br /&gt;
| IV || +4 || Archmage/Expert S. || up to 10,000 people/capital ships&lt;br /&gt;
|-&lt;br /&gt;
| V || +5 || Oracle || up to 100,000 people/mega capital ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect.  This free area of effect does not have to be used, but if taken it incurs no extra ether cost.  If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event.  Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand.  It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration.  Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.&lt;br /&gt;
&lt;br /&gt;
=Preparation Time=&lt;br /&gt;
The preparation time for a Casting is determined by its Casting Level.  This is not quite as straightforward as the Area Effect Table.  Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required.  In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this.  A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month.  Every level above Casting Level 5 adds another month.  Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.&lt;br /&gt;
&lt;br /&gt;
There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.&lt;br /&gt;
&lt;br /&gt;
Of particular note, there is a special Preparation rule that applies to Summonings.  Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage.  Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months.  Thus a Level 5 Summoning would take 5 months to prepare, not 1.&lt;br /&gt;
&lt;br /&gt;
This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it.  This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story.  If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged.  A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention&lt;br /&gt;
&lt;br /&gt;
=Casting Cost=&lt;br /&gt;
Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate.  Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.&lt;br /&gt;
&lt;br /&gt;
==Cost of Spells==&lt;br /&gt;
Spells of levels 1, 2 and 3 have no Casting Cost.  Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage.  Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared.  Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost.  Thus, a Spell of level 9 would cost 6 Ether.&lt;br /&gt;
&lt;br /&gt;
The Casting Cost can be further modified by Area of Effect rules, as discussed above.  This is added directly to any other costs.  Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!&lt;br /&gt;
&lt;br /&gt;
In short: Cost = Spell Level -3 + AoE&lt;br /&gt;
&lt;br /&gt;
=Enchantments=&lt;br /&gt;
An enchantment is a temporary boost applied to a unit through the use of magic, manifesting in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated.  The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 =  6 ether. Enchantments cast on units must have an ML at least equal to their advancement level. &lt;br /&gt;
&lt;br /&gt;
In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability&lt;br /&gt;
&lt;br /&gt;
A unit can have a maximum of 2 enchantments.&lt;br /&gt;
&lt;br /&gt;
The duration of Enchantments can be extended to last until the end of the year.  This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides).  This doubles the Casting Cost of the Enchantment.  It should be noted that a one-year Enchantment may not actually last a year.  Enchantments that are frequently activated or are attacked by countermagic often fail early.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.&lt;br /&gt;
&lt;br /&gt;
=Summonings=&lt;br /&gt;
Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being.  The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs.  Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level.  The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
One Summoning Spell can only call a maximum of a single Batch of Summoned Beings.  It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.&lt;br /&gt;
&lt;br /&gt;
Summoned Beings generally last for a month before dissipating, or returning to their home plane.  As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being.  However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded.  Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!&lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan&#039;s time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.&lt;br /&gt;
&lt;br /&gt;
To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.&lt;br /&gt;
&lt;br /&gt;
The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost. &lt;br /&gt;
&lt;br /&gt;
Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.&lt;br /&gt;
&lt;br /&gt;
This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).&lt;br /&gt;
&lt;br /&gt;
Artificed units take draft as normal.&lt;br /&gt;
&lt;br /&gt;
=Storing and Using Castings=&lt;br /&gt;
Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used.  The Casting can be stored in a reagent or vessel.  A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance.  A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage.  Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!).  As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.&lt;br /&gt;
&lt;br /&gt;
Prepared and stored Castings do not have an expiry date and can be stored indefinitely.  A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent.  Destroying the reagent or vessel will also dispel the Casting.  In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within.  Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.&lt;br /&gt;
&lt;br /&gt;
A Mage can only use one major Casting at a time.  A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep.  This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major.  Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one.  The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.&lt;br /&gt;
&lt;br /&gt;
=Range of Magic=&lt;br /&gt;
Some magic involves ranged effects, most commonly offensive or detection spells.  This is determined not by the Casting itself, but by the ability of the Mage.  The more powerful a Mage the greater range at which the Casting can operate.  As with all things, using Castings at longer ranges decreases their effectiveness.  Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power.  It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.&lt;br /&gt;
&lt;br /&gt;
The range table is described below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mage Type !! Max Offensive Range !! Max Detection Range&lt;br /&gt;
|-&lt;br /&gt;
| Postulant || Melee || Melee&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Very Close || Close&lt;br /&gt;
|-&lt;br /&gt;
| Specialist/Adept || Close || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Trained Specialist/Master || Medium || Far&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Specialist/Master || Far || Very Far&lt;br /&gt;
|-&lt;br /&gt;
| Oracle || Very Far || Intersystem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these ranges are not universally applicable.  Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely.  There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body.  Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.&lt;br /&gt;
&lt;br /&gt;
=Counter Magic=&lt;br /&gt;
There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.&lt;br /&gt;
&lt;br /&gt;
==Standard Countermagic==&lt;br /&gt;
Standard Countermagic is the default method.  It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand.  The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell&#039;s basic form.  Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer.  However it does require a great deal of focus and very fast reactions.  As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack.  Attempting Standard Countermagic &amp;quot;on the fly&amp;quot; makes success less likely.  All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.&lt;br /&gt;
&lt;br /&gt;
==Opposed Effects==&lt;br /&gt;
Opposed Effects are the most reliable form of Countermagic.  In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier.  More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether.  Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage&#039;s subconscious so as to activate in time, though the Mage still cannot be busy casting other magic.  They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection.  Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.&lt;br /&gt;
&lt;br /&gt;
==General Jamming==&lt;br /&gt;
General Jamming is a method most used by Technology, however it also has its Magical uses.  In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede).  All technological ECM systems can have this effect, and the most powerful can be a real problem.  When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area.  However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it.  Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell&#039;s anchor.  As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Mages&amp;diff=71219</id>
		<title>Lords of Ether (20th Anniversary Edition) Mages</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Mages&amp;diff=71219"/>
		<updated>2022-11-10T20:08:58Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Training Mages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=11. Mages=&lt;br /&gt;
In the end magic is about one thing: personal power.  Technology gives ability to any who would use it whether they understand it or not but magic concentrates ability in the hands of the chosen few who have taken the time and effort to learn.  This means that even in mystical societies magic is always less widespread than technology, but then there are few things on heaven or earth so awesomely powerful as Mages.  Few things are also less expendable, and Mages are a resource that must be carefully hoarded, nourished and nurtured.&lt;br /&gt;
&lt;br /&gt;
The most critical unit for any magical society is the Mage himself.  Mages are not a collection of wildly differing Types like infantry, tanks, airplanes and ships, but are instead defined by the level of skill they have achieved.  While a Power may know everything about every Magical Category, the mages of that Power may not know all their parent civilization does.  In fact very few mages ever attain that level of knowledge and power, and those that do are held in awe.&lt;br /&gt;
&lt;br /&gt;
The power of a Mage is determined both by the highest single magical level he or she has and/or by the total number of magical levels he or she is proficient in.  While all Mage Types when purchased are assumed to meet both the minimum starting requirements for their type (the Magical Advancement Levels of the Power permitting) a Mage only has to meet one of the requirements to qualify for a certain Type:  A mage with level 5 in Destruction but only 9 magic levels in total would still be an Archmage, as would one with 12 levels in total, even if no one Category was held at higher than level 3.  A mage with 11 levels, the highest single Category being level 4 however would be a Master, if an exceptionally skilled one.&lt;br /&gt;
&lt;br /&gt;
=Training Mages=&lt;br /&gt;
Like other Military Types, Mages have a Batch Cost which is used in determining their cost and how much Upkeep they require.  However there are some interesting differences that are specific to mages.  In particular Mages are built or trained with valuable Research Points (RP), rather than Industry or Wealth.&lt;br /&gt;
&lt;br /&gt;
Mages are built in the same manner as a normal Military unit, with Final Cost being determined by Batch Cost, plus Added Capabilities, all multiplied by highest Magic Advancement Level &lt;br /&gt;
&lt;br /&gt;
 (Base Batch Cost + Added Capabilities) x Magic Level&lt;br /&gt;
&lt;br /&gt;
Powers also have the option each year of using the burnout/promotion mechanic for their mage forces: at the end of each year, you may add a single level of magic to up to 10% of your mages so long as you permanently lose an equal % of your mages. Thus, if you had a total of 1200 mages, you could gain a level of magic on 120 of them so long as you permanently lost 120 others. Mages can be promoted to the next category up (postulants to disciples, for example) via this mechanic. This represents the naturally dangerous process of mages learning and washing/burning out.&lt;br /&gt;
&lt;br /&gt;
The Build Time Modifier for Mages is always x1, regardless of either the Magical or Technological Advancement Level of your Power.  This does not mean mages are fast to train - they aren&#039;t, it&#039;s a process that takes lifetimes - and this rule exists primarily as a game mechanic.  However, if you require an in-game explanation you could perhaps say that buying Mages with RP represents your Power searching the land to find those with natural magical talent, and then recruiting them into your forces.&lt;br /&gt;
&lt;br /&gt;
Mages can also be increased in power and skill after they have been built.  The first method for representing this is by conducting standard Upgrades.  As with normal military units, the cost for this is the new Final Cost of the desired unit, subtracting by the old Final Cost of the existing unit.  The difference is the Upgrade Cost.&lt;br /&gt;
&lt;br /&gt;
Removing existing Added Capabilities and replacing them with new ones does not reduce the cost of Upgrades, and unlike with normal military units, removed added capabilities may not be transferred to another Mage.  These Added Capabilities represent the skill and knowledge of the Mage and cannot be transferred as simply as bolting a different gun onto the deck.  As with building new Mages, the FC is paid in RP, and the Build Time Modifier is x1.&lt;br /&gt;
&lt;br /&gt;
The second method is to increase the abilities of a Mage over time through Training.  Training is often slower than simply Building fully-fledged mages with the desired abilities, or Upgrading existing ones, but it is also cheaper.  For the price of 1 RP, a one Batch of Mages all gain 1 Magic Level.&lt;br /&gt;
&lt;br /&gt;
This Training can even include a Level that requires a Mage to be converted into a smaller Batch size.  For example: it would cost 1 RP to train a Batch of 250 Postulants From Material Level 1 to Material Level 2.  When Training completed the next year, the Postulants would then qualify for one of the minimum requirements of the Disciple Type (Level 2 in any Category), and so would be converted from one Batch of Postulants into five Batches of Disciples.&lt;br /&gt;
&lt;br /&gt;
Training is declared at the start of the year (thus between January to June), and completes at the start of the next year (January).  Mages in training may still be used for normal tasks, as practical experience is also a good learning tool, however if they are killed over the course of the year the training lost and the RP cannot be refunded.  Since training declarations are as simple as listing the number of batches of each Mage Type that are undergoing training, this will only be an issue if you suffer more Mage casualties than you can satisfy by killing Mages who are not in training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Oracles may not be created by the Training method and must either be Built, or Upgraded.  Training also cannot be used to gain Added Capabilities, and these must either be Built or Upgraded.&lt;br /&gt;
&lt;br /&gt;
=Mage Types=&lt;br /&gt;
A listing of the various Types of Mages follows.  Points are of course the Batch Cost:&lt;br /&gt;
&lt;br /&gt;
==Mages in Training==&lt;br /&gt;
&amp;lt;u&amp;gt;Postulant:&amp;lt;/u&amp;gt; 1 point per 250&lt;br /&gt;
&lt;br /&gt;
A Postulant is a mage-hopeful.  Postulants have a single Magical Category at a single rank, such as Level 1 Destruction, or Level 1 Movement.  Due to the limits of Level 1 Magical Categories, Postulants are very weak spellcasters and are most often used as stepping stones for mages in training, or occasionally in those Powers with a surplus of the magically inclined, as spell wielding foot soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Disciple:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
&lt;br /&gt;
Disciples are mages who are in the final stages of their training.  A mage becomes a Disciple when he or she reaches level of 2 in any Magical Category and/or gains 4 levels of Magic in total.&lt;br /&gt;
&lt;br /&gt;
==Full Mages==&lt;br /&gt;
&amp;lt;u&amp;gt;Specialist:&amp;lt;/u&amp;gt;  1 point per 20&lt;br /&gt;
&lt;br /&gt;
A Specialist is a mage solely focussed on one task and one task only.  These are commonly found in the more technological societies as &amp;quot;Empaths&amp;quot; and &amp;quot;Telepaths&amp;quot; or &amp;quot;Tekes&amp;quot;.  In magical societies they are most often &amp;quot;Artificers&amp;quot;, &amp;quot;Healers&amp;quot;, &amp;quot;Windcallers&amp;quot; or &amp;quot;Summoners&amp;quot;.  A specialist can have a single Magical Category as high as 3, but possesses no skills in any other Magical Category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Adept:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
An adept has finished his schooling in magic and is a &amp;quot;true&amp;quot; mage.  Adepts have one level as high as 3 and/or 6 levels of magic known in total.  Adepts are the mages most often sent on missions and quests, and often accompany armies, ships and expeditions.  They are skilled enough to operate independently in a variety of situations, and powerful enough to be a deadly addition to a military force.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Trained Specialist:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
Trained Specialists are Specialists who have attained level 4 in their chosen speciality.  As with Specialists, it is the only Magical Category they know, and they have no other magical skills in any other Category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Master:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
A master is an experienced mage.  Masters have a level as high as 4 and/or have 8 levels of Magic in total.  Masters are often in charge of Adepts when conducting military operations, however due to the requirements of preparing Level 4 Castings they often require a great deal more logistical support and so are less common on independent missions.&lt;br /&gt;
&lt;br /&gt;
==Paragons of Magic==&lt;br /&gt;
&amp;lt;u&amp;gt;Expert Specialist:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
Expert Specialists are Specialists who have attained level 5 in their chosen speciality.  As with all Specialists, it is the only Magical Category they know, and they have no other magical skills in any other Category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Archmage:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
&lt;br /&gt;
An Arch-Mage is a mage who has accumulated great personal power.  Arch-magi have as high as 5 in their Magical Categories and/or 15 levels in total.  This is the pinnacle of most Mage&#039;s careers, and few Powers have more than a handful of these awesome spellcasters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oracle:&amp;lt;/u&amp;gt;  5 points per 1&lt;br /&gt;
&lt;br /&gt;
An Oracle is a rare creature, so bathed in Etheric forces as to be barely human.  Oracles know every magical art their civilization possesses, and can take 5 slot free Added Capabilities.  Sometimes Oracles rule their civilizations, sometimes they simply drift through realms unknowable, occasionally called into reality to serve others before retreating again.  Oracles are considered &amp;quot;super weapons&amp;quot; so no Power may start with more than one, though they can build and acquire more as the game progresses. &lt;br /&gt;
&lt;br /&gt;
=Mage Modifiers=&lt;br /&gt;
Mages can take modifiers for Added Capabilities.  Due to the nature of their craft all Mages must reach a minimal level of competency; those that do not are harshly punished by the forces they try - and fail - to command.  As a result there are no standard Reduced Capabilities for Mages.  However, certain Mages over the course of the game may pick up Reduced Capabilities as befits the events of the story.   These are always treated on an individual basis.&lt;br /&gt;
&lt;br /&gt;
As with other types of units, the number of Added Capabilities a Batch of Mages may take is limited by their Advancement Level.  For example, a Postulant can never have more than one Added Capability, while an Archmage may have as many as five (provided of course that the Archmage has Level 5 in at least one Category).&lt;br /&gt;
&lt;br /&gt;
While Mages can be enchanted, they may not normally take External Added Capabilities, as Added Caps represent not any physical devices they may carry on their person to aid their casting, but rather their knowledge and training.  There are however, some special cases where outside forces may grant additional power and ability to Mages in the form of External Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are usually rarer on mages than on normal military units.  Mage Added Capabilities usually affect only one very specific area.  As Mages are, by their nature, powerful and flexible units, they gain proportionally less from Added Capabilities than other military units do.  On the other hand, mages do have limitations that some Added Capabilities can overcome, and due to their high Upkeep demands it is often preferable to have expensive mages rather than more mages.  This is particularly true since Mage Added Capabilities do not add to Upkeep like most military ones.&lt;br /&gt;
However, in the end Mage Added Capabilities are intended primarily to add some character to a Power’s mages, rather than make them far more effective.  They are a way of taking a few special characters and giving their magic a distinctive flair.  After all, Magic is all about the power of the individual, and no two individuals will work magic in quite the same way. &lt;br /&gt;
&lt;br /&gt;
==Mage Added Capabilities==&lt;br /&gt;
If a player has a proposal for a new Mage Added Capability to add a particular flavour to their Mages they can propose it to the GM.  Currently available Mage Added Capabilities are listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlemage:&#039;&#039;&#039; As support units, Mages are traditionally more vulnerable when under attack.  This does not have to be direct attempts to kill them; attacks on the military formation or vehicle they are in can also badly disrupt an unprepared Mage&#039;s focus.  Even Level 1 spells are reduced in power when the Mage cannot concentrate properly, and the largest Level 5 Castings (which are unreliable at the best of times) can often fail entirely and spectacularly upon armed interruption.  Battlemages however are skilled at casting spells in combat, and do not suffer as severely when under attack.  Battlemage is a 1 point Added Cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior Skills:&#039;&#039;&#039;  Even Battlemages still rely on their magic when faced with threats, but this Added Capability allows a Mage to also develop his skills in physical combat.  This Added Capability does not come cheaply for Mages, as the necessary soldier training must be added to their already demanding magical studies, however it allows a Mage to &amp;quot;Template Stack&amp;quot; (see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 11. Production]]&#039;&#039;&#039;), adding the skills of Infantry Types to his own, and allowing him to take the appropriate military unit Added Capabilities.  Warrior Skills does not replace Battlemage, and a mage with Warrior Skills but lacking Battlemage will be skilled at fighting with non-magical means, but will still be no better than a normal Mage at using his magical abilities in combat.  1 point of Warrior Skills allows a Mage to Template Stack with Unskilled, Skilled or Elite Infantry.  2 points of Warrior Skills allows a mage to Template Stack with Special Forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engine of Destruction:&#039;&#039;&#039;  A mage with this Added Capability is skilled at using his magic to enhance his melee abilities.  At such close ranges even Battlemages have difficulty bringing their full power to bear, but Mages with this Added Cap become even more deadly in close combat.  This is a highly specialized Added Cap, and a Mage requires Battlemage and Warrior Skills to use it to best effect, making it very rare.  Engine of Destruction is a 1 point Added Cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemy of All Who Live:&#039;&#039;&#039;  This Added Capability indicates a mage who is inordinately skilled at casting massively powerful spells, even the most deplorable Doomsday Magic.  A Mage with this Added Capability gains one free Area of Effect level on all their castings.  A powerful Added Capability, Enemy of All Who Live costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreamwalker:&#039;&#039;&#039;  The Dreamwalker is able to move not just her Astral body, but her physical body as well through the Astral Planes.  This makes the Dreamwalker&#039;s astral form harder to destroy as it is made of physical rather than etheric matter.  It also means the Dreamwalker can effectively teleport to hard-to-reach locations by slipping into the Astral Realm, and thus circumventing many of the common teleport barriers and defences.  Dreamwalker is a 1 point Added Capability, and can only be used by Mages with Level 5 Mental&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shapeshifter:&#039;&#039;&#039;  This Added Capability allows a Mage to change forms at will, circumventing the usual lengthy change times.  Because the shapeshifter can switch forms rapidly in battle they gain a greater combat bonus as they can choose the form best suited for any occasion.  Shapeshifter is a 1 point Added Capability, and a Mage must have at least Level 3 Creation to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghosts and Shadows:&#039;&#039;&#039;  The Mage of Ghosts and Shadows hides his magic from detection, making it harder to detect the traces of castings; before, during and after they are cast.  This does not make the Mage himself harder to detect - only his magic.  This Added Capability also has minimal effect on hiding the power signature of prepared Doomsday Magic reagents  This is a 1 point Added Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Puppetmaster:&#039;&#039;&#039;  A Mage with this Added Capability is particularly skilled at mind control, and once mental dominance has been established can maintain control over her target indefinitely.  This means that the effects of successful mind control will not naturally wear off over time.  However, control must still be established face to face in the usual manner.  A Mage must have at least Mental 4 to take this Added Capability, and it costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Hand:&#039;&#039;&#039;  A Mage with The Great Hand has a longer range with his magic than normal, and gains an increase of his Offensive Range by one increment.  This Added Capability costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The All Seeing Eye:&#039;&#039;&#039;  A Mage with The All Seeing Eye is unusually gifted at the art of clairvoyance.  The Added Capability increases the Mage’s detection radius by one increment.  This Added Capability costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Sight:&#039;&#039;&#039; Mage sight develops the Mage’s natural awareness of the unnatural.  All Mages have a degree of this awareness, but Mages who extensively develop this second sight are particularly hard to fool or hide from, as they are better able to see the unseen and find what is hidden.  This Added Capability gives a bonus to the Mage’s detection roll and costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage In The Shell:&#039;&#039;&#039;  Some of the most ancient, most accomplished Mages, having long since exhausted the limits of their physical form, transfer their consciousness into other more permanent vessels, or even embody themselves as pure incorporeal thought, anchored in this reality only by a small object or device (sometimes called a “phylactery”).  Such Mages gain many of the attributes of greater spirits, namely that they cannot be killed with physical damage.  Their corporeal manifestations can be annihilated or their anchor points smashed, and they can be hurled into the Astral void until they can acquire a new bodies or anchors (which can be a lengthy and difficult process), but unless the very soul of the Mage is destroyed they can always return.  A Mage must have Mental Level 5 to take this Added Capability, and it costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multicaster:&#039;&#039;&#039;  Mages usually can only cast one major casting (that is, any casting that requires additional expenditure of Ether) at once.  The Multicaster has the unusual ability to use two major Castings at once.  This Added Capability costs 2 points.&lt;br /&gt;
Invincible!  The Mage is extremely skilled at protective magics, and gains a bonus to castings used for personal protection.  This bonus only affects the Mage themselves and does not help anyone else the Mage may cast defensive magics on.  Invincible! costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seer:&#039;&#039;&#039;  The Seer can see what paths the future holds, and while such visions are usually clouded in the mists of ambiguity, even vague pronunciations of future possibilities can often be enough to guide a Power through a time of uncertainty.  This Added Capability provides a command bonus to the Mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Caster:&#039;&#039;&#039; The Fast Caster is skilled at getting off her magic first, and can often get the drop entirely on her opponents.  Fast Caster is much like Fast Tracking, except this Added Capability functions for Mages and Magic.  It costs 1 point.&lt;br /&gt;
Fear and Wonder:  A Mage with this Added Capability is an expert with magic that affects morale, both increasing and decreasing it.  Fear and courage magic cast by this mage have added potency.  Fear and Wonder costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necromancer:&#039;&#039;&#039;  The Necromancer has a *thing* for the undead, and may summon them without the usual side-effects for calling restless souls back from the underworld.  This Added Capability costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technomancer:&#039;&#039;&#039;  The Technomancer is inordinately skilled at working with technology.  Technomancers have a lower chance of casting failure when interacting magic with complex technology (such as teleporting) and may, sometimes (on a random roll) enchant devices of Tech Level 3.5 and higher for a short period.  Technomancer costs 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counter Mage:&#039;&#039;&#039;  The Counter Mage is something of a spoil-sport, and trains to stop other mages from using their magic.  This Added Capability increases the Mage’s chance to counter a casting, and costs 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormborn:&#039;&#039;&#039;  The Stormborn was brought into this world to command the weather.  Such Mages can twist the weather patterns of an entire continent, creating and sustaining vast storms, or banishing them to create clear skies.  A Mage with this Added Capability can sustain weather changes for longer, and over greater areas.  Stormborn costs 2 points and a Mage must at least be an Archmage to take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Power:&#039;&#039;&#039;  A Mage with this Added Capability has developed (or in some cases been born with) the ability to use magic with no physical props, spoken words, or elaborate gestures.  To the Mage with Inner Power, magic is as easy as thought.  This Added Capability makes the mage extremely difficult to disarm as their magic is entirely internal, and they cannot be stripped of it simply by taking away their staff, binding their hands, or gagging them.  Inner Power costs 1 point.&lt;br /&gt;
&lt;br /&gt;
=Mage Upkeep=&lt;br /&gt;
Even Mages suffer from the dreaded Upkeep.  In fact due to the power requirements and basic Etheric inefficiency of magic, they pay proportionally far more than military units.  Upkeep comes in three separate parts: the living expenses of your Mages, or Wealth; the material they need to conduct their magic, or Industry, and most importantly the raw power for their magic, or Ether.  Upkeep is always based on the Base Batch Cost, but unlike other units, Mages do not pay extra Upkeep for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Normally Upkeep is paid once at the start of the year, however during wartime this can increase to once a month for Mages engaged in combat as the expend supplies and power much faster.&lt;br /&gt;
&lt;br /&gt;
Unlike other military units, mages also pay extra Ether for particularly powerful magics.  The cost of this is covered in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic|Section 12. Magic]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
Wealth:  As powerful individuals, Mages often command salaries far in excess of the common soldier, but more often the bulk of the Wealth paid them goes to supporting their laboriums, experiments, servants, and other supporting accouterments that often come with high rank. As with all Upkeep costs, Wealth Upkeep is based on the Base Batch Cost of the Mage Type, so 250 Postulants would have a Wealth Upkeep of 1, as would 1 Archmage.  An Oracle on the other hand would have a Wealth Upkeep of 5.  Wealth is not subject to increased Upkeep in wartime.&lt;br /&gt;
&lt;br /&gt;
Industry:  Your Mages need supplies for their magic, and this takes the form of Industry Upkeep.  All Mages require Industry Upkeep regardless of their Magic Level, and it can take many forms, from simply gathering large amounts of rare herbs, to synthesizing complex jewels.  Like Wealth it is based on the Base Batch Cost.  While complex military units devour industry at an increased rate in wartime, mages tend to re-use most of their physical supplies (such as wands or gems) so they do not suffer increased Industrial Upkeep in wartime.&lt;br /&gt;
&lt;br /&gt;
Ether:  All Mages need power, in the form of Ether.  Ether Upkeep describes the routine power demands of a Mage’s continual experimentation and practice, and the drain of lower level castings. Unlike Wealth and Industry, Ether Upkeep is subject to increase during wartime, and particularly powerful castings have their own additional Ether costs not covered by Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch over a 12 month period.  This is assumed only to cover routine duties and normal day to day operations – keeping the Mages in practice and honing their skills.  However war devours resources at an astonishing rate so Mages whose magics are driven by the consumption of Etheric energy must pay Ether Upkeep on a monthly rather than yearly basis when fighting in war.  There is no requirement for Mages to receive extra pay for entering combat so Wealth Upkeep remains the same.  Also Mages re-use many of their most expensive magical supplies, so their usual yearly Industrial Upkeep still suffices even during wartime.&lt;br /&gt;
&lt;br /&gt;
Because of the massive Ether drain of Mages and their castings, magical war is a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.  Mages in particular need to stock up on powerful magics as these take both time and resources to create and often neither are readily forthcoming in the heat of battle.  Luckily, many magic Powers have Simple militaries with forces like cavalry, swordsmen and archers who are not demanding on Upkeep, allowing the Mages to draw the bulk of the Power’s resources.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
As with military units, there are a few strategies a Power can use to reduce the drain of its Mages on its production.&lt;br /&gt;
&lt;br /&gt;
Firstly you don&#039;t have to pay your Mages.  High and mighty though they may be, they won’t instantly desert if they don’t get their annual stipend.  However Mages without pay will start to grumble, and a discontented mage is far more dangerous than a discontented commoner, who after all can’t level your palace with an angry word.  Not paying your Mages is thus a bad idea in peacetime, but if you&#039;re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their pay checks probably won&#039;t affect Mage morale much.&lt;br /&gt;
&lt;br /&gt;
Similarly, you also don&#039;t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness on your Mages that is bad for training and development.  Mages won’t lose their skills if you don’t give them the resources to do their jobs, but they’ll be unable to use any magic, be that Level 1 Hedge Magic or Level 5 Doomsday spells.  A Mage without Industry or Ether Upkeep is essentially a normal person and thus useless to you as a Mage.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire corps of Mages active at once.  Indeed in many cases this may not be possible.  Mages can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
=Mage Logistics=&lt;br /&gt;
Mages have an interesting logistical dilemma, in that they are individuals, but they require vast levels of supply more in line with armies of thousands.  To deal with this, mages have developed a number of ways of simplifying their supply problems.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
All Mage Batches can carry one full Upkeep load of Industry and Ether - enough to last them either a year in peacetime, or a month in wartime. Once you pay the required Upkeep for your Mages this storage capacity is considered filled – it is not excess capacity.  This means each Batch of Mages can effectively carry 1 IUU and 1 Ether Unit, save for Oracles who can effectively carry 5 IUU and 5 Ether Units!&lt;br /&gt;
&lt;br /&gt;
The key word here is “effectively.” While 1 IUU is 5,000 CP, Mages are not necessarily lugging around thousands of tons of supplies.  Apart from using such concentrated forms like Ether Geodes, magic has no way to routinely compress Ether like Technology does, however Mages have other tricks that allow them to limit what they carry.  For instance, while vast amounts of Industrial Production may have been used to synthesize a very rare gem, the actual gem itself may only be the size of a fist.  And while huge quantities of Ether may have been strained to get a few key elements of power, the flask that now contains this elemental concentrate may be small enough to fit on a belt.&lt;br /&gt;
&lt;br /&gt;
Of course Mages often need more supplies than just their basic Upkeep needs, most commonly when dealing in particularly powerful Level 4 and Level 5 magics.  Once fully prepared, the reagents of a casting take up effectively no space, but Mages do not always have the luxury of carrying all the right spells around with them, and may want the raw resources to whip up or enhance special castings “on the fly” as it were.  For this reason, all Mages can carry around a special “reserve” of Ether (and only Ether) equal to their Batch Cost multiplied by their highest Magic Level.  This a Batch of Level 1 Postulants, in addition to the 1 IUU and 1 Ether they can normally carry, could also carry an Ether Reserve of an additional 1 Ether for other on-the-fly uses (or for more Upkeep).  Similarly, a Level 5 Oracle could have a Reserve of 25 Ether Units, in addition to her usual 5 IUU and 5 Ether.&lt;br /&gt;
&lt;br /&gt;
The method for how this Ether Reserve is stored is up to the player, and it can be anything from dimensional pockets, bags of holding, or mystic ley-lines.  The Mage can transfer this Ether to other units, which can allow Mages to function like living batteries for other units.  However, a mage storing large amounts of Ether is not invisible, and often shows up on Etheric sensors – unless specific measures are taken to hide the signature, an Oracle with 25 Ether stockpiled would show like a blazing star.&lt;br /&gt;
&lt;br /&gt;
==Transport==&lt;br /&gt;
Being singular individuals, mages take up no more space than the average person, making them VERY cost effective units to transport.  While they may travel with a great deal of gear, it is often no more than the pack and weaponry carried by the average infantryman.  Thus a Mage takes up 1 Cargo Point for brief journeys, and 10 on long journeys.  This is the same for all Mages, from Postulant to Oracle. &lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Production&amp;diff=71218</id>
		<title>Lords of Ether (20th Anniversary Edition) Production</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Production&amp;diff=71218"/>
		<updated>2022-11-10T19:58:54Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Transtellars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=13. Production=&lt;br /&gt;
At its heart Lords of Ether is a game about building a nation or power and competing with others. The most common (and arguably most fun) way of doing this is with military power, but a military cannot be built without an economy backing it up. Soldiers need to be trained, aircraft need to be built, ships need to be laid down.&lt;br /&gt;
&lt;br /&gt;
This emphasis on matters military should be clear; Lords of Ether emphasizes military-related economics to streamline play. Production concerns itself virtually exclusively with military units and logistics as well as specific aspects of civilian economics such as Bulk Trade. Likewise Economics concerns itself with top-level aspects such as economic growth, population &#039;upkeep&#039; and direct deals with other powers.&lt;br /&gt;
&lt;br /&gt;
In all cases it is assumed that a nation or trans-stellar (or even a hero) has legions of trained accountants, managers, legal experts and whatever else to keep the complex behind-the-scenes aspect of a given power operating. So long as one has the requisite industry (or magic, as the case may be) there is no mucking about ship slips or mage academies. Due to the significant differences between how magic and technology go about building their death-dealing toys each will be treated separately; cases where there is crossover will be clearly marked as such.&lt;br /&gt;
&lt;br /&gt;
=Building a unit=&lt;br /&gt;
===Technological===&lt;br /&gt;
Pretty much every Empire or Trans-stellar, even the magically inclined ones, will field technological units, even if only simple ones. To create them, and determine how much they will cost there are a number of steps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types, Batches and Base Cost&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The first step is to determine Type. Types are general descriptions into which the unit falls and come with initial point values per Batch that will be subject to later modification. Types where the individual units would cost far less than 1 point come in Batches. A Batch is a grouping of like military units that have a combined Base Cost of 1. This value per Batch is the Base Cost. It should be noted that you will rarely pay the Base Cost to build something – it serves as a value on top of which modifiers are added and multiplied.&lt;br /&gt;
&lt;br /&gt;
#Choose the Batch Type, which will produce a fixed number of units for 1 PP and provide your Basic Batch Cost. Some rare singleton units require multiple PP to produce one batch. The Basic Batch Cost determines Draft requirements, base upkeep, and the application of certain Capabilities.&lt;br /&gt;
#Choose Added or Reduced Capabilities, if any, from the Modifiers section from each page. Each Capability, or “Cap”, adds or reduces 1 PP. If there are no advantages taken, a Reduced Capability reduces the Basic Batch Cost by 50%. The Basic Batch Cost can never be lower than 0.5 PP. &lt;br /&gt;
#Apply your Technology Level. Multiply the sum of your Batch Type + Capabilities by the highest Technology Level involved in its creation. If you have a Fusion, or multiple Fusions, multiply by the highest Fusion level instead. &lt;br /&gt;
&lt;br /&gt;
 (Basic Batch Cost +/- Capabilities) x Highest Technology Level = Final Unit Price.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
From &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
For magical units created from &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Types of Magic#Artificing|Artificing]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
#At the start of the financial year, spend a portion of your Research Points on Artificing. Every month that year you will have that PP as RP spent , which can be used only to Artifice units or Trade Goods.&lt;br /&gt;
#Choose between Biology and Transmorgification as the basis for the Artificing. Either Category must be at least Level 3. &lt;br /&gt;
#Choose the Batch Type, which will produce a fixed number of units for 1 PP and provide your Basic Batch Cost. Some rare singleton units require multiple PP to produce one batch. The Basic Batch Cost determines Draft requirements, base upkeep, and the application of certain Capabilities. While Artificed units are chosen from technological Batch types, they universally start as Melee-only units (before Caps) and do not have the ancillary capabilities of technological units. &lt;br /&gt;
#Choose Added or Reduced Capabilities, if any, from the Modifiers section from each page. Each Capability, or “Cap”, adds or reduces 1 PP. For Artificed units, Capabilities must come from Categories of Magic that are at least Level 3. If there are no advantages taken, a Reduced Capability reduces the Basic Batch Cost by 50%. The Basic Batch Cost can never be lower than 0.5 PP. &lt;br /&gt;
#Apply your Magic Level. Multiply the sum of your Batch Type + Capabilities by the highest Magic Level involved in its creation. If you have a Fusion, or multiple Fusions, multiply by the highest Fusion level instead. &lt;br /&gt;
&lt;br /&gt;
 (Basic Batch Cost +/- Capabilities) x Highest Magic Level = Final Unit Price&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists). &lt;br /&gt;
&lt;br /&gt;
===Biotechnology===&lt;br /&gt;
From the Biotech Civilization advantage for &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Nations#Advantages|Advantages]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Transtellars#Advantages List|Transtellars]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Use the Technological unit construction process.&lt;br /&gt;
*Add +1 Cost Free, Slot Free, and Build Free +1 Automation &lt;br /&gt;
*If the Nation or Transtellar has the Special Population advantage, add another free passive advantage to your units built with Biotechnology.&lt;br /&gt;
*Biotechnology units are more fragile, so plan units accordingly.&lt;br /&gt;
*At the start of every Year, Biotechnology units may permanently add one External Capability it has been using that year to itself as a normal Capability.&lt;br /&gt;
*Biotechnology always builds at x3 Build Speed, unless offset by a relevant Fusion trait. &lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
From the Magical Wildlife advantage for &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Nations#Advantages|Advantages]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords of Ether (20th Anniversary Edition) Transtellars#Advantages List|Transtellars]]&#039;&#039;&#039;.&lt;br /&gt;
 You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
===Externals===&lt;br /&gt;
Externals (typically represented as x1 as opposed to a +1) are pieces of equipment that are interchangeable and external to the unit they are fitted to - hence the name.  Some examples include camo netting, strap-on rocket boosters, floatation devices, parachutes and externally-carried bombs.  Externals have a few specific rules that apply to them:&lt;br /&gt;
&lt;br /&gt;
* Externals have identical effect to equivalent added caps.&lt;br /&gt;
* Externals can be mounted or dismounted in short periods of time - between battles or even, such as a HAA picking up a replacement beam cannon, mid-battle.&lt;br /&gt;
* Most units can mount one external cap.  HAA may have two.&lt;br /&gt;
* All externals will cost upkeep, even if they would not normally.  The only exception is melee externals.&lt;br /&gt;
* Externals can be dismounted and stored indefinitely, during which time they do not require upkeep - they are stored in a warehouse somewhere.&lt;br /&gt;
* Externals build at the same speed as any other item of their cost.&lt;br /&gt;
* Externals must be the same TL/ML as the parent unit.  The exception is externals on technomagic units that are not covered by the parent unit’s fusion (eg TL5 armor blocks on a Phys/Des laser platform)&lt;br /&gt;
* Expendable Externals are a special subtype of externals.  These are single-use, after one battle they are expended - they can be considered analogous to enchantments.&lt;br /&gt;
:* Expendable externals do not require upkeep.&lt;br /&gt;
:* Expendable externals build in only one month, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
==Template Stack==&lt;br /&gt;
Template stacking is available under certain circumstances, and means to combine multiple unit types/builds into a single super unit. For example, a mage unit with +x warrior skills can be combined with an infantry unit (see “warrior skills” under mage added caps). A postulant with +1 warrior skills can be combined with an elite infantry unit to create a paratrooper mage. &lt;br /&gt;
&lt;br /&gt;
First, build your postulant as normal. 1pp (base cost) + 1pp (+1 warrior skills) x 1 ML = 2pp.&lt;br /&gt;
&lt;br /&gt;
Now, add an elite infantry build, omitting the base cost since you’ve already paid that and adjusting for the different batch size (you only need ¼ an elite infantry batch since elite infantry are 1000 per batch and postulants are 250). 0pp (no base cost) + 3pp (+1 body armor, +1 weapons, +1 paratrooper training) x 4 TL = 12pp / 4 = 3pp &lt;br /&gt;
&lt;br /&gt;
Add costs and build times to get the final values. Base unit wealth upkeep does not stack, but all other base unit upkeeps (such as the base EU upkeep for a mage) do.&lt;br /&gt;
&lt;br /&gt;
Now you have the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Paramage&amp;lt;/u&amp;gt; (Postulant/Elite Infantry)&lt;br /&gt;
ML 1, TL4 &amp;lt;br&amp;gt;&lt;br /&gt;
+1 warrior skills &amp;lt;br&amp;gt;&lt;br /&gt;
+1 body armor &amp;lt;br&amp;gt;&lt;br /&gt;
+1 weapons &amp;lt;br&amp;gt;&lt;br /&gt;
+1 paratrooper training &amp;lt;br&amp;gt;&lt;br /&gt;
2pp + 3pp = 5pp &amp;lt;br&amp;gt;&lt;br /&gt;
1 WU, 1 IUU, 1 EU &amp;lt;br&amp;gt;&lt;br /&gt;
Build Time: 2 months + 4.5 months = 6.5 months &lt;br /&gt;
&lt;br /&gt;
Obviously other design choices could be made. Note that at each step you are limited by the categories used and capabilities available to the template you are in. Thus our paramage could &lt;br /&gt;
not take mage added caps at the elite infantry stage.&lt;br /&gt;
&lt;br /&gt;
===Genetic Engineering/Cybernetics===&lt;br /&gt;
Genetic Engineering/Cybernetics are another avenue to template stacking. Genetic engineering is unlocked at Bio 4 and 5, and cybernetics at Bio 3 + Eng 4 or 5. To apply genetic engineering or cybernetic caps, treat them as a unit of identical batch size to the unit receiving them, and build them as normal. So, our paramage can take the following set of genemods: 0pp (no base cost) + 3pp (+2 regeneration, +1 automation) x TL5 = 15pp, adding that cost to our total so far. Genemods and cybernetics take normal build time and add +1 WU upkeep for every two caps taken and the fifth.&lt;br /&gt;
&lt;br /&gt;
Permanent enchantments of the flesh or other magical analogs for genetic engineering and cybernetics are unlocked in the same fashion by Creation 4 and 5 or Creation 3 + Trans 4 or 5. However, these pay added upkeep in EU rather than WU.&lt;br /&gt;
&lt;br /&gt;
=Industry=&lt;br /&gt;
Industry is the standard method of building anything. It represents the raw production power of a Power. It is the normal means for gaining things like swords, tanks and ships. The mechanism for this is simple – every month the industry allows production of items of cost equal or less than the total industrial production. However, if the full production is not used it is lost – Industry cannot be &amp;quot;banked&amp;quot;. The monthly Industry Production becomes available at the beginning of every month.&lt;br /&gt;
&lt;br /&gt;
Production is not instantaneous. The full cost is paid as production starts (and if this cannot be paid for then construction cannot start) but completion can extend over months or even years. In the case of military units, the time to completion is determined by the total Production Cost of the unit multiplied by a modifier dependent on the power’s advancement levels. This number in months is the amount of time needed to finish the unit in question. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement !! Build Speed Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 3 (With at least 2 other TL3 Categories) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Engineering 4 (With at least 2 other TL4 Categories) || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Engineering 5 (With at least 2 other TL5 Categories) || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Biology 5 (With at l east 2 other L5 Categories) || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Transmorgification Fusion Peripheral Ability || As per Engineering level, reduced by 25%&lt;br /&gt;
|-&lt;br /&gt;
| Engineering/Transmorgification Fusion Core Ability || As per Engineering level, reduced by 50%&lt;br /&gt;
|-&lt;br /&gt;
| Biology/Creation Fusion with Eng 0 (for pure Biotech units) || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| Unit being built is a Fusion item || Final build time reduced by half. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the case of Unit Types made up of multiple individuals, for general simplicity all units are completed in one big whack at the end of this period. However, in desperate times when every tank and plane counts, this can be broken down for individual pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
For example, 25 Tech level 3 fighters have a Production Cost of 3 – six months for all 25 to be completed. However, if the Power in question is in a desperate air war and needs what it can get now then it could instead receive them at a rate of 4 a month. This method makes keeping track of numbers harder and creates a lot more work, so unless needed it should not be used.&lt;br /&gt;
&lt;br /&gt;
You can also speed up production. Doubling the Production Cost halves the time taken, which is nice in emergencies. This double cost must be paid at the beginning of production though (the workers must be previously informed of the rushed cycle). If Production is needed to be rushed on a project already underway, the full extra cost of the unit is paid, but only the remaining time is cut in half.&lt;br /&gt;
&lt;br /&gt;
As with Enchantments, mages cannot aid advanced production, however, a Power that Fuses Transmogrification with Engineering can reduce their engineering multiplier by half, though this only applies to those items it could build with the fused level of Engineering. Engineering 3 fused with Transmogrification 3 could increase the speed of a battleships construction, but would be unable to help with building mobile suits faster (they require Engineering level 4).&lt;br /&gt;
&lt;br /&gt;
Production points can also be maximized by specializing, either on extraction of resources, or refining them into finished goods. This effectively doubles the Industrial Production rating. This is an excellent way for a Power which has surplus industry to get around the &amp;quot;no banking&amp;quot; rule – producing raw materials and selling them to other Powers which can then correspondingly increase their own production. Converting from a mining and manufacturing industry to just mining or just manufacturing takes a cost in Wealth equal to the points being converted and shuts that portion of Industry down for a month to make modifications. A Power can make only raw material without specializing, but then they are just shutting down the corresponding manufacturing facilities and not turning what they extract into finished products and thus they gain no benefit of a double rating.&lt;br /&gt;
Purely magic powers have a divergent method of producing units that is similar in principle but not the same as Technology. See “Artificing” under “Types of Magic.”&lt;br /&gt;
&lt;br /&gt;
=Economic Basics=&lt;br /&gt;
Economics: The social science that deals with the production, distribution, and consumption of goods and services and with the theory and management of economies or economic systems.&lt;br /&gt;
&lt;br /&gt;
More succinctly, economics in Lords of Ether deals with the generation and use of Wealth. While having a healthy economy and a big bank account doesn&#039;t necessarily translate into raw power the same way that endless tank factories does, it does contribute to steady economic growth, continued prosperity and the ability to buy goods and services one would not otherwise possess. In short, Wealth is important for building a power up. The ways which this are accomplished are detailed in the following sections and function the same for both magic and technology.&lt;br /&gt;
&lt;br /&gt;
As a final note, the Lords of Ether rules prohibit running any form of deficit budget. While it is entirely possible to get short-term loans (often at punitive interest) or other agreements if one is in a bind, under no circumstances whatsoever can a power spend money that they do not possess.&lt;br /&gt;
&lt;br /&gt;
==Important Times and Terms==&lt;br /&gt;
&lt;br /&gt;
Year Start: This is when all new infrastructure construction for the previous year comes into effect. Generally this is combined with End of Year tasks (see below), since both happen during the rollover into the new year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January:&#039;&#039;&#039; Upkeep Month! While of course a nation isn&#039;t obliged to pay upkeep in January, the first month of the year is generally considered the time at which one pays yearly upkeep on one&#039;s units. Note that new nations do not have to pay yearly upkeep in their first year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June&#039;&#039;&#039; (End of Fiscal Year): June is the end of the Fiscal Year in Lords of Ether, and when all yearly infrastructure construction payments must be completed by. Any done after June will roll into next year&#039;s fiscal year growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December:&#039;&#039;&#039; The final month of the year, and when yearly Artifacts are rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Year:&#039;&#039;&#039; The year end rollover period, at the end of December. This is when Population Upkeep and Tech Treaty Maintenance is paid, as well as when RP points are spent (if desired) on advancement. Additionally, this is when Prospecting is rolled and when all active enchantments disperse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System/Star System:&#039;&#039;&#039; Lords of Ether treats each star system as a discrete economic unit. This has significant implications for imperialistic powers and Trans-Stellars. Full details on how this affects economies are detailed below.&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Construction==&lt;br /&gt;
Vital for long-term growth, the construction of new infrastructure is often a major part of a power&#039;s yearly expenditures. Infrastructure can only be bought once a year and for budgetary simplicity it is encouraged to do all your infrastructure buying at one time. All new infrastructure MUST be paid for by June, else it does not take effect until the following year. That said, the importance of infrastructure belies the simplicity involved in calculating it.&lt;br /&gt;
&lt;br /&gt;
Each new point of Housing, Members, Associate Members, Industry, Wealth or Research costs a base of 20 Wealth save Ether which costs 20 Wealth and 20 Industry to build.&lt;br /&gt;
&lt;br /&gt;
There are two ways to expand infrastructure. There is the Normal Construction rate which is based on the amount of relative increase in a particular field, with crash industrialization or funneling ever-larger crowds of investors into financial Rube Goldberg currency-printing machinery being less efficient. Then there is the Base Construction rate, which is a minimum fixed amount based on your Advancement that you can build ignoring how much or how little you have in a particular category.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Normal Construction Percentage Increase !! Cost Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-5% of existing category || x1&lt;br /&gt;
|-&lt;br /&gt;
| 5-10% of existing category || x2&lt;br /&gt;
|-&lt;br /&gt;
| 10-15% of existing category || x3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is Housing; the value used for housing is the total number of population units in a power, not the number of population units that are already &#039;housed&#039;.&lt;br /&gt;
&lt;br /&gt;
Thus if a power has 100 industry, it can buy up to 5 points of new industry at a cost of 20 Wealth each, or 6 to 10 at a cost of 40 Wealth each, or 11 to 15 at a cost of 60 Wealth each. Obviously rampant economic growth requires a large supply of money and powers tend to hoard money during the early months of the year in anticipation of infrastructure construction expenses.&lt;br /&gt;
&lt;br /&gt;
The Base Infrastructure Construction Rate can be used if a location has a small amount (or zero) infrastructure and it makes more sense to build a fixed minimum amount. Base Rate construction has a cost multiplier of x1.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement Level !! Base Construction Rate&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 Production Points &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 Production Points&lt;br /&gt;
|-&lt;br /&gt;
| 3 or Below || 1 Production Point &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have both the technological and magic categories that influence a specific field at a level of 2 or higher, you may add their Base Construction Rates together, however it may not exceed 3. So a power with Engineering 2 and Transmogrification 3 would have a Base Construction Rate of 2. If they have a fusion of those two they may use their TM Advancement level, up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Infrastructure !! Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Housing || Biology/Creation&lt;br /&gt;
|-&lt;br /&gt;
| Members || Engineering/Transmorgification &lt;br /&gt;
|-&lt;br /&gt;
| Industry || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || Psychology/Mental&lt;br /&gt;
|-&lt;br /&gt;
| Research || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Ether || Engineering/Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a power with 10 Research and Engineering 4 would only be able to build an absolute maximum of 1 points at 40 Wealth each if using Normal construction, since 1 research would be a 10% increase. However, if it were to use Base Rate construction it would be able to build 2 new points at the cost of 20 each.&lt;br /&gt;
&lt;br /&gt;
The catch is that a nation cannot use its Base Rate more than once in each field per year unless it has To The Stars, in which case it may use it an additional time in an offworld location.&lt;br /&gt;
&lt;br /&gt;
No one location may use both Normal Construction and the Base Infrastructure Construction Rate in any given field. It is one or the other.&lt;br /&gt;
&lt;br /&gt;
===Transtellars===&lt;br /&gt;
&lt;br /&gt;
Normal Construction and Base Rate Construction applies to Transtellars in the same way as nations as far as costs and percentage limits are concerned, except that the three Risk levels are treated separately.&lt;br /&gt;
&lt;br /&gt;
For the purposes of eliminating fractions when dealing with multiple locations, Normal Construction considers the total amount of each field across all Areas of Influence.&lt;br /&gt;
&lt;br /&gt;
Safe: The total amount of new infrastructure placed in any number of Safe areas cannot exceed your Base Construction Rate per field. The only exception to this is Members.&lt;br /&gt;
&lt;br /&gt;
Calculated Risk: Any infrastructure built using Normal Construction must be placed in a zone of Calculated Risk or a Danger Zone. This implies if you have only Safe areas, you may not use Normal Construction in any field save Members. You can also put infrastructure in them which was built using your Base Construction Rate, however a zone of Calculated Risk doesn&#039;t provide any opportunities to use it any additional times.&lt;br /&gt;
&lt;br /&gt;
Danger Zone: You may use your Base Construction Rate at &#039;&#039;&#039;each&#039;&#039;&#039; Danger Zone location or buy 2x the amount allowed by Normal Construction with additional no cost penalty. It all must be placed in a Danger Zone. Whatever your choice, you may only do one or the other.&lt;br /&gt;
&lt;br /&gt;
Consider the Cult of Phleem as an example Transtellar. They have 60 units of Chittering Cultist Members, 20 Industry, 80 Wealth, 40 Research and 40 Ether spread over their 5 Dark Cathedrals. Their Base Construction Rate is 2. Two of them are Safe, one is a Calculated Risk and two are in a Danger Zone full of zealous do-gooders. Being a pragmatic evil organization, they choose not to spend extra money on Normal Construction going past the 1.0 cost multiplier. It makes little sense for them to use anything other than their Base Construction Rate on Industry and they have little need for it, so they put 2 Industry in any of their Safe areas. However when considering their 80 Wealth, they could build 4 new sources of Wealth using Normal Construction or 2 with Base Construction. If they build 4, then it must go in their zone of Calculated Risk near the enclave of Gahnn the Usurper. However...if they were to expand their Altar of Blackest Blood and put it all in their Danger Zones, they could build 8. So much potential for evil monetization! If they chose to expand Research they could build 2 using either Normal Construction or Base Rate and most likely choose the Base Rate to put them in a Safe zone, however because they have two Danger Zones they could build 2 in each one for a total of 4 with no penalties. When it came to Members, they could build either 2 using the Base Rate, 3 with Normal Construction or 4 if they decided to use their Danger Zones. Given their atrocious manpower losses, it seems prudent for them to use Normal Construction and place them in a Safe zone.&lt;br /&gt;
&lt;br /&gt;
==Industrial Mobilization==&lt;br /&gt;
During times of emergency a power can chose to mobilize its industry on a month-to-month basis. This costs 1 Wealth or Ether per point of industry mobilized and for the month it is mobilized it produces 2 PP instead of 1. In short it lets one turn money or ether directly into finished goods, although at a cost.&lt;br /&gt;
&lt;br /&gt;
Long-term mobilization tends to lead to civil disorder as people soon grow sick of working excessive overtime. While this will generally not be an issue when a power is facing a desperate fight or rolling forward on glorious offensive (so long as the victories keep coming in), mobilizing a significant part of one&#039;s industry for no good reason more than once or twice a year is probably not a good idea and can drop you down to Unhappy Populace or worse.&lt;br /&gt;
&lt;br /&gt;
Fanatical Population also allows a power to mobilize its population production in the exact same way as conventional industry. Additionally, Fanatical allows one to mobilize more before suffering any ill effect.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71217</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71217"/>
		<updated>2022-11-10T19:48:05Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Areas of Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of starting local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. Locations that are in a Danger Zone will be placed by GMs.  The amount of starting local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71216</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71216"/>
		<updated>2022-11-10T19:46:06Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Areas of Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. Locations that are in a Danger Zone will be placed by GMs.  The amount of local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71215</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71215"/>
		<updated>2022-11-10T19:45:03Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Danger Zone: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. Locations that are in a Danger Zone will be placed by GMs.  The amount of local infrastructure contained in a Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71214</id>
		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Transtellars&amp;diff=71214"/>
		<updated>2022-11-10T19:44:35Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Areas of Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics | Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
As a Transtellar you are in charge of a powerful non-governmental organization, be it a vast corporation, a seedy criminal syndicate, a wandering mercenary army, or a secretive magical society, or one of a score of other potential options&lt;br /&gt;
At the start of the game, a Transtellar has less absolute power than a Nation, having to pay more for Infrastructure and other startup costs, but a Transtellar’s big advantage is that it starts spread across multiple worlds, and from that diverse base can build and expand much faster.  While most Nations will be able to destroy a Transtellar’s holdings in their particular bailiwick if they choose, the depth of resources held by these groups could make such a move incredibly unwise in the long term.&lt;br /&gt;
Additionally, the benefits of national co-operation with a Transtellar are not to be discarded lightly.  While they may lack the all-purpose power of a Nation, Transtellars have unique abilities Nations do not, often specializing in a particular area where they can achieve far greater skill than any Nation.  In fact, Nations will often try to gain an alliance with Transtellars, offering them safe havens in return for exclusive services.  While valuable, this does come with a downside, as a Transtellar that becomes too friendly with one Nation may end up antagonizing that Nation’s enemies.&lt;br /&gt;
All this means that Transtellars also require perhaps the most work to run properly.  Rather than being concerned about the affairs of one world, or a localized area of the galaxy, a far-flung Transtellar can often find themselves embroiled in multiple separate events, and caught up in complex inter-planetary intrigues and conflicts.  This can mean a great opportunity to keep yourself involved with the major game events, no matter where they may be occurring, but it also requires greater effort to fully exploit.  While Transtellars do not usually try to be the focus of the story, they are often the shadowy presence in the background, observing, manipulating, and profiting from the game of Nations.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Defeat==&lt;br /&gt;
As has been mentioned, the Lords of Ether galaxy is not an especially friendly place, and while Transtellars often strive for neutrality, there will often come a time when conflict is unavoidable.  As with Nations, the potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Transtellar if one of your schemes fails, or even if events completely out of your control draw you into a war.&lt;br /&gt;
Unlike a Nation, a Transtellar is rarely threatened in its entirety, and even when the Transtellar itself is the direct target of aggression (rather than one of its bases being caught up by unhappy proximity), few enemies have the reach to strike all a Transtellar’s holdings.&lt;br /&gt;
Thus Transtellars can often disengage from local setbacks and recoup their losses with their phenomenal expansion rates elsewhere.  As a Transtellar you should accept the fact that some of your bases may well become casualties, or may have to be abandoned when prudence wins out over pride, but keep in mind that there is always tomorrow and few defeats are lasting for a truly determined Transtellar.&lt;br /&gt;
&lt;br /&gt;
==Transtellars and Named Characters==&lt;br /&gt;
Transtellars often have their fingers in many pies, and can benefit from showing their perspective in local affairs first hand.  Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in.  This makes for more interesting stories, and gives other players a better feel for your Power.  These named characters can be CEOs, local employees, field agents, military personnel, or any other person who might exist in the ranks of your organization.  Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.&lt;br /&gt;
&lt;br /&gt;
You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Transtellar, they will not actually be Heroes in the Lords of Ether sense of the term.  While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.&lt;br /&gt;
&lt;br /&gt;
Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last.  For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out.  Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!&lt;br /&gt;
&lt;br /&gt;
The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed.  This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up.  The above rule exists only to prevent gratuitous assassination of a Power’s named characters.&lt;br /&gt;
&lt;br /&gt;
=Creating a Transtellar=&lt;br /&gt;
A Transtellar begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.&lt;br /&gt;
&lt;br /&gt;
New Transtellars get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​ &lt;br /&gt;
&lt;br /&gt;
==Transtellar Traits==&lt;br /&gt;
The first step is to decide exactly what kind of Power your Transtellar will be.  Will it be a religion?  A hidden society pursuing secret goals?  Or perhaps a vast criminal organization preying upon others?  Transtellar Traits describe the basic form of your Transtellar, and subsequently influence the kind of Advantages you can take.&lt;br /&gt;
&lt;br /&gt;
A Transtellar starts with three Traits.  You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them.  Transtellars have no way to gain additional Traits, nor can they take Negative Traits like Heroes – 3 is all you get.  The combinations you choose define the basics of your Transtellar.&lt;br /&gt;
&lt;br /&gt;
No matter how many Traits you take, consider them carefully as they will define the basics of your Transtellar.  Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits, though these must be OK’d by the GM.&lt;br /&gt;
&lt;br /&gt;
===Traits List===&lt;br /&gt;
&amp;lt;u&amp;gt;Hypertech:&amp;lt;/u&amp;gt;  Your Transtellar has a particular focus on the cutting edge.  Transtellars with this Trait gain 250 advancement points to towards a technomagical or magitech fusion.  This Trait has no effect on in-game Research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Guiding Hand:&amp;lt;/u&amp;gt;  Your Transtellar is built around one single central figure, who directs and leads and occasionally comes out of his office to kick some ass.  Transtellars with this Trait can be led by a powerful Heroic character (though this still has to be purchased as an Advantage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low Profile:&amp;lt;/u&amp;gt;  Transtellars with this advantage can build Shadow Infrastructure on the territory of another Nation or  even Transtellar.  Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Ether, and Research) is no more than a quarter that of the Region’s owner.  The level to which it is hidden is also related to how safe the region is in which it is located.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Networked:&amp;lt;/u&amp;gt; Transtellars with this trait have a network of followers that goes far beyond their core membership.  These can be the worshippers of a religion, or the supporters of charity organizations, or the street dealers and hustlers and slumlords of a criminal family.  Transtellars with this trait can purchase Associate Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nomads:&amp;lt;/u&amp;gt;  This Trait is used by Transtellars with no fixed abode or base.  Wherever the people wander to, they take their resources with them. You may relocate your branches at the start of each year and by the beginning of the following year they will be in a new location. Nomadic entities move because they have to, either by overstaying their welcome or by using up whatever resources they ventured to gather. So not only can your branches move, they must move. They cannot remain on any one planet for more than 1 year and they cannot move to a planet where another branch presently is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Nation:&amp;lt;/u&amp;gt;  Transtellars with this Trait are more properly small, often dispersed, nation groups or ethnicities, as opposed to corporations or companies.  Their core Member Units are 100,000 rather than 10,000, and rather than hiring new Members, they grow naturally like Nation Population.  Small Nation Members are a tightly knit group with common bonds of race, history and often hardship.  They are thus more loyal and dependable than even normal Transtellar Members.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Treasure Hunters:&amp;lt;/u&amp;gt;  Transtellars with this Trait love to go out and look for things, and often make something of a career out of going to distant wilderness worlds, or ancient temples or shrines, and rooting around until they uncover something of value.  They gain a bonus to Prospecting, can own their own lucrative archaeological sites and dig for Artifacts in Nations that have Ancient Relics or Ancient World, and gain additional benefits from Hunting Expeditions.  They may also substitute Prospector or Archaeologist Agent abilities for Special Forces Infantry’s normal Spy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Warlords:&amp;lt;/u&amp;gt;  This Trait allows your Transtellar to field a much more robust military, and is common for mercenary armies and security corporations.  It allows you to use 100% of your Membership as a draft pool.&lt;br /&gt;
==Advancement of Transtellars==&lt;br /&gt;
You now need to decide what level of magic or technology your Transtellar has.  Transtellars have opportunities to gain more advancement than comparable nations, though some Transtellars may not require a great deal, such as Diplomatic Transtellars that make their money off trade and deals.  Whatever you choose, it’s a good idea to take Categories and levels that complement the Traits you’ve already chosen.&lt;br /&gt;
&lt;br /&gt;
Advancement is broken down into ten Advancement Categories; five Technological and five Magical.  These Categories each go from 0 to 599 Advancement Points.  For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99.  The decimals can be important as there are subdivisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.  People generally talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.&lt;br /&gt;
&lt;br /&gt;
A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic.  To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together.  This is the price in Advancement Points that must be paid to create the desired Technomagical fusion.  Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).&lt;br /&gt;
&lt;br /&gt;
Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion.  Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points.&lt;br /&gt;
&lt;br /&gt;
The Advancement Categories are:&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Technological !! Magical&lt;br /&gt;
|-&lt;br /&gt;
| Biology || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Chemistry || Destruction&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || Transmorgification&lt;br /&gt;
|-&lt;br /&gt;
| Physics/Mathematics || Mental&lt;br /&gt;
|-&lt;br /&gt;
| Psychology || Movement &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transtellars pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed). All advancement categories, both technological and magical, for all TS default to level 100 and are increased from there. Certain Disadvantages can reduce this value.&lt;br /&gt;
&lt;br /&gt;
There are a couple of special rules for Transtellars with specific Traits.  Transtellars with the Hypertech Trait gain free Advancement Points to go towards a technomagic/magitech fusion.&lt;br /&gt;
&lt;br /&gt;
Advancement Categories and the process of creating Technomagic are described in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Advancement|Section 4. Advancement]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Areas of Influence==&lt;br /&gt;
Areas of Influence allows a Transtellar to have bases, branches or groups of followers on more worlds than one. This is one of a Transtellar’s biggest advantages, and is what gives them their name. You can choose to play an organization limited to a single world, but while that will give your organization greater focus it will also sacrifice many of the advantages of rapid expansion and widespread contacts.&lt;br /&gt;
&lt;br /&gt;
For every world after the first you wish to start with an Area of Influence be it a base, branch office, or cult costs 1 SP each up to a maximum of five worlds or systems. One of these should be designated as your Headquarters and unless you specify otherwise, it is here that all your Production will be shipped and turned into actual products.&lt;br /&gt;
&lt;br /&gt;
All of your Infrastructure, including your Members, is evenly divided among places where you hold Influence. This means that if you have four bases, 25% of the total combination of your Member Units, Industry Production, Wealth Production, Research Production and/or Ether Production must be located at each one. How much of each is up to you to decide, but you must have at least one unit of Members at any given location.&lt;br /&gt;
&lt;br /&gt;
You must also decide how secure each one of your areas of influence is because, unlike nations, Transstellars choose where they operate. This does not affect how much they cost, or the costs of anything in them. It does, however, determine how they are able to expand and sometimes where they are. Growth is tied to the risk tolerance of your organization. Playing it safe will grant you reliable but mediocre gains, while the path to rapid growth only lies with those who accept that there is no reward without risk.&lt;br /&gt;
&lt;br /&gt;
===Safe:===&lt;br /&gt;
Boring and predictable. Generally, Safe areas present no obvious direct risk to your organization, though that does not imply anyone is protecting it for you. Playing it safe is not a guarantee of safety, after all. It&#039;s either a stable, busy place with competition for things your organization provides and also things they need, or a backwater, offering some safety in solitude but low growth. You may freely place Safe areas in any location in systems of your choice. To some extent this is also a reflection of the cost of freedom of choice. Any location controlled by another player power is considered Safe for these purposes, regardless of whatever intent they may have in the future, or whether your own intentions are benevolent or not. &lt;br /&gt;
&lt;br /&gt;
===Calculated Risk:===&lt;br /&gt;
There are some great growth opportunities here and there is a reason there are not many capitalizing on them. There is a clear external threat to your facilities or people and you are vulnerable to it, be it in the form of the possibility of war or the envious eyes of an opportunistic local power should your defenses be too weak. You may choose what star system a Calculated Risk area is in, however its exact location will be determined by a GM. It will always be in an area where a third party cannot directly shelter it. The amount of local infrastructure contained in a zone of Calculated Risk can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
===Danger Zone:===&lt;br /&gt;
They said you were crazy to come here, but there&#039;s something that&#039;s worth dying for. This is not a potential threat that may or may not be realized, there is an active danger to any of your facilities or people in this area. There is an active shooting war, openly hostile local power or esoteric danger. You will defend these assets or lose them. Locations that are in a Danger Zone will be placed by GMs.  The amount of local infrastructure contained in a zone of Danger Zone can be 50% higher than a Safe zone.&lt;br /&gt;
&lt;br /&gt;
For details concerning expanding Infrastructure, see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|14. Production.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The people who make up your Transtellar are called its Members.  They can be company employees, citizens of a wandering alien race, secret society inductees, or whatever else fits your Traits.  Transtellar Members tend to be a small select group, and so are both more productive and more loyal than a similar sized cross-section of National Population.&lt;br /&gt;
&lt;br /&gt;
One unit of Members costs 1 SP.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellar Members do not grow naturally over time, and all new Members must be recruited and trained, which can be a very costly process (the exception being those with the Small Nation Trait).&lt;br /&gt;
&lt;br /&gt;
Most Transtellars use Member Units of 10,000, however Transtellars with the “Small Nation” Trait use Member Units of 100,000.  All Transtellar Members function as Informers, and save for exceptional circumstances do not require Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Unlike Nations, Transtellars do not have the option to start with unhoused Members (though if they are dispossessed of a base or three they may end up with some).  For every two Housed Member Units a Transtellar has, they gain a Member Production Bonus of 1 Wealth Unit per month.  All Transtellars will generate this bonus no matter what their Advancement Levels or modify it with a subsequent Advantage.&lt;br /&gt;
&lt;br /&gt;
===Indentured Members===&lt;br /&gt;
Transtellars can choose to start with a membership not entirely willing to serve the organization.   These can be indentured servants, slaves, child labour, exploited locals, or however else you can describe an underclass pain minimal wages and prevented from freely leaving.  These Indentured Members function just like Slave or Subject Populations, with a few small modifications.&lt;br /&gt;
&lt;br /&gt;
Indentured Members are recorded separately from your “main” population.  They may be few in number, or may vastly outnumber your citizens if you so choose.  Indentured Member Units come in sizes of 10,000 (or 100,000 for Small Nations), and every 2 Housed Indentured Member Units generate 1 Wealth a month, just like normal Members. &lt;br /&gt;
&lt;br /&gt;
One unit of Indentured Members costs 0.5 SP.&lt;br /&gt;
&lt;br /&gt;
Civil order payments are required for them on account of the expensive repression required to keep them in line. They must also be actively kept from escaping with security or military forces, do not add to your draft pool, and do not function as Informers.&lt;br /&gt;
&lt;br /&gt;
===Associate Members===&lt;br /&gt;
Associate Members are those loosely affiliated with your Transtellar. These are only available to Networked Transtellars. Associate Members are not directly part of your Transtellar’s organization, but are rather the Populations of other Nations who provide donations, well wishes, prayers, or other forms of support to your Transtellar. In times of great need, they may also provide other services, such as convincing a Nation to come to your aid, or volunteering to fight for you.&lt;br /&gt;
&lt;br /&gt;
One unit of Associate Members costs 1 SP per 1 million (since they&#039;re a Nation&#039;s population units).&lt;br /&gt;
&lt;br /&gt;
You cannot start with more Associate Member Units than you have core Member Units, and you can start with no more than a quarter of any one Nation’s Population as Associate Members. Every 2 Associate Member Units generate 1 Wealth a month. They do not count as Informers, do not add to your draft pool, and require no Civil Order Upkeep.&lt;br /&gt;
&lt;br /&gt;
Associate Members are bought similarly to Core Members, however their limits on growth are doubled and they use your level of Psychology or Mental magic for the purposes of Base Construction Rate, since you are attempting to win hearts and minds as opposed to building new additions to your mage cabal&#039;s dormitory or expanding your despairingly bland cubicle farm.&lt;br /&gt;
&lt;br /&gt;
It should be stated which Nation each Associate Member Unit comes from. While it is often a good idea to clear this with the Nations you choose to provide your Associate Members (else you may soon find yourself facing state persecution as the Nation attempts to fully regain the loyalty of its citizens) it is not required. Associate Membership can be increased faster than any other kind, so often its quite possible for your Associates to prosper even under relentless persecution.&lt;br /&gt;
&lt;br /&gt;
It should also be made clear why these Associates are aligned with your Transtellar, whether they be followers of the religious faith your organization preaches, or people who pay monthly “protection” fees. This doesn’t directly affect the game, but it does provide a context for others (particularly the Nation whose Population they are) to interact with your Associates.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Draft Pool==&lt;br /&gt;
Your Transtellar has a Draft Pool, equal to 25% of its Members (which as mentioned above does not include Indentured or Associate Members), unless you take the Warlords Trait, in which case it’s equal to 100% of the Members. Unless they’re entirely automated, all military units require some Members to crew or form them. Infantry Batches reduce the Draft Pool by their listed size; a Batch of Unskilled Infantry would reduce it by 100,000, while a Batch of Elite Infantry by 1,000.  Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000.&lt;br /&gt;
&lt;br /&gt;
It is VERY easy for a non-Soldier Transtellar to exhaust their Draft Pool, so pay very close attention to this when purchasing military units. Once you drain your Draft Pool, you’ll have to either look to units that require no Draft Pool like robots, or recruit more Member Units to increase its size.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Infrastructure==&lt;br /&gt;
Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Transtellar will use to produce things; Industry, Wealth, Research and Ether.  Members also falls under Infrastructure, though they have already been discussed. Industry describes the raw productive power of your Transtellar, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Transtellar is actually assumed to produce more Wealth than this, but this value describes what your Transtellar has available “in the black” after all other routine fees and outlays are paid. Research describes the power of your laboratories and private schools and such, and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 13. Production, but a quick summary of the categories is presented below.&lt;br /&gt;
&lt;br /&gt;
===Industry===&lt;br /&gt;
Industry is important for technological Transtellars, and particularly so for those who wish to produce and sell products to other Powers. Magical Transtellars have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used.&lt;br /&gt;
&lt;br /&gt;
One point of Industry Production costs 1.5 SP, unless modified by a Specialization. This provides one Production Point (PP) per Month.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
Wealth is probably the most important Infrastructure Category for most Transtellars, as it is what fuels their growth, and allows them to purchase things from other Powers as they require. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Transtellar starts the game with 5 times their Wealth Production in WU stored in the Treasury.&lt;br /&gt;
&lt;br /&gt;
One point of Wealth Production costs 1.5 SP, unless modified by a Specialization. This produces one Wealth Unit (WU) per Month.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
Research allows you to develop and increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce mages or units through Artificing. As a result a magical Transtellar should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Transtellar that produced it.&lt;br /&gt;
&lt;br /&gt;
One point of Research Production costs 1.5 SP, unless modified by a Specialization. This produces one Research Point (RP) per Year.&lt;br /&gt;
&lt;br /&gt;
===Ether===&lt;br /&gt;
Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Transtellars require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Transtellar generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. It is assumed that your Transtellar has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more, though it is possible to make deals with host Nations to acquire some of their surplus. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Transtellar starts the game with five times their Ether Production in EU stored in the Strategic Reserve.&lt;br /&gt;
&lt;br /&gt;
One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
Transtellars are large organizations, but they didn&#039;t arise in circumstances where their needs were equally balanced or prioritized, nor do they necessarily benefit from the bounty of raw materials, resources or scale afforded by the holdings of Nations. Your Trans-Stellar can specialize in one of the categories below that lower the initial cost of specific Infrastructure. The cost of building new infrastructure is unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Assembly Line&amp;lt;/u&amp;gt;: Your Transtellar focuses on processes that maximize industrial productivity, masters of logistics and efficiency above others. The cost of starting Industry Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Financiers&amp;lt;/u&amp;gt;:  Your Transtellar focuses on business and economics and fights it&#039;s wars in the boardroom rather than on the battlefield.  The cost of starting Wealth Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ivory Tower&amp;lt;/u&amp;gt;:  Your Transtellar focuses more on academic arts than on getting its hands dirty, content in the knowledge that brute force can always be outwitted by superior brain power.  The cost of starting Research Production is reduced to 1 SP per point.&lt;br /&gt;
&lt;br /&gt;
===Initial Production===&lt;br /&gt;
It is assumed that your Transtellar did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game.  Thus you start the game with a number of items already in initial production and 50% complete.  This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by all your Member Units.&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
Most Transtellars will need some form of security force, though many won’t go so far as to build a massive, full fledged military.  Still, even if you do plan to rely on deals or agreements to defend your Transtellar itself, it helps to have units you can call on in an emergency, or send out on special quests or missions.  Military Units are bought with Production Points, or PP.  1 SP buys 10 PP.&lt;br /&gt;
&lt;br /&gt;
The rules for designing and maintaining your armed forces are detailed at length in Section 5-10, and rules for mages have their own [[Lords_of_Ether_(20th_Anniversary_Edition)_Mages|Section 11. Mages]].  While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).&lt;br /&gt;
&lt;br /&gt;
There is an additional rule to keep in mind for your starting military.  You are limited in the number of so-called “super weapons” you can start with.  Each Transtellar may only have one super weapon (of any type – not one of each type!) either in service, or in initial production.  Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.&lt;br /&gt;
&lt;br /&gt;
==Transtellar Advantages and Disadvantages==&lt;br /&gt;
Transtellars can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points.  Many Transtellar Advantages are more powerful than those offered to Nations, however these Advantages can only be taken by a Transtellar with the proper prerequisite Traits.  On the other hand, a number of Advantages offered to Nations cannot be taken by Transtellars, or cost significantly more.&lt;br /&gt;
&lt;br /&gt;
Advantages cost you points, while Disadvantages give you more points to spend.  The Advantages and Disadvantages listed below are just examples.  Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages.  However, if you want a new or modified Advantage or Disadvantage must be cleared with the GM first.&lt;br /&gt;
&lt;br /&gt;
===Advantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;The Boss&amp;lt;/u&amp;gt; (30 SP):  An individual of extraordinary ability runs your Transtellar.  To generate this visionary leader, take 50 SP, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works.  This Hero can have the same Advancement levels and thematic style as your Transtellar, but he or she can also be totally different.  Unlike a normal Hero, The Boss has to spend a great deal of time managing the Transtellar, and so can only take leave of his or her work for about a month of every year, to perform some major adventurous task or other.  However your Hero’s Companions (if they have any) are available for delegated tasks the year round.  Also if your Transtellar’s Headquarters comes under attack at any time it can be assumed your Boss will not sit idly by doing paperwork but will lend a hand in the defence.&lt;br /&gt;
Prerequisite: Guiding Hand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scroungers&amp;lt;/u&amp;gt; (10 SP):  Nomad Transtellars with this Advantage are highly skilled at finding just what they need, whatever it might be, wherever they may have to. . . acquire. . . it from.  Scroungers allows the Transtellar to choose what to produce with its core Member Production Bonus each month, choosing Wealth Units, Ether Units, or Industrial Upkeep Units, or any combination of the three.  Any Industrial Production can only be used to produce Industrial Upkeep Units, and cannot be used to build actual military units.  &lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Swarm of Locusts&amp;lt;/u&amp;gt; (10 SP):  A Transtellar with this Advantage is skilled and quickly mining the resources of an area, though in doing so they are unable to sustain lengthy operations which makes this unattractive for organizations with a longer view of things.  In the space of a month, a Transtellar can “pillage” one point of Industry or Ether Production they control, for ten points of Wealth Units, Ether Units or IUU.  Doing so destroys the Infrastructure Point.  A Transtellar can only pillage as many Infrastructure points per month as it has Member Units in the area to control the hastened pace of operations.&lt;br /&gt;
Prerequisite: Nomads&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tomb of the Ancients&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar has discovered an archaeological site of legendary proportions.  One Region your Transtellar owns is a source of vast historical riches, even more lucrative than Ancient Relics, or Ancient World. This area must be specifically designated, and it is possible for other Powers to try to “claim jump” you, so be prepared to defend your trove.&lt;br /&gt;
Prerequisites: Treasure Hunters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Security Network&amp;lt;/u&amp;gt; (25 SP):  A Transstellar with Elite Security Network places greater emphasis on security and spies.  Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.&lt;br /&gt;
Prerequisite: Low Profile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Armed Forces&amp;lt;/u&amp;gt; (75 SP):  Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy.  Morale is high, professionalism the rule, and leadership excellent if not inspired.  All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.&lt;br /&gt;
Prerequisite: Warlords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Craftsman&amp;lt;/u&amp;gt; (50 SP):  Your Transtellar makes goods of superior craft, increasing the demand for them, and making buyers willing to pay higher prices for such quality.  This Advantage allows for a group of units (Infantry, Vehicles, Aircraft or Naval Units) built by the Transtellar to be given one extra Cost Free, Slot Free Added Capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Durable Enchanters&amp;lt;/u&amp;gt; (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Teflon Dons&amp;lt;/u&amp;gt; (20 SP):  Your Transtellar always seems to come out of anything they do smelling like roses.  Maybe it’s a fantastic public relations department, an ability to shift the blame onto convenient scapegoats, or just rampant bribery of all concerned.  Whatever the case, the diplomatic penalties for doing “bad” things are significantly reduced.  This has less direct game effect on PC Powers whose players can still choose to react to your Transtellar however they wish, though it will affect their decisions to go to war, as their people will still become restless if they think they have been led into war without a decent casus belli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Space Dwellers&amp;lt;/u&amp;gt; (10 SP): Your Transtellar is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates.  The space of the Deep Sky is your natural habitat and favourite element.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Gunsmiths&amp;lt;/u&amp;gt; (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mystical Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership produces Etheric energy rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Associate Members to have this Advantage only apply to the Associate Members, while the core Members continue to produce Wealth, or vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Industrious Members&amp;lt;/u&amp;gt; (10 SP):  One part of your Membership is made up of hard workers, who slave tirelessly to make the goods you require, and produce Industry rather than Wealth.  This change is 1 for 1 and is permanent, and affects the entire Member category.  Thus, for example, it is possible for a Transtellar with Indentured Members to have this Advantage only apply to the Indentured Members, while the core Members continue to produce Wealth, or vice versa.  This Advantage may not be taken by Financier or Ivory Tower Transtellars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Population&amp;lt;/u&amp;gt; (10SP): Your population is different from the norm in a distinct way, though one that only makes a minor difference in a world of magic and advanced machinery. Your entire population receives a passive advantage to one category. This is not a free Added Capability. Some examples: Orcs which have a +1 to their melee stat. Psychic fields that provide a +1 to protection. Kobolds that take up less CP as infantry. Bling that provides a bonus to diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Enhanced Population&amp;lt;/u&amp;gt; (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mercenaries&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar commonly hires Mercenaries to look to its own defence.  At the start of each year you gain a random amount of PP to be spent at any time on military units of your choosing.  These units will arrive within a month of being purchased, and are subsequently treated just as normal military units.  They do not subtract from your Draft Pool.  These forces can be any Tech or Magic level, though they can never be mages or technomagic/magitech.  If you have one of the Magical Allies Advantages below, it can be combined with this Advantage, allowing you to gain additional Creatures, or fully equipped monster mercenaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Weak Magical Allies&amp;lt;/u&amp;gt; (25 SP): Your Transtellar associates with a number of weaker magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 15 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Powerful Magical Allies&amp;lt;/u&amp;gt; (50 SP): Your Transtellar associates with a number of powerful magical beings and creatures.  These creatures may be your friends, or may just owe you favours.  In any event, they occasionally stop by to provide aid and assistance.  Rather than coming from any set nation that borders your bases (as with many of the National Creature Advantages), these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 40 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Powerful Magical Allies&amp;lt;/u&amp;gt; (75 SP): Your Transtellar is owed favours by a number of immensely powerful magical beings and creatures, or even entire magical nations.  As with the other Transtellar Creature advantages, these allies are assumed to just show up on your doorstep at regular intervals.  You are free to rationalize where they came from yourself. Up to 60 PP of creatures enter your service every month. You can add your own Added Capabilities to them using your Advancement Levels, in which case the creatures are treated as uncapped ‘base’ units (with a cost of Base Batch Cost x Advancement Level) that are already built, reducing build times. Otherwise, you can treat them as ML3 units designed using the Artificing rules and they enter service immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Diplomatic&amp;lt;/u&amp;gt; (25 SP):  Transtellars often have to deal with very difficult customers, and over time many of them perfect the art of careful dealings with the Nations around them.  This Advantage allows a Transtellar to ignore the effects of the Undiplomatic Disadvantage.  The Transtellar must have a base on the same world or system as the Undiplomatic Power (though not necessarily within that Power’s borders).  If a Power has multiple Disadvantages which create cumulative Undiplomatic effects, this Advantage only cancels one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Relationship&amp;lt;/u&amp;gt; (10 SP):  Your nation (or population) has a particularly tight connection to a certain ethnic group, concept or ideology.  This helps smooth over many rough edges in mutual relationships, and consequently when interacting with the chosen group your diplomacy is less hampered by national flaws.  However, this does tend to create a strong degree of ingroupism/outgroupism.  You must select one minority group (eg fellow communists, dwarves, spacers, the Gaelic diaspora, etc) and when interacting with them you may ignore one degree of undiplomatic - if neither of you is undiplomatic, you may ignore one degree of pariah.  Extremely broad groups (eg humans, mage-using states, people that live on planets, etc) may not be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oriental Express&amp;lt;/u&amp;gt; (30 SP):  Your Transtellar is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals.  A Transtellar with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Transtellar or are being transported for a second party).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poppy Fields&amp;lt;/u&amp;gt; (15 SP): Your Transtellar produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments.  Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product.  This Advantage grants a +1 Return on black market goods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ether Rich&amp;lt;/u&amp;gt; (25 SP):  Your Transtellar is unusually rich in Etheric energy and you can expand your Ether production.  Additionally, 1 out of every 20 rather than 1 out of every 100 Ether mined will be in Geode form.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages List===&lt;br /&gt;
&amp;lt;u&amp;gt;Pariah&amp;lt;/u&amp;gt; (+10 Starting points):  You did something somewhat repugnant in the past, or are associated with the more unsavory side of life, and now are a bit of a loner in the community.  Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals.  In practice this means a minus to diplomatic reaction rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical or Technological Ineptitude&amp;lt;/u&amp;gt; (+10 Starting Points): One Category simply defies the abilities of your Transstellar&#039;s people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;True Blood&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fourth Law&amp;lt;/u&amp;gt; (+10 SP): Your Transtellar fears the rise of intelligent machines.  This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers.  Your Transtellar may never use automation, or full AI, and will treat any Robot Civilisations as Pariah.  This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nuke Free Zone&amp;lt;/u&amp;gt; (+30 SP):  Your Transtellar will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic.  They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons.  If a Power makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Transtellar may end up treating them as Undiplomatic.  In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Magical Intolerance&amp;lt;/u&amp;gt; (+40 SP):  Your Transtellar has a blanket prejudice against Magic.  They will not use any levels of Magic, nor can they fuse Magic and Technology.  They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technological Intolerance&amp;lt;/u&amp;gt; (+50 SP):  Your Transtellar has a blanket prejudice against Technology.  They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology.  They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Poor Finances&amp;lt;/u&amp;gt; (+25 Starting Points):  Perhaps your credit rating is poor, your organization is on the brink of bankruptcy, or your accountants routinely cook the books.  Whatever the case, your Transtellar has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods.  Basically, your people just stink at managing money.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Security Network&amp;lt;/u&amp;gt; (+30 Starting Points):  Your Transtellar just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards.  All your security forces start with Incompetent, and any new units produced are also Incompetent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Incompetent Armed Forces&amp;lt;/u&amp;gt; (+50 Starting Points):  Your armed forces just don’t have their shit together.  They’re poorly trained, poorly motivated and poorly lead.  All military units start with Incompetent, and all new units produced are Incompetent.  This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fear and Loathing in Lords of Ether&amp;lt;/u&amp;gt; (+25 Starting Points):  You are despised.  Others will attack you on sight and whole nations will ally against you at the earliest opportunity.  You top the most wanted lists on most every world, and mothers frighten their children with your name.  (This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains).  But if you’re taking this Disadvantage you might as well also take. . .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Undiplomatic&amp;lt;/u&amp;gt; (+40 Starting Points):  Your Transtellar lacks diplomatic graces.  You have a great deal of trouble closing deals with other states.  In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you  20 Wealth rather than 10).  The same goes for others trying to deal with you.  The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Restrictive Hiring Practices&amp;lt;/u&amp;gt; (+10 Starting Points):  Your Transtellar is very careful about who they hire, and costs to purchase new Members are doubled.  Small Nation Transtellars may not take this Disadvantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patent Office&amp;lt;/u&amp;gt; (+5 Starting Points):  Your Transtellar jealously guards what’s theirs, treating their accumulated knowledge as their own private trove.  They will not give others Research Treaties (though they will still accept them), nor will they or trade any of their technological or magical units to another Power.  Ever.  If a Power is caught conducting Espionage against your Transtellar, you will treat them as if you were Undiplomatic from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Not Invented Here&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar is not receptive to external ideas.  They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power.  Additionally, spies on Espionage missions are half as effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unistellar&amp;lt;/u&amp;gt; (+25 Starting Points):  Your Transtellar does not pursue a program of expansion and has no offworld holdings, preferring to remain on a single world.  You may not start with any Influence, your Base Infrastructure Construction Rate may not be used outside your home system, and all Infrastructure of any kind built on another world costs twice as much (after any other increased costs).&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Navies&amp;diff=71211</id>
		<title>Lords of Ether (20th Anniversary Edition) Navies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Navies&amp;diff=71211"/>
		<updated>2022-11-10T02:51:39Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Added Capabilities List: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=7. Navies=&lt;br /&gt;
The Complex Navy can be said to begin with the advent of powered ships and long range, large caliber naval guns, and progress through to ever larger guns, torpedoes, missiles, and more esoteric weapons and engines like lasers and fusion drives.  Complex Naval vessels are by nature faster and more agile than Simple Naval vessels, and also possess longer ranged weapons.  As with other Complex military units, Complex Navies pay for this added power, and require a great deal of materiel support in the form of both IUU and Ether to function properly.&lt;br /&gt;
&lt;br /&gt;
=Navy Types=&lt;br /&gt;
The forces that make up a navy are divided into Types based on role and function.   Within each Type a set number of ships are gathered together as a Batch and given a Base Batch Cost, just as in Armies and Air Forces.  This is used in determining Upkeep costs and also in determining the Production Point cost and Production Time for building those units (see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 11. Production]]&#039;&#039;&#039; for more details).&lt;br /&gt;
==Cargo Ship Types==&lt;br /&gt;
&amp;lt;u&amp;gt;Freighter:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
&lt;br /&gt;
This is your basic heavy transport ship, be it carrack or cargo hauler.  At Tech Level 1 these ships have a Cargo Capacity of 2,000; 5,000 CC at level 2; 10,000 CC at level 3; 15,000 CC at level 4; and 25,000 CC at level 5.  To see how this applies to carrying cargo, see the Transport heading at the end of this Section, as well as the Transport headings in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Armies|Section 5. Armies]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces|Section 6. Air Forces]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Freighter:&amp;lt;/u&amp;gt;  1 point per 2&lt;br /&gt;
&lt;br /&gt;
This is the bigger brother of the basic freighter - a grand galleon, liner, or super-tanker.  Far more efficient for long bulk hauls it can carry ten times as much as a Freighter of equal Tech Level: 20,000 CC at TL1, 50,000 CC at TL2, 100,000 CC at TL3, 150,000 CC at TL4, and 250,000 CC at TL5.  However these ships are larger and can be more vulnerable in combat environments, and also are less lucrative for operations by private owners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mega Freighter:&amp;lt;/u&amp;gt;  2 points per 1&lt;br /&gt;
&lt;br /&gt;
This is the biggest in the freighter family - a freighter the size of a small island.  Incredibly efficient for long bulk hauls it can carry fifty times as much as a Freighter: 100,000 CC at TL1, 250,000 CC at TL2, 500,000 CC at TL3, 750,000 CC at TL4, and 1,250,000 CC at TL5.  Unfortunately, they are immense and inviting targets, and are too expensive to run for private owners to make much of a profit off them.&lt;br /&gt;
&lt;br /&gt;
==Light Warship Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Patrol Warship:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
&lt;br /&gt;
These ships are like corvettes or small frigates.  They usually have light armament, limited durability, and are specialized to one or two roles.  They are generally used for routine tasks that require a warship of some endurance but don’t require a larger vessel.  When given the “Fast” Added Capability they can also be used as high-speed attack boats, and with enough extra weapons can become a very dangerous threat to larger vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Warship:&amp;lt;/u&amp;gt;  1 point per 5&lt;br /&gt;
&lt;br /&gt;
The larger frigates and most destroyers fall into this category.  These are ships that usually have a modest armament with similarly modest durability.  They also have hangar space for 1 DP worth of aircraft, mainly for shuttles and patrol aircraft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cruiser:&amp;lt;/u&amp;gt;  1 point per 2&lt;br /&gt;
&lt;br /&gt;
Cruisers are often the workhorse of a peaceful navy, and fall at the edge of the Light Warship Type.  Their weapons can reach the lower end of the battleship scale, though they are rarely as durable.  They carry hanger space for 2 DP worth of aircraft.  In fleets Cruisers are often used as flotilla leaders for groups of small warships, or as backup to lines of capital ships.  When used independently as raiders or heavy scouts Cruisers form a happy medium – more powerful than Small Warships, but less expensive to operate than battleships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Escort Carrier:&amp;lt;/u&amp;gt;  1 point per 2&lt;br /&gt;
&lt;br /&gt;
Escort Carriers are mid-sized vessels, often used to fill in gaps in a navy’s air coverage.  They have very limited weapons and defenses, and their only power is derived from the aircraft they carry.  They have a Deck Capacity of 25 DP, and a Cargo Capacity 1/4th that of an equal-tech level Superfreighter: 5,000 CC at TL1, 12,500 CC at TL2, 25,000 CC at TL3, 37,500 CC at TL4, and 62,500 CC at TL5. To see more about determining how many “Deck Points” aircraft take up, see the Transport heading of Section Air Forces.&lt;br /&gt;
&lt;br /&gt;
===Capital Ship Types===&lt;br /&gt;
Upkeep note:  All capital ships have double base ether upkeep (eg, a Battleship would require 4 ether base upkeep, not 2).  Added caps increase upkeep as normal, eg a +2 beam cannons cap would raise ether upkeep by 1, not 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Battleships:&amp;lt;/u&amp;gt;  2 points per 1&lt;br /&gt;
&lt;br /&gt;
The king of the seas, Battleships are the big guns of any fleet, and often the centerpieces of the navy.  They pack powerful armaments and very robust defenses, allowing them to both dish it out and take it.  For various utility duties and to assist in patrols and locating targets they also have hangar space for 5 DP of aircraft.  Unfortunately like all large ships they are also time consuming to build and very costly to run.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Battleship:&amp;lt;/u&amp;gt;  5 points per 1&lt;br /&gt;
&lt;br /&gt;
These vessels are monsters; ships with the firepower of a couple battleships for those who wish to win their slugfests by qualitative superiority.  They also have hangar space for 10DP worth of aircraft, which is usually used for shuttles and scouts.  They cost a great deal to run, so these ships are often kept mothballed and brought into service only for war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fleet Carriers:&amp;lt;/u&amp;gt;  2 points per 1&lt;br /&gt;
&lt;br /&gt;
If battleships are the king, then carriers are the queen.  A great deal larger than Escort Carriers, Fleet Carriers can transport a large number of aircraft allowing them to influence battles from far away.  They have modest defensive weaponry, but due to their size are particularly durable.  Nevertheless, these ships are extremely high value targets and often sail with escorts to protect them from enemy attack.  As standard they have a Deck Capacity of 100DP, and a Cargo Capacity one-half that of an equal-tech Super Freighter: 10,000 CC at TL1, 25,000 CC at TL2, 50,000 CC at TL3, 75,000 CC at TL4, and 125,000 CC at TL5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Carriers:&amp;lt;/u&amp;gt;  5 points per 1&lt;br /&gt;
&lt;br /&gt;
Like Super Battleships, these immense ships are the next step up for the power-conscious.  Doubling the Deck Capacity of a Fleet Carrier and adding a Cruiser&#039;s worth of offensive weaponry these ships are very powerful weapons.  As standard they have a Deck Capacity of 200DP and a Cargo Capacity half that of an equal-tech level Mega Freighter: 50,000 CC at TL1, 125,000 CC at TL2, 250,000 CC at TL3, 375,000 CC at TL4, and 625,000 CC at TL5.  &lt;br /&gt;
&lt;br /&gt;
==Uber Ship Types==&lt;br /&gt;
Upkeep note:  All uber ships have double base ether upkeep (eg, a planetoid would require 60 ether base upkeep, not 30).  Added caps increase upkeep as normal, eg a +2 beam cannons cap would raise ether upkeep by 1, not 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mega Capital Ship:&amp;lt;/u&amp;gt;  25 points per 1&lt;br /&gt;
&lt;br /&gt;
This is for those people with serious issues of power, who wish to create things like Super Star Destroyers or the smaller GSVs.  Really, you’d be better of questing to salvage one rather than build it since you’re looking at decades of construction time, but as you like.  Mega Capital Ships usually have an immense onboard fighter and troop and complement, and carry masses of supplies.  They have a Deck Capacity of 1,000 DP and a Carrying Capacity twice that of an equal-tech Mega Freighter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Planetoid:&amp;lt;/u&amp;gt; 30 points per 1&lt;br /&gt;
&lt;br /&gt;
Planetoids are mobile planets, and can as easily be considered fortifications as ships.  While more powerful and durable than Mega Capital Ships they are far less mobile and take considerable effort to move. The Carrying Capacity and Deck Capacity of a Planetoid are considered virtually unlimited, much like a planet.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Modifications are either positive modifiers that increase the power and abilities of a unit, but also increase its cost, and are called Added Capabilities; or negative things that reduce the power and abilities of a unit, but also reduce its cost and are called Reduced Capabilities.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are modifiers added to military units which increase power and capability but also increase the cost of that unit.  Added Capabilities are represented by a “+”, such as “+1 Weapons,” or “+2 Shields.”  Most technological units, especially at the higher Advancement Levels, already come with a vast array of capabilities.  It is not necessary to take “Missiles” as an Added Capability for at Tech Level 4 cruiser, or “Shields” for a Tech Level 5 Battleship as such devices are assumed to be standard equipment.  Thus Added Capabilities are generally broad and sweeping and describe a particular specialization or an attribute that is more powerful than the norm.  Each Added Capability takes up one “Slot”.  The Tech Level of a unit directly determines how many Added Capability Slots it has and how much extra they will cost.  Thus a Tech Level 3 Batch has three “Slots” for Added Capabilities, each of which will cost the Batch 3 extra Production Points.&lt;br /&gt;
&lt;br /&gt;
Units can exceed this limit by taking what are called “External Added Capabilities.”  These are devices which are not integral to the unit, but instead are attached in some manner, such as hastily bolted on, or stuffed into the rucksack.  All naval units can take one External Added Capability, unless they take Added Capabilities, which increase this.&lt;br /&gt;
&lt;br /&gt;
However External Added Capabilities are not as efficient as normal Added Capabilities and always incur extra upkeep (usually Ether), even if the Added Capability they are based on would not normally incur extra Upkeep.  Thus a +1 External would increase Upkeep by one, and a +2 External by two, and so on. Externals are discussed in greater detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 11. Production]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While taking two or more Added Capabilities of the same type often affects the Upkeep of a unit (discussed further in the Upkeep section below) it should be noted that additional Upkeep costs do not cross over or accumulate between Additional Capabilities of differing types.  A 1 slot Starship Drive Added Capability and a 1 slot Weapons Added Capability do not increase Upkeep for a Type.  A unit can have many Added Capabilities without paying any additional Upkeep so long as they are dispersed across many areas.  However, this does NOT mean that by being overly specific you can dodge these costs – “+1 Big Killy Missiles” and “+1 Frapp Rays of Doom” are both still Weapons Added Capabilities and will incur extra Upkeep costs as for a +2 Weapons.&lt;br /&gt;
&lt;br /&gt;
It is important to realize that a ship with +1 Weapons is not as powerful as two ships of the same Type, nor one with +1 Shields as tough as two without.  Added Capabilities make a unit significantly more capable, but they don’t fully compensate for the increased cost.  However, for larger ships like Battleships the benefits of taking Added Capabilities increase, as the additional costs become smaller proportional to the increased Base Batch Cost.  For this reason Capital Ships are almost always highly capped.&lt;br /&gt;
&lt;br /&gt;
Reduced Capabilities are modifiers that lower the capabilities of a unit, but also lower its cost.  Each Reduced Capability cancels out the cost increase of one Added Capability.  If there are no Added Capabilities left, or none have been taken, a Reduced Capability reduces the Basic Batch Cost of the unit by one.  If the Base Batch Cost is already one, then it reduces it by one-half.  The Cost cannot be reduced any further than this.  Reduced capabilities are represented by a “-”.  Reduced Capabilities are usually taken either as a -1 or a -2.  A -1 is a serious (50% or more) reduction in Capability in the listed area.  A -2 is a near total reduction in Capability in the listed area.  As many different Reduced Capabilities as desired can be taken, though the Basic Batch Cost can never go below one half.&lt;br /&gt;
&lt;br /&gt;
How Added and Reduced Capabilities affect the cost of units is discussed in detail in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 11. Production]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Added Capabilities List:===&lt;br /&gt;
&#039;&#039;&#039;+X Starship Drives:&#039;&#039;&#039;  Starship drives are a requirement for spaceships.  A ship without a drive is assumed to be a “wet navy” vessel and can sail on water, but not in space.  As such this is without a doubt the single most important Added Capability for space navies.  Drive types vary with Advancement Category used to create them and Tech Level in the Category.  Before Tech Level 3, starships are limited to using Simple Sails, but at Tech Level 3 and higher other options open up.  Starship drives are explained in greater detail below under &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Strategic_Travel_and_Fuel|15. Strategic Travel and Fuel]]&#039;&#039;&#039;.  Even if you take different types of Starship Drives, each Added Capability after the first incurs a +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Armour:&#039;&#039;&#039;  Extra armour is a common Added Capability for Naval units.  Armour improves the ability of a ship to absorb and survive damage, and usually the larger the ship, the more benefit is provided by this Added Cap.  Because starships are large vessels they can handle significant increases in mass without penalty, so Armour does not increase the Upkeep of Naval units, no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields:&#039;&#039;&#039;  Shields refer not to primitive barriers of wood or iron but to energy barriers and fields.  These are intrinsic to ships once Physics Level 4 is reached.  All Naval units of the appropriate Tech Level have shields, but this Added Capability can be used to increase the strength and ability of those a unit naturally has.  Shields are generally not as strong as armour, but are more effective at longer ranges where they have time to shift their power and respond to attacks, and less effective at closer ranges where they can be more easily overwhelmed.  Each Added Capability over the first incurs an extra +1 Ether Upkeep due to increased energy drain by the shield generators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/+2 Point Defenses:&#039;&#039;&#039;  For Naval units, Point Defenses are a separate Added Capability from Shields.  They increase a ship’s ability to intercept incoming fire with their own weapons.  At +1 Point Defenses a ship can intercept incoming fire aimed at itself with its full firepower rating.  At +2 Point Defence it can intercept fire aimed at other ships with its full rating as well.  Point Defence relies on things like precision targeting and high speed computer algorithms rather than extra firepower, so does not incur any additional Upkeep even if taken as a +2.  &#039;&#039;&#039;Note:&#039;&#039;&#039;  This Added Capability can be given to Army Super Vehicle Types rather than their normal Point Defense Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Weapons:&#039;&#039;&#039;  This added cap increases the general offensive firepower of a unit, and is one of the more common and widely used Added Capabilities.  While it can add a bit of flavor to list such Added Capabilities as “+1 Heavy Broadside Cannon,” or “+2 Smart Missiles,” the reasons for this increased firepower do not need to be specified.  Weapons can be taken multiple times, but every Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed – a 200mm cannon cannot suddenly be loaded with fuel cells rather than tungsten cored solid shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Torpedoes:&#039;&#039;&#039;  Torpedoes are considered a “special” weapon and are treated separately from normal weapons, with their own rules.  Torpedoes are fired separately from normal weapons and have limited ammunition, being capable of one massive “Alpha Strike”, three large salvoes, or five small salvoes (though this can vary depending on the scale of the battle).  They also have much shorter range and can only be fired at “Close” range or less.  Torpedoes can also be evaded, though smaller ships have a better chance of this than larger ones.  However for all this Torpedoes can deal incredible damage when they hit, even to Battleships, which makes them a favoured weapon of Light Warships that want to punch above their weight.  Torpedoes are not affected by Added Capabilities that modify Weapon effects, such as Tracking or Long Range Weapons unless those Added Capabilities are tied to the Torpedoes rather than the ship’s normal Weapons.  Every Torpedo Added Capability after the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 Megacannon:&#039;&#039;&#039;  These are commonly giant beam cannon although they can also be immense rail guns, or massive rocket launchers.  Like Torpedoes, Mega Cannon are considered a “special” weapon.  They also have limited ammunition, being capable of one massive full power shot, three medium powered shots, or five low powered shots (though as with Torpedoes this can vary depending on the scale of the battle).  These weapons cannot be mounted on anything except Capital Ship Types, since the weapon itself is often the size of a cruiser.  They do fearsome amounts of damage if they hit, though like Torpedoes they are fired separately from the normal weapons and can be dodged.  Mega Cannon are also not affected by Added Capabilities that modify normal Weapon effects, such as Tracking or Long Range Weapons, unless those Added Capabilities are tied to the Mega Cannon rather than the ship’s normal Weapons.   A Mega Cannon is a +2 Added Capability in and of itself, and costs +2 in Ether and/or Industry Upkeep, which must be specified and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Close Combat Weapons:&#039;&#039;&#039; Close Combat Weapons are not common on Complex Naval units, nevertheless they are added caps that augment the ability of the unit to fight the enemy in close combat.  For ships these can be very short ranged cannon, or more commonly some sort of ramming design or device.  Close Combat Weapons have extremely limited ranges that make them only useful on specialized units, or in special situations (such as suicide ships) but they have the advantage of never adding to the upkeep of a unit, no matter how many times this Added Capability is taken, and even if taken as an External.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Extended Range Weapons:&#039;&#039;&#039;  This Added Capability extends the range of the unit’s weapons and sensors.  It can be taken multiple times, but every Long Range Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Heavy Weapons:&#039;&#039;&#039;  These are powerful weapons designed for optimum performance at longer ranges – high angle naval rifles and long range missiles are a couple of examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range.  They are less effective at closer ranges as they have trouble coming to bear on the target.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit – you may not have a mix of Heavy and normal weapons unless you also take some sort of Special Weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Bombardment Weapons:&#039;&#039;&#039; This Added Capability is available to all Naval units, and augments their abilities against ground targets. This would typically involve additional ventral batteries, or weapons specially designed to fire through the atmosphere.  It does not affect the weapons of the ship in any other way, and does not reduce their effects against non-ground targets.  This Added Capability may only be taken once and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Aircraft Weapons:&#039;&#039;&#039;  This Added Capability is available to all Naval units.  It enhances a unit’s ability to engage Air targets, and is common on area defense ships.  When coupled with a +2 Point Defense it allows aircraft to be engaged even if they are conducting close attack runs (“skindancing”) against other vessels.  Apart from enhancing AA capabilities this does not affect the weapons of the ship in any other way, and does not reduce their effects against non-air targets.  This Added Capability may only be taken once and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Tracking Weapons:&#039;&#039;&#039;  This Added Capability modifies the weapons of a unit to allow it to track and engage extremely rapidly.  If the unit with fast-tracking wins initiative it can destroy the enemy before its opponent has a chance to return fire.  Fast Tracking Weapons is best used by formations where it is possessed by all the main combat units, such as torpedo flotillas, or high speed battlecruisers.  If only a handful of Fast Tracking units are present in a larger formation they will tend to engage with the other units and so the advantage is lost.  Fast Tracking Weapons can be taken once and does not add to Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Sensors:&#039;&#039;&#039;  All Complex Naval units have fairly extensive detection gear, but a Sensors Added Capability increases this.  Typical sensor abilities and ranges are described in greater depth in Section 10: Sensors and Communications.  A ship does not have to have powerful Sensors itself to take advantage of them, as they can receive targeting data from another ship with more capable detection equipment, and specialized fleet command and control vessels can be created by giving a vehicle multiple Sensor Added Caps.  Cruisers often fill this role in Small Warship flotillas, while Carriers often perform it for large fleets.   As with other Added Capabilities, for every Sensor Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Communications:&#039;&#039;&#039;  While all Complex Military Units are assumed to have some form of communications, from telegraph and wireless to subspace relays, some units have a need for more specialized and dedicated systems.  Communications boosts the command rating of a force, and allows information to be passed faster and in greater detail.  Communications is a good Added Capability for command units, which can use it to coordinate others, and for scouts and sensor units who can use it to relay their information to others.  In automated armies it can even allow a command unit to remotely control other forces (detailed in Section 10: Sensors and Communications).  Communications can be taken multiple times, but for every Communications Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Fleet Command Ship:&#039;&#039;&#039;  Navies often have specific command ships which Admirals can direct their armadas, issue orders and make plans.  The presence of such units on the battlefield can greatly assist other vessels.  All Navies are naturally assumed to have ships that can function as flagships, but a Fleet Command Ship turns a unit into a specialized command vessel.  Often Fleet Command Ships are combined with other Added Capabilities such as Sensors and Communications.  Fleet Command Ship can be taken multiple times, but for every Added Capability that is taken after the first a unit gains +1 Wealth (yes, Wealth, all those Admirals need paying) Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Militarized:&#039;&#039;&#039; Cargo ship types meant for military service, or simply dangerous runs, can be equipped with improved defenses, superior hull design and carry a (tiny) armament. Offers a modest improvement to all Freighter combat stats. These vessels then gain normal upkeep like all other military units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity:&#039;&#039;&#039;  This Added Capability applies mostly to Cargo Ships, Carriers and Uber Ships, though it can be added to any vessel.  For Cargo Ships, Carriers and Uber Ships, each +1 Cargo Capacity increases the total that can be carried by 50% of the base amount.  That is, the percentage increases are not cumulative, so a TL3 Freighter  (10,000 CP) with +2 Cargo Capacity as its Added Capabilities would have a total Cargo Capacity of 20,000 Cargo Points, not 22,500.  Any ship that does not have intrinsic Cargo Capacity gains CP from each Added Capability as if it were a Carrier of equal Batch size.  As there is no Carrier analogue for Small and Patrol ships, these ships gain CP at a rate ½ and 1/5th (respectively) that of a Cruiser.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity (specialized):&#039;&#039;&#039;  This Added Capability can only be taken by ships with integral Cargo Capacity such as Cargo and Carriers and Uber Ships.  Each +1 Cargo Capacity (specialized) increases the total of one particular item that can be carried by 100% of the base CC amount rather than by 50%.  The specialty should be noted, such as “Troops”, “Vehicles”, “Ether”, “IUU”, and so on, and only the specialized item can be carried.   Normal Cargo Capacity and Specialized Cargo Capacity cannot be mixed on a single unit, so taking this Added Capability specializes the entire Cargo Capacity, not just that gained by the Added Cap.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Deck Capacity:&#039;&#039;&#039;  This Added Capability is primarily for Carriers, though other ship types can take it as well.  Each +1 Deck Capacity increases the Deck Points of a Carrier or Uber Ship by 50%.  If taken by non-Carrier warships they gain Deck Points as if they were a Carrier of Equal Batch Size, though they only gain 25% for every time they take this Added Capability, not 50%.  As there is no Carrier analogue for Small and Patrol ships, these ships gain CP at a rate ½ and 1/5th (respectively) that of a Cruiser.  Cargo ships are the exception, and Freighters, Super Freighters and Mega Freighters are compared to Escort Carriers, Fleet Carriers and Super Carriers respectively, and gain 25% for every time they take this Added Capability.  Deck Capacity can be taken multiple times, but increases the Upkeep by +1 Ether or Industry Upkeep for every time it is taken due to increased upkeep demands of maintaining an air wing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Deck Capacity (specialized):&#039;&#039;&#039;  This is a specialized version of Deck Capacity.  It doubles the DP gained each time this added Capability is taken, but means the ship can only carry a specific kind of unit, either Missiles, Aviation or Mobile Suits.  A ship cannot be specialized to carry other type – only those listed above.  Normal Deck Points and Specialized Deck Points cannot be mixed on a single unit, so taking this Added Capability specializes all the DP, not just that gained by the Added Cap.  Deck Capacity (specialized) can be taken multiple times and times and increases the Upkeep by +1 Ether or Industry Upkeep for every time it is taken due to increased upkeep demands of maintaining an air wing. The exception is a Missile specialization, typically called Silos, which does not increase upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039;  Compact allows for smaller units that take up less space and present smaller targets to enemy fire.  Each +1 of Compact reduces the CP a unit takes up by half.  If a unit with Cargo or Deck Capacity takes Compact (bad idea!) its CP and/or DP are similarly reduced.  Compact can be taken multiple times and does not incur any additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X ECM:&#039;&#039;&#039;  ECM stands for Etheric Countermeasures.  It is used to blind sensors, jam or decoy guided weapons and even counter magical effects.  All Complex Naval units have some sort of ECM, but this Added Capability expands those capabilities.  ECM affects the entire battlefield, and the more units that have ECM, the more effective it becomes, cutting down the ranges at which the enemy can see and engage at, and increasing the chance of spell failure.  ECM can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a radar absorbent hull coating to a fully invisible holographic cloaking field.  Stealth of any sort is not easy to just slap on a ship; the more comprehensive the Stealth package the more design compromises in other areas that are required.  +1 Stealth has no serious detrimental effects on a unit, but at +2 or higher it reduces the protection of the unit by 25% as defensive fields and armour are compromised by the Stealth architecture.  Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated, particularly after a unit opens fire on the enemy.  Stealth can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039;  Purposeful effort meant not to hide a unit, but to make it look like something else to varying levels of scrutiny. This will not allow a unit to perfectly mirror a unit belonging to another power, only appear to an observer to be a different unit type of roughly the same size. At +1 this can allow for a unit to fool inspection at a distance such as a warship spoofing electronic signatures of known freighters or having structures added to match radar returns. At +2 this can allow for a unit to appear convincing at visual range, such as a Q-ship being built specifically to match a certain class and silhouette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Submersible:&#039;&#039;&#039;  A lesser form of Stealth, Submersible functions exactly like a +2 Stealth, but only when a ship is under water.  A ship without Submersible cannot travel underwater unless it has a +2 Stealth (the two can be considered interchangeable).  If a ship with Submersible is outside of the water this Added Capability has no effect at all.  Submersible can only be taken once, and has no effect outside of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Automation:&#039;&#039;&#039;  Automation is the replacing of people with machines. It speeds up routine processes, reduces error, increases efficiency and decreases Upkeep costs. An Automated ship will have a higher command rating and be more resilient to battle damage. As well, Wealth Upkeep and Draft requirements are both halved. Automation does not itself incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Mind:&#039;&#039;&#039;  Magical powers, or indeed magitech powers, can imbue an Artificed unit with some form of intelligence and awareness to eliminate human attendants or crew. Wealth upkeep and Draft requirements are eliminated entirely. For narrative purposes a unit with +1 Mind is ranges from half cognizant - while able to understand and follow simple instructions it is easily confused - at low MLs to a fully coherent human-level intelligence at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 AI/Mind:&#039;&#039;&#039;  Both magical and technological powers can not only eliminate the human factor entirely but exceed it, whether by binding a spirit to the machine or advanced computing. AI has an even better command rating and battle damage resilience than +1 Automation. Additionally it reduces Wealth Upkeep and Draft requirements to zero. AI does not itself incur any additional Upkeep. As an aside, a +2 Mind is a human-level intelligence straightaway but a technological AI may not be the best conversation partner until TL5 Psych. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clones:&#039;&#039;&#039; At a sufficient level of Psychology and Biology, a Power can produce flash Clones with the implanted training to function as soldiers as soon as they are decanted. Draft pool requirements are removed entirely. However, at TL4 Biology, these clones are deeply problematic, as such they both take a full Capability slot and they must take the effect of a Reduced Capability - pick from the list below. At TL5 Biology these flash Clones are fully stable, having no negative effect, and become Slotless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Low Maintenance:&#039;&#039;&#039;  Units with Low Maintenance are either very efficient and reliable, or perhaps just possess crews who are very skilled at doing more with less.  Low Maintenance halves the Industry Upkeep (after all Added Capabilities are calculated) of a unit (round up), and allows all types of vehicles (but not Infantry) to be mothballed indefinitely with no loss of capability.  It may only be taken once, incurs no additional Upkeep, and counts as a Slot Free Added Capability on Naval units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Regenerating:&#039;&#039;&#039;  This Added Capability is also called Self Sustaining and requires Bio/Eng/Crea/Trans 4.  Regenerating units will slowly repair themselves after battle, as well as re-arm all their weapons and maintain their systems without Industry resupply.  Regenerating makes repairs faster and cheaper, and increases damage control saves.  It also allows you to pay all Industry Upkeep with Ether instead, if you choose.  Taking this Added Capability more than once increases the speed at which self-repair happens.  Regenerating incurs no additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Motivators:&#039;&#039;&#039;  This Added Capability gives a ship external motivators or “arms” with which to hold and manipulate things.   Each +1 Motivators allows a ship to carry one extra External Added Capability.  This Added Capability also slightly enhances a ship’s ability in Close Combat, and can aid with tasks such as debris or aircraft recovery.  Motivators may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Loyalty Training:&#039;&#039;&#039; Thanks to a highly selective screening process and a steady diet of propaganda your sailors are loyal to death.  Ships with this Added Cap have a higher resistance to enemy subversion and will be the last ones to rebel, if ever.  In addition, whether by suicidal fanaticism or rear of the Commissar’s wrath, they will undertake missions that any other sane solider would balk at.  Loyalty Training can only be taken once, incurs no extra Upkeep, and counts as a Slot Free added capability.  If taken as an external this Added Capability it is considered to be additional equipment (slave collars, or neural whips perhaps?) and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Loyalty Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/2 Casting Chamber:&#039;&#039;&#039; A casting chamber is an area on a large unit purposefully designed to amplify the effects of spellcraft. It can be equipped on any unit with a base batch size of 1/10 or larger, providing a free level of AoE for spells cast by a mage within it and reducing the enchantment cost of the unit in question as if it were one ML lower (to a minimum of 1). Only one mage can be assigned to any particular casting chamber. Note that for batches with more than 1 unit, the free AoE still only applies to one mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Multifusion (Tech/Magic):&#039;&#039;&#039;  It is possible to build a military unit with more than one Technomagical or Magitech Fusion.  For each Fusion after the first a batch must take a Multifusion Added Capability.  Each Multifusion Added Capability applies only to a specific combination of Tech and Magic, so a unit with Engineering/Movement, Engineering/Material, and Engineering/Creation would still need two Multifusion Added Capabilities.  Multifusion is Build Free and Slot Free, and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast:&#039;&#039;&#039;  Some navies use ships of incredible speed, treating them more as aircraft than lumbering naval vessels.  Fast exists to represent this design philosophy.  This Added Capability doubles the basic speed and mobility of a Naval unit, but similarly doubles the base Ether upkeep, and reduces Durability by 25%.  Fast can only be taken once, and apart from the doubling of the base Ether Upkeep, this Added Capability incurs no other Upkeep costs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internal Factory:&#039;&#039;&#039;  This Added Capability allows a ship to actually transport and use Industrial Infrastructure on the move, becoming a factory ship.  In essence, the ship is the &#039;host&#039; for the Industry, which is bought as normal for Industry production.  This is a potential godsend for those who are trying to support fleets on the far reaches of the Star Ways, months from home.  It becomes especially useful if a source of Raw Materials can be found (such as the low-tech indigs you&#039;re helping out) as the production can be Specialized (for detail on this process see [[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 11. Production]]) to churn out finished materiel.  Of course, if the ship carrying the Industry is destroyed or captured, you not only lose the ship but the Infrastructure as well.  The amount of Industry that can be housed per level of Internal Factory varies on the size of the ship.  Freighters, Battleships and Fleet Carriers can carry 1 point of Industry per level of Internal Factory; Super Freighters, Super-Battleships and Super-Carriers can carry 5 points of Industry per level of Internal Factory; Mega Freighters and Mega Capital Ships can carry 10 points of industry per level of Internal Factory.  A Planetoid Type Mega Capital Ship has no limit on the amount of internal Industry it can take once it takes this Added Capability.  This added Capability increases the Wealth Upkeep of the vessel by one for every point of Industry taken.  Space Dweller Powers can take this Added Capability without PP cost or additional construction time on any ship, though they must still pay the appropriate Upkeep for any Industry taken, and the Added Capability still takes up one of the ship’s Added Capability slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Geode Reactor:&#039;&#039;&#039;  Sometimes colloquially known as ‘nuclear powered’, a Geode Reactor uses Ether Geodes to provide power to the ship, reducing refueling requirements and increasing engine output, thus ships with Geode Reactors gain a +25% increase in speed and mobility.   Geode Reactors only need to be refueled once a year and so never pay War Upkeep or travel costs, however they can only be fuelled with Geodes.  All other Upkeep rules remain the same, thus a ship with 3 Ether Upkeep still requires 3 points of Geode Ether per year.  Geode Reactor is a Slot Free Added Capability as the space taken up by the reactor is saved in reduced fuel bunkerage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 ZPE Receiver:&#039;&#039;&#039;  The Zero Point Ether Receiver is the heir to the Geode Reactor.  The ZPE Receiver allows a ship to receive Ether from a distant ZPE Transmitter (see Section 6.D. Fortifications) rather than having to carry its own supplies.  Upkeep still needs to be paid as normal (not once a year as with Geode power) but a Power can pay it directly out of their central stocks without having to worry about carrying or storing supplies.  Like the Geode reactor it allows a vessel so equipped to high speeds for extended periods, and so grants a 50% increase in speed and mobility.   Ships with ZPE receivers can also conduct brief system overloads, powering shields and weapons up to extreme and dangerous levels with a surge of power sent through the receiver.  However this costs a full Ether Upkeep payment instantly and runs the risk of burning out the receiver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Catapult:&#039;&#039;&#039; carriers can launch their planes out one additional range bracket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Launch:&#039;&#039;&#039; carrier is optimized to minimize turn-around time for complement in combat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039; There are of course a host of other Added Capabilities that can be taken.  Most can use one of the Capabilities listed above as a model.  If a player is unsure and wishes to inquire about a potential modification and is unsure of the exact mechanism it is always best to check with the Game moderators.&lt;br /&gt;
&lt;br /&gt;
===Reduced Capabilities===&lt;br /&gt;
=Deep Sky Travel=&lt;br /&gt;
==Speeds==&lt;br /&gt;
All space ships need drives.&lt;br /&gt;
&lt;br /&gt;
All distances are measured in Great Leagues (GLs) and speeds are in Cosknots; 1 Cosknot is sufficient speed to cross 1 Great League in one week.&lt;br /&gt;
&lt;br /&gt;
Eng 2 or Bio 5 allow ether sails that move you at 1 Cosknots with no fuel costs&lt;br /&gt;
&lt;br /&gt;
Eng 5 allows ether sails that move you at 2 Cosknots with no fuel costs&lt;br /&gt;
&lt;br /&gt;
Chem 3 allows chemical rockets that move you at 2 Cosknots&lt;br /&gt;
&lt;br /&gt;
Chem 4 allows fusion torches that move you at 4 Cosknots and allow a sprint option in combat&lt;br /&gt;
&lt;br /&gt;
Chem 5 allows EAM drives that move you at 6 Cosknots and allow a sprint option in combat&lt;br /&gt;
&lt;br /&gt;
Phys 4 allows AG drives that move you at 4 Cosknots and give a maneuverability bonus in combat&lt;br /&gt;
&lt;br /&gt;
Phys 5 allows AG drives that move you at 6 Cosknots and give a maneuverability bonus in combat&lt;br /&gt;
&lt;br /&gt;
Move 3 allows ships to be artificed with permanent enchants or magic materials that move a ship at 2 Cosknots and give a maneuverability bonus in combat&lt;br /&gt;
&lt;br /&gt;
Move 4 allows ships to be artificed with permanent enchants or magic materials that move a ship at 4 Cosknots and give a maneuverability bonus in combat&lt;br /&gt;
&lt;br /&gt;
Move 5 allows ships to be artificed with permanent enchants or magic materials that move a ship at 6 Cosknots and give a maneuverability bonus in combat&lt;br /&gt;
&lt;br /&gt;
All additional engine caps increase the base travel speed of the first by 50%. So a TL4 +2 fusion torch ship goes 6 Cosknots, a +3 goes 8 Cosknots, etc.&lt;br /&gt;
&lt;br /&gt;
==Travel Fuel Costs==&lt;br /&gt;
The cost for ships to travel can be significant; for every 20 GL a ship travels it must pay its BASE ether upkeep, pro-rated as appropriate and rounded up.  Examples below:&lt;br /&gt;
&lt;br /&gt;
A battleship has a base ether upkeep of 4 (as capital ships double their base ether upkeep), thus for every 5 GL (or fraction thereof) it travels it must pay 1 ether.&lt;br /&gt;
&lt;br /&gt;
A single cruiser with +3 laser cannons has an batch ether upkeep of 3, however as this is a single ship (out of a batch of 2) and cruisers do not increase their base ether upkeep like capital ships do, it would pay 1 ether for every 40 GL of travel it undertakes.&lt;br /&gt;
&lt;br /&gt;
A modified version of the cruiser above also has +1 fast; this specific added cap increases its base ether upkeep to 2 and its batch ether upkeep to 4.  Thus a single one traveling around would burn 1 ether for every 20 GL traveled.&lt;br /&gt;
&lt;br /&gt;
Fleets pool their ether travel costs together (and it can become quite significant!) but in no cases can a single move’s ether cost to travel anywhere be less than 1.  Consider that the cost of firing up the space boilers.&lt;br /&gt;
&lt;br /&gt;
==Fuel Capacity==&lt;br /&gt;
TL1-3 and ML1-3 stores ether in various forms of chemical reagents (such as starbat guano, gaseous ether, etheric clathrates, ethernol and Jet-E).  Each point of ether stored in this way takes up 5,000 CP.  Ships built at TL1-3 may store a single upkeep’s worth of ether, giving them an effective maximum unrefueled range of 20 GL.&lt;br /&gt;
&lt;br /&gt;
TL4 stores ether in advanced chemical fuels optimized for plasma-fusion rockets and powerplants, which takes up only 1,000 CP per point.  Ships built at this TL may store up to five upkeep’s worth of ether, which gives them an effective maximum unrefueled range of 100 GL.&lt;br /&gt;
&lt;br /&gt;
TL5 and ML4-5 stores ether in various forms of ultradense and highly purified forms, such as etheric anti-matter and ether crystals.  These only take up 1 CP per point of ether (but can be potentially rather volatile) and ships burning such concentrated ether can be loaded with an effectively unlimited amount of ether.&lt;br /&gt;
&lt;br /&gt;
Etheric Geodes always take only 1 CP per point, but ships with geode reactors generally cannot be refueled on the run and thus need to return to some sort of friendly anchorage to have their cores refreshed once a year.  During that year however they have effectively unlimited operational range.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces&amp;diff=71210</id>
		<title>Lords of Ether (20th Anniversary Edition) Air Forces</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces&amp;diff=71210"/>
		<updated>2022-11-10T02:51:00Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Added Capabilities List: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=6. Air Forces=&lt;br /&gt;
Air forces are a useful component of any modern military. They are equally handy for providing close air support for ground forces, defending and attacking naval forces, as well as performing long range strategic strikes and defending the homeland against enemy attack.  With proper substitutes (such as a healthy focus on anti-aircraft weapons) a Nation can survive without an air force, but it will find many operations very problematic without the aid of aircraft.&lt;br /&gt;
&lt;br /&gt;
Many Complex Air Force units can break free of the gravity of a planet on their own, and there is fundamentally little difference between flying in the sky over a planet or flying through space or the “Deep Sky” - save that puttering about the Deep Sky takes longer.  For that reason, unless limited by Reduced Capabilities such as “Space Only”, the concept of a “starfighter” has little meaning in Lords of Ether.&lt;br /&gt;
&lt;br /&gt;
==Air Force Types==&lt;br /&gt;
The forces that make up an Air Force are divided based on role and function, and grouped into the categories of Tactical Air, Strategic Air, Airlift, Army Aviation, and Airships.  Each of these categories has additional subtypes.   Within each subtype a set number of craft are gathered together as a Batch and given a Base Batch Cost.  For example; in the Type “Fighter” there are 25 Fighters in a Batch, for a Base Batch Cost of 1 point.  This is used in determining Upkeep costs and also in determining the Production Point cost and Production Time for building those units (see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 13: Production]]&#039;&#039;&#039; for more details).&lt;br /&gt;
&lt;br /&gt;
More so than Army or Navy Types, Air Force Types vary widely in capabilities. Each Type has varying capabilities concerning things like defensive firepower, agility, durability and so on. However, two of the most important capabilities are speed and range. As a result, each aircraft in its description has a rating for its speed relative to other aircraft at its tech level - that is; Very Slow, Slow, Average, Fast and Very Fast. Each also has a range listing: Short, Mid, Long and Very Long.&lt;br /&gt;
&lt;br /&gt;
Aviation aircraft are, without exception, Very Slow and Short ranged.  As they are intended for tactical support of troops on the battlefield (their name is drawn from the term Army Aviation) this is rarely a serious problem for them, as they are still faster than the troops and tanks who are their chosen prey (even those with Boosters).  They make up for any lack of speed or range in agility, armour and firepower.  While able to carry less than their Airlift compatriots, Aviation is extremely useful for transporting troops into and out of very hot combat zones that would be suicide for Airlift to venture into.&lt;br /&gt;
&lt;br /&gt;
Rather than an actual Aircraft, Booster packs are a special Type of device that can be added to any tactical, Strategic, Aviation or Airlift Types (as well as Battlesuits and Hyper Advanced Armour) to increase their speed, give them the ability to break orbit, and sometimes also carry extra weapons and combat systems.  While not actually aircraft themselves, they are a distinct system and may also mount their own Added Capabilities.  Their power and capability is related to the Type they are mounted on.&lt;br /&gt;
&lt;br /&gt;
Airships act more like ships that other Aircraft and so have their own speed and range ratings. For details on what these ratings actually translate into, see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces#Air_Travel|Travel]]&#039;&#039;&#039; at the bottom of this Section&lt;br /&gt;
&lt;br /&gt;
===Tactical Aircraft Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Prop Scouts:&amp;lt;/u&amp;gt; 1 for 500&lt;br /&gt;
&lt;br /&gt;
Cheap, low performance aircraft that are all but unable to defend themselves normally, prop scouts represent things like low end drones, tactical air-launched decoys, loiter munitions and world war one scout planes. They can make excellent observation platforms and house kamikaze warheads, but are all but useless in the context of actual air to air combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Jet Scout:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
&lt;br /&gt;
These are unarmed scouts. These aircraft have Average speed and are Short ranged.  They take up ¼ of a Deck Point when calculating how many can fit on an aircraft carrier or Deck Capacity capable vessel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fighter:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
The main purpose of Fighter aircraft is to shoot down other aircraft, though when multi-rolled with the Ground Attack Added Capability they can become very credible strike aircraft as well. Even without that modification a fighter has some ground attack ability. However, its main role is air to air and to that end a Fighter usually employs a combination of speed and agility, backed by guns and/or missiles. Most jet engine air-to-air craft fall into this category, such as A MiG-29s and F-15s. These aircraft are Fast and Mid ranged, and take up a standard 1 Deck Point on carriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Interceptor:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
Interceptors are a sub-category of Fighter that trade manoeuvrability for speed. They are designed to race out quickly and intercept bombers. They are not designed for fighter engagements and so lack the ability to dogfight, preferring to engage at longer ranges. They also have a no real ability to perform strike missions. Aircraft like the MiG-25 or F-104 “Starfighter” fall into this category. These aircraft are Very Fast and Mid ranged take up a standard 1 Deck Point on carriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Strike Fighter:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
A Strike Fighter, sometimes called a Close Air Support (CAS) aircraft or fighter-bomber (a moniker it often shares with multi-role fighters), is an aircraft optimized for delivering ordnance against ground or naval targets. It is most often used for close support of other forces (tank busting is a speciality of some) and while slower than most fighters tends to be fairly nimble and so can serve as a second line fighter in a pinch. An A-10 “Warthog” or A-6 “Intruder” would fall into this category. These aircraft are of Average speed, and Mid ranged. Being not much larger than a Fighter they take up a similar 1 Deck Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Interdictor Aircraft:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
An Interdictor Aircraft is a faster fighter-bomber designed for penetration missions into the teeth of heavy defences.  They often operate deep over the lines and are often tasked to hit tactical targets in the enemy’s rear areas, such as airbases, railheads, and supply depots.  Due to their requirements to penetrate through enemy defenses they are quite fast, and possess a limited ability to defend themselves.  In a low threat environment they can even function as backup Interceptors.  However they carry less ordnance than Strike Fighters.  These aircraft are Fast and Mid ranged, and take up 1 Deck Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Fighter:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
A Super Fighter is a fighter aircraft of near unbelievable abilities, greatly outperforming lesser aircraft in all areas.  Hideously expensive modern planes like the F-22, and Macross Veritechs fall into this category.  At 2 Deck Points a pop Super Fighters take up a bit more space than normal fighters, sometimes from size, but mostly from additional support equipment.  They are considered Very Fast and are Mid ranged.&lt;br /&gt;
&lt;br /&gt;
===Strategic Aircraft Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Heavy Strategic Bomber:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
These planes are designed for striking strategic targets at range and usually deep in enemy territory. While relatively slow, and certainly not fighters by any stretch they are not defenseless, often packing guns and powerful countermeasures, and usually capable of taking serious punishment.  B-52s fall into this category. They are Average speed and Long ranged, and if put on a carrier (quite a feat) take up 8 Deck Points.  For this reason they are more commonly flown from planetary bases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fast Strategic Bombers:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
The primary difference between heavy Strategic Bombers and Fast Strategic Bombers is that the latter trades some defensive armament and half the payload for speed and a level of manoeuvrability, making it as fast as a fighter, and agile enough for demanding manoeuvres like nap-of-the earth flight at high speed. Aircraft like the B1-B “Lancer” and Tu-160 “Blackjack” are examples of this type.  These aircraft are Fast and Long ranged. Like Heavy Strategic Bombers they take up a whopping 8 Deck Points, usually relegating them to planetary bases as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Bombers:&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
The biggest kid on the bomber-block, the Super Strategic Bomber is for if you find that &#039;normal&#039; bombers don&#039;t cut it.  They possess both powerful anti-ship and anti-ground capabilities as well as lethal anti-air weapons.  For their size they can also be surprisingly agile, though mostly they rely on speed and power.  Good examples of these are the enormous aircraft seen as end bosses in top-scrolling shooters - they have no real life counterpart. These aircraft are Fast and Very Long ranged. If by some miracle they are crammed onto a carrier, they take up 20 Deck Points.&lt;br /&gt;
&lt;br /&gt;
===Airlift Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Light Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
&lt;br /&gt;
These are small aircraft, capable of carrying a couple platoons of men or a single vehicle.  Large executive and biz jets fall into this category.  Like all Airlift Types they are naturally unarmed, and are not combat aircraft.  They are of Average speed and Mid ranged, and if put on a carrier take up 2 Deck Points. They have a Cargo Capacity of their tech level times 25.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Medium Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
Larger transport aircraft, these can carry significantly more cargo than their lighter cousins over longer ranges. The C-17 is a good example of this type. They are Slow and Long ranged, and if put on a carrier take up 6 Deck Points. They have a Cargo Capacity of their tech level times 50.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Heavy Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
The biggest airlift transport normally seen, these giant aircraft carry immense amounts of men and materiel across long distances. Aircraft like the C5 Galaxy and the An-140 are examples of this type. They are Slow and Very Long ranged, and if crammed onto a carrier take up 10 Deck Points. They have a Cargo Capacity of their tech level times 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
An immense aircraft, capable of carrying an entire company of tanks, platoons of Mobile Gun Forts or even (with the appropriate combination of Added Capabilities) Land Dreadnoughts.  Super Airlift Transports are so massive they do not suffer from the usual double CP values when transporting vehicles.  It also means that they can take an incredible amount of punishment and still fly.  On the flipside, this massive size means they suffer from the same double Ether fuel costs as Naval Capital Ships.  The Garuda class transports from Zeta Gundam are an example of this kind of aircraft.  These lumbering planes have all the agility of a brick, and are Slow and Very Long ranged, and if somehow put on a carrier take up 50 Deck Points. They have a Cargo Capacity of their tech level times 1,000.&lt;br /&gt;
&lt;br /&gt;
===Aviation Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Aviation Scout:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
&lt;br /&gt;
Aviation Scouts are small rotary or vertol aircraft.  These are the eyes and ears of an army on the move, and often the picket scouts of a fleet on patrol. While slower and shorter ranged than Jet Scouts they are significantly better armed.  Kiowas and &#039;Little Birds&#039; are a good example of this type.  If put on a carrier they take up 1/4 of a Deck Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Gunship:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
As a pure-combat Aviation Type, Gunships pack a tremendous amount of firepower in the form of guns, AT-rockets and missiles.  If given the right Added Capabilities they can even be a match for Fighters.  Apaches and Hinds are two good examples of this type.  If put on a carrier they take up 1 Deck Point, and if given cargo capacity (as many are), they have a Cargo Capacity of their tech level times 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Light Aviation Transport:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
&lt;br /&gt;
Compact transport aircraft, Light Aviation can carry a small amount of cargo or troops. Hueys and Blackhawks are of this type.  As all Aviation aircraft can carry a significant amount of firepower, Light Aviation can make for serviceable gunships if properly outfitted with weapons.  If put on a carrier they take up 1 Deck Point. They have a Cargo Capacity of their Tech Level times 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Medium Aviation Transport:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
Larger rotary-wing transports, or vertol or hover aircraft, Medium Aviation Transports can carry several times the cargo of their smaller cousins. The large Mi-26 and Chinook helicopters are good examples of this type, and the Dropship from “Aliens” is an example of Medium Aviation rigged for combat.  If put on a carrier they take up 2 Deck Points. They have a Cargo Capacity of their tech level times 20.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Heavy Aviation Transport:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
Heavy Aviation is for carrying particularly large loads and has no perfect real-world counterparts aside from modern hovercraft landing vehicles - though even here Heavy Aviation is much faster - which serve as bridge between a fleet and the landing zone for heavy materiel.  If given enough weapons they can become veritable hovering firebases, though that is not really their best use.  Rather, they are better suited for carrying very heavy loads right to the combat zone, as unlike other Aviation types they do not suffer from the usual double CP values when carrying vehicles.  If put on a carrier they take up 6 Deck Points.  They have a Cargo Capacity of their tech level times 50.&lt;br /&gt;
&lt;br /&gt;
===Booster Pack Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Booster Pack (Rocket or Fo/Fi):&amp;lt;/u&amp;gt; Variable Cost&lt;br /&gt;
&lt;br /&gt;
Booster packs are devices that can be added to any Tactical, Strategic, Aviation or Airlift Type to increase their speed or agility, give them the ability to break orbit, and sometimes also carry extra weapons and combat systems.  A capless or base booster is equivalent to a +1 booster added cap on the unit in question, and can take additional added caps per TL as normal. Booster Packs come in the same Batch Size as the Type they are made for, so Fighter/Interceptor/STRIKE/Interdictor/Medium Airlift/Medium Aviation/Gunship Booster Packs would all cost 1 point per 25 (And be interchangeable between all seven Types).  Booster Packs have no Wealth Upkeep and take up no extra Deck Points, but have base IUU and EU upkeep and gain additional upkeep as normal for added caps.&lt;br /&gt;
&lt;br /&gt;
===Sensor Aircraft Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Sensor Aircraft:&amp;lt;/u&amp;gt; Variable Cost – 1/5 x Parent Batch Size&lt;br /&gt;
&lt;br /&gt;
Sensor Aircraft are not their own distinct Type, but are rather a modification applied to other Aircraft.  Sensor Aircraft are equipped with powerful sensors and command and control systems, and are used to monitor the battlefield.  Sensor Aircraft divides the Batch Size of an Aircraft by five, so Fighter Sensor Aircraft would be 1 point per 5, rather than 1 point per 25, while Heavy Airlift Transport Sensor Aircraft would be 1 point per 2 rather than 1 point per 10.  The E-3 Sentry AWACS is a perfect example of a Heavy Airlift Transport equipped as a Sensor Aircraft.  The larger the Sensor Aircraft, the more sensor and command gear it can contain and the more effective it will be.  Apart from modifying the size of the chosen Batch, Sensor Aircraft incurs no other costs.&lt;br /&gt;
&lt;br /&gt;
===Airship Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Small Airship (Patrol):&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
This is a small airship or blimp; usually just a gas bag with a gondola slung underneath.  Unlike its simple counterparts, complex Small Airships have more powerful jet engines granting them extra speed, as well as more durable skin and less flammable components.  These craft are good for loitering patrols, and with a bit of Ether enhancement to its lifting gas, able to zip up into the Deep Sky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Airship (Cargo):&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
This is a jet-blimp with its weapons removed and rigged for cargo duties.  In this role it can carry 1/25th the amount of an equivalent tech Freighter, so 400 CP at TL3, 600 CP at TL4 and 1,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Airship (Combat):&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
This is your usual Zeppelin, but now with new and improved jet engines.  More comparable to a fast ship rather than a slow aircraft, they are roughly equivalent to a Small warship, though like all airships they are significantly more fragile.  They have internal hangars for 2 DP worth of shuttles and scouts, though they are not Carriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Airship (Cargo):&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
This is a jet-Zeppelin rigged for transport rather than combat.  With the weapons removed these craft can carry 1/5 the amount of an equivalent tech Freighter, so 2,000 CP at TL3, 3000 CP at TL4 and 5,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Airship (Combat):&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
This is the kind of Airship the Count dreamed of, but never got to build.  Designed as warships they fall somewhere between a Cruiser and a Battleship in firepower, though they are not as durable.  They have internal hangars for 5 DP worth of shuttles and scouts, though they are not Carriers unless given Deck Point Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Airship (Cargo):&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
This is a Super-Airship rigged for transport rather than combat.  With the weapons removed these craft can carry the same amount as an equivalent tech Freighter, so 10,000 CP at TL3, 15,000 CP at TL4 and 25,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Leviathan Airship (Combat):&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
&lt;br /&gt;
This Airship is the kind that lives only in the mad fantasies of the wildest SF writers – an Airship as big as a small town. They are roughly equal to a Super Capital Ship in firepower, though below Battleships in durability.  They have internal hangars for 25 DP worth of shuttles and scouts, though they are not true Carriers unless given Deck Point Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Leviathan Transport (Cargo):&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
&lt;br /&gt;
This is a Leviathan Airship rigged for transport rather than combat.  With the weapons removed these craft can carry five times the Cargo Capacity of an equivalent tech Freighter, so 50,000 CP at TL3, 75,000 CP at TL4 and 125,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Modifications are either positive modifiers called Added Capabilities that increase the power and abilities of a unit, but also increase its cost; or negative modifiers called Reduced Capabilities that reduce the power and abilities of a unit, but also reduce its cost.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are represented by a “+”, such as “+1 Weapons,” or “+2 Shields.”  Some Added Capabilities can be taken multiple times, up to the slot limit of the unit in question, while others can only be taken a limited number of times.&lt;br /&gt;
&lt;br /&gt;
Most technological units, especially at the higher Advancement Levels, already come with a vast array of capabilities.  It is not necessary to take “Guided Missiles” as an Added Capability for at TL 4 Fighter, or “Radar” for a TL 5 Super Bomber as such devices are assumed to be standard equipment.  Thus Added Capabilities are generally broad and sweeping.  Each Added Capability takes up one “slot”.  The Tech Level of a unit directly determines how many Added Capabilities it can take and how much extra they will cost.  Thus a Tech Level 3 unit has three “slots” for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Units can exceed this limit by taking what are called “External Added Capabilities.”  These are devices which are not integral to the unit, but instead are attached in some manner, such as hastily bolted on, or stuffed into the rucksack.  All units can take one External Added Capability, unless they take Added Capabilities, which increase this.&lt;br /&gt;
&lt;br /&gt;
However External Added Capabilities are not as efficient as normal Added Capabilities and always incur extra upkeep (usually Ether), even if the Added Capability they are based on would not normally incur extra Upkeep.  Thus a +1 External would increase Upkeep by one, and a +2 External by two, and so on. Externals are discussed in greater detail in &#039;&#039;&#039;Section 9. Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking more than a +1 in most Added Capabilities also incurs extra Upkeep.  It should be noted that additional Upkeep costs do not cross over or accumulate between differing Added Capabilities.  A +1 Armour Added Capability and a +1 Weapons Added Capability do not increase Upkeep for a unit.  A unit can have many Added Capabilities without paying any additional Upkeep so long as they are dispersed across many areas.  However, this does NOT mean that by being overly specific you can dodge these costs – more accurate missiles and extra missile warhead power are still both Weapons Added Capabilities and will incur extra Upkeep costs if taken as a slot each.&lt;br /&gt;
&lt;br /&gt;
Booster Packs are a special case.  Though they may take their own Added Capabilities, they pay +1 Upkeep for each Added Cap they take regardless.  It should also be noted that Added Capabilities on Booster Packs are not as capable as those on their Parent Type – fully capped Booster Packs are thus an expensive luxury for many Air Forces.&lt;br /&gt;
&lt;br /&gt;
It is important to realize that an aircraft with +1 Weapons is not as powerful as two units of the same Type, nor one with +1 Shields as tough as two without.  Added Capabilities make a unit significantly more capable, but they don’t fully compensate for the increased cost.  However, the advantage is that smaller, more capable air forces are easier to deploy and handle on the battlefield as they take up much less space and usually fewer supplies.  For this reason a small, high-capped force can still defeat a much larger low-capped one.&lt;br /&gt;
&lt;br /&gt;
Reduced Capabilities are modifiers that lower the capabilities of a unit, but also lower its cost.  Each Reduced Capability cancels out the cost increase of one Added Capability.  If there are no Added Capabilities left, or none have been taken, a Reduced Capability reduces the Basic Batch Cost of the unit by one half.  Reduced capabilities are represented by a “-”.  Reduced Capabilities are usually taken either as a -1 or a -2.  A -1 is a serious (50% or more) reduction in Capability in the listed area.  A -2 is a near total reduction in Capability in the listed area.  As many different Reduced Capabilities as desired can be taken, though the Basic Batch Cost can never go below one half.&lt;br /&gt;
&lt;br /&gt;
How Added and Reduced Capabilities affect the cost of units is discussed in detail in &#039;&#039;&#039;Section 9: Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Added Capabilities List:===&lt;br /&gt;
&#039;&#039;&#039;+X Armour:&#039;&#039;&#039;  Aircraft do not take well to armour as it weighs them down, greatly increases the strain on their engines and makes them less able to maneuver, and so it is less common on them than on others.  While it can be taken multiple times on all air units, each time it is taken increases Ether Upkeep by +1, and reduces the agility of the aircraft.  Aviation Types are the exception, and they may take Armour without penalty, and gain +1 Ether Upkeep for every Armour Added Capability after the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields/Point Defenses:&#039;&#039;&#039; Shields become available at TL4 and are energy barriers and fields, however TL3 units can simulate their effects with Point Defenses like the anti-missile missiles, and decoy pods.  Shields or Point Defenses can be taken multiple times, but every Added Capability over the first incurs an extra +1 Ether Upkeep due to increased energy drain by the shield generators, or Point Defence power packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Weapons:&#039;&#039;&#039; This added cap increases the general offensive firepower of a unit, and is one of the more common and widely used Added Capabilties.  While it can add a bit of flavor to list such Added Capabilities as “+1 30mm Cannon,” or “+2 Smart Missiles,” the reasons for this increased firepower do not need to be specified.  Weapons can be taken multiple times, but every Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed – a 30mm cannon cannot suddenly be loaded with fuel cells rather than tungsten cored solid shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Close Combat Weapons:&#039;&#039;&#039; Close Combat Weapons are added caps that augment the ability of the unit to fight the enemy at point-blank range.  For Complex Air Units they are usually powerful but short ranged weapons, such as very high rate of fire scatter guns, or short ranged cluster missiles, but they can also be actual melee weapons too.  This Added Capability is used on planes that are pure dogfighters.  Close Combat Weapons have the advantage of never adding to the upkeep of a unit, no matter how many times this Added Capability is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Extended Range:&#039;&#039;&#039;  This Added Capability extends the range of the unit’s weapons and sensors.  It can be taken multiple times, but every Extended Range Added Capability over the first incurs an extra +1 Ether or Industry Upkeep.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Long Range Weapons:&#039;&#039;&#039; Rather than actually extending the range of the unit, these are weapons designed for optimum performance at longer ranges - sniper rifles and antishipping missiles are two examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit – you may not have a mix of Long Ranged and normal weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Long Range Tanks:&#039;&#039;&#039;  This Added Capability allows an aircraft to greatly increase its operational range.  Each time this Added Capability is taken it increases the basic operational range of the aircraft by 100%.  This is not cumulative, so an aircraft with +2 Long Range Tanks will have three times its normal range, not four.  Every time this Added Capability is taken it increases the Ether Upkeep of the unit by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Aerial Tanker:&#039;&#039;&#039;  This Added Capability allows a plane to refuel others in-flight.  If given to a plane that lacks Cargo Capacity, it is assumed to be carrying “buddy stores” and may refuel one plane of the same type as itself (and with the same Ether Upkeep) once.  This refuelling tops up the refuelled plane’s tanks to maximum.  Aircraft with Cargo Capacity can refuel 1 Ether worth of planes for every 100 CC.  Thus a TL4 Medium Airlift plane with 200 CC and refueling a wing of fighters with an Ether Upkeep of 2 per batch could top up the tanks of 25 of the Fighters.  It should be noted that this does not mean the tanker is actually carrying 1 Ether for every 100 CC, as planes use far less than one full Upkeep load of fuel, even when on a long mission.  This Added Capability raises the Ether Upkeep of a unit by 1, which includes any costs for the extra fuel carried.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 Megacannon:&#039;&#039;&#039; This Added Capability is only available for Super Bombers, Super Airships and Leviathan Airships. It adds a BFG to a unit that can only be fired once per day, but provides a massive increase in firepower for that one shot.  However, when a unit is using its normal weapons it provides no other bonus.  A unit may only have a single Megacannon, and it incurs an extra +2 Upkeep, in either Industry or Ether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Ordnance:&#039;&#039;&#039; This Added Capability is available to any air unit that would normally have limited attack capabilities, such as Fighters, Interceptors and Super Fighters.  It increases their (usually minimal) ability to attack Army and Navy Units.  It has no effect on their air-to-air capabilities.  This typically involves loading them up with bombs or rockets or other ground attack weapons.  While it does not turn them into the equal of STRIKE or Interdictor Aircraft, it does make them handily multi-role.  This Added Capability may only be taken once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Shipping Weapons:&#039;&#039;&#039; This Added Capability is available to all air units.  It optimizes their weapons for use against large vessels, such as all kinds of Naval Ships, Super Vehicles.  This Added Capability may only be taken once.  If given to an air unit that would normally have limited attack capabilities, that unit must take +1 Ordnance first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Defensive Weapons:&#039;&#039;&#039;  This Added Capability is available to all air units that would normally have limited anti-aircraft abilities, such as Strategic Air, Transport Aircraft and Aviation.  It increases the unit’s ability to engage other aerial targets, though it does not always turn them into a match for a purpose-built Fighter.  Super-bombers do not need to take this Added Capability as they already have formidable anti-aircraft capabilities.  This Added Capability may only be taken once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Tracking Weapons:&#039;&#039;&#039;  This Added Capability modifies the weapons of a unit to allow it to track and engage extremely rapidly.  If the unit with fast-tracking wins initiative it can destroy the enemy before its opponent has a chance to return fire.  Anti-Radiation missiles like the HARM are a good example of this.  Fast Tracking Weapons is best used by formations where it is possessed by all the main combat units.  If only a handful of Fast Tracking units are present in a larger formation they will tend to engage with the other units and so the advantage is lost.  Fast Tracking Weapons can be taken once and does not add to Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Sensors:&#039;&#039;&#039;  Sensors are very important to all aircraft, and all Complex Air are assumed to have some form of advanced detection gear.  Sensor Added Capabilities increase these capabilities.  Typical sensor abilities and ranges are described in greater depth in Section 10: Sensors and Communications.  A unit does not have to have Sensors itself to take advantage of them, as they can receive targeting data from another unit with Sensors, particularly dedicated Sensor Aircraft.  As with other Added Capabilities, for every Sensor Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Communications:&#039;&#039;&#039;  While all Complex Air Units are assumed to have some form of communications, some units have a need for more specialized and dedicated systems.  Communications boosts the command rating of a force, and allows information to be passed faster and in greater detail.  Communications is a good Added Capability for sensor aircraft, which can use it to coordinate others.  In automated armies it can even allow a command unit to remotely control other forces. Communications can be taken multiple times, but for every Communications Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Command Aircraft:&#039;&#039;&#039;  Militaries often have battlefield control aircraft from which generals can survey the battlefield, issue orders and make plans.  The presence of such units on the battlefield can greatly assist other combat units.  All air forces are naturally assumed to have sufficient assets to command their forces, but Command Aircraft turns a unit into a specialized command plane.  Sensor Aircraft make the best Command Aircraft, and this Added Capability is best combined with other Added Capabilities such as Sensors and Communications.  Command Aircraft can be taken multiple times, but for every Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity:&#039;&#039;&#039;  This Added Capability can only be taken by aircraft with integral Cargo Capacity, and by Airships.  For aircraft with integral Cargo Capacity each +1 Cargo Capacity increases the total that can be carried by 50% of the base CC amount.  That is, the percentage increases are not cumulative, so a TL3 Light Aviation Transport (30 CC) with +2 Cargo Capacity as its Added Capabilities would have a total Cargo Capacity of 60 Cargo Points, not 68.  Airships gain CC as if they were a Cargo Airship of equivalent size.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity (specialized):&#039;&#039;&#039;  This Added Capability can only be taken by aircraft with integral Cargo Capacity and by Airships.  Each +1 Cargo Capacity (specialized) increases the total of one particular item that can be carried by 100% of the base CC amount.  The speciality should be noted, such as “Troops”, “Vehicles”, “Ether”, “IUU”, and so on, and only the specialized item can be carried.   Normal Cargo Capacity and Specialized Cargo Capacity cannot be mixed on a single unit.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039;  Compact allows for smaller units that take up less space and present smaller targets to enemy fire.  Each +1 of Compact reduces the CP a unit takes up by half.  Thus a Fighter with +1 Compact would take up 100 CP rather than 200 CP, and with +2 Compact would take up 50 CP, and with +3; 25 CP and so on.  Compact aircraft are also more difficult to spot and hit.  If a unit with Carrying Capacity takes Compact its Carrying Capacity is similarly reduced.  Compact can be taken multiple times and does not incur any additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X ECM:&#039;&#039;&#039;  ECM stands for Etheric Countermeasures.  It is used to blind sensors, jam or decoy guided weapons and even counter magical effects.  All advanced vehicles have some sort of ECM, but this Added Capability expands those capabilities.  ECM affects the entire battlefield, and the more units that have ECM, the more effective it becomes, cutting down the ranges at which the enemy can see and engage at, and increasing the chance of spell failure.  ECM can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a radar reflective paint to mirage colloids to a cloaking field.  Stealth of any sort is not easy to just slap on an aircraft; the more comprehensive the Stealth package the more design compromises in other areas that are required.  +1 Stealth has no detrimental effects on a unit, but at +2 or higher it reduces the speed and firepower of the unit by 25% as engines must be baffled reducing performance and weapons stowed in internal bays reducing payloads.  Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated, particularly after a unit opens fire on the enemy.  Stealth can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039;  Purposeful effort meant not to hide a unit, but to make it look like something else to varying levels of scrutiny. This will not allow a unit to perfectly mirror a unit belonging to another power, only appear to an observer to be a different unit type of roughly the same size. At +1 this can allow for a unit to fool inspection at a distance such as a warship or aircraft spoofing electronic signatures of known freighters or having structures added to match radar returns. At +2 this can allow for a unit to appear convincing at visual range, such as a Q-ship being built specifically to match a certain class and silhouette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Automation:&#039;&#039;&#039; Automation is the replacing of people with machines.  It speeds up routine processes, reduces error, increases efficiency and decreases Upkeep costs.  An Automated aircraft will have a higher command rating and be more agile.  As well, Wealth Upkeep and crew requirements are both halved (in this case it is usually the ground crew requirements that are being reduced). Automation itself does not incur any additional  Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Mind:&#039;&#039;&#039; Magical powers, or indeed magitech powers, can imbue an Artificed unit with some form of intelligence and awareness to eliminate human attendants or crew. Wealth upkeep and Draft requirements are eliminated entirely. For narrative purposes a unit with +1 Mind is ranges from half cognizant - while able to understand and follow simple instructions it is easily confused - at low MLs to a fully coherent human-level intelligence at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 AI/Mind:&#039;&#039;&#039;  Both magical and technological powers can not only eliminate the human factor entirely but exceed it, whether by binding a spirit to the machine or advanced computing. AI has an even better command rating and agility than +1 Automation. Additionally it reduces Wealth Upkeep and Draft requirements to zero. AI does not itself incur any additional Upkeep. As an aside, a +2 Mind from magic is a human-level intelligence straightaway but a technological AI may not be the best conversation partner until TL5 Psych. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clones:&#039;&#039;&#039; At a sufficient level of Psychology and Biology, a Power can produce flash Clones with the implanted training to function as soldiers as soon as they are decanted. Draft pool requirements are removed entirely. However, at TL4 Biology, these clones are deeply problematic, as such they both take a full Capability slot and they must take the effect of a Reduced Capability - pick from the list below. At TL5 Biology these flash Clones are fully stable, having no negative effect, and become Slotless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Low Maintenance:&#039;&#039;&#039;  Units with Low Maintenance are either very efficient and reliable, or perhaps just possess crews who are very skilled at doing more with less.  Low Maintenance halves the Industry Upkeep of a unit (round up).  It may only be taken once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Regenerating:&#039;&#039;&#039;  This Added Capability is also called Self Sustaining.  Regenerating units will slowly repair themselves after battle, as well as re-arm all their weapons and maintain their systems without Industry resupply.  Regenerating converts all Industry Upkeep to Ether, makes repairs faster and cheaper, and increases damage control saves.  Taking this Added Capability more than once increases the speed at which self-repair happens, though due to the relatively fragile nature of most aircraft only the larger ones really benefit from this.  Regenerating incurs no additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Ether Enhanced Lifting Gas:&#039;&#039;&#039; This Added Capability enhances the lifting ability of airships, and allows them to rise up from a planet and into the Deep Sky.  It also gives them the ability to navigate against the power of the storms in the Star Ways, and so is necessary for space travel.  Ether Enhanced Lifting Gas also increases the weight of equipment an Airship can carry, allowing it to take one Armour Added Capability without Upkeep increase, and doubling the effect of any Cargo Capacity or Deck Capacity Added Capabilities.  Ether Enhanced Lifting Gas can only be taken once, and incurs a +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Speed:&#039;&#039;&#039;  As it says, Speed makes aircraft faster.  Each Added Capability increases the rate at which aircraft travel from point to point by 50% over their base speed.  Speed also allows planes to engage and disengage more easily against slower targets.  Speed may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Agility:&#039;&#039;&#039;  Agility makes an aircraft more nimble, allowing it to avoid and dodge incoming fire, and making it more capable in a dogfight. Agility may be taken multiple times and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Rocket Boosters:&#039;&#039;&#039;  Rocket Boosters, also sometimes called “Superburners”, make aircraft even faster than Speed Added Capabilities, but only for short periods.  Each Added Capability still only increases the rate at which aircraft travel from point to point by 50% over their base speed, as planes cannot afford the high fuel consumption of Boosters on long journeys.  However, in combat Boosters give a much higher speed boost, allowing planes equipped with them to get the jump on slower opponents, or flee if the engagement is going poorly.  Boosters of all types allow planes to fly from the planet into space, though they are not required for planes to actually fight in the “Deep Sky.”   Rocket Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Force Field Boosters:&#039;&#039;&#039;  Force Field or Fo/Fi Boosters make aircraft even more maneuverable than Agility Added Capabilities, using force fields and inertial systems to throw a plane about the sky in ways that would be impossible for more conventional aircraft.  Boosters of all types allow planes to fly from the planet into space, though they are not required for planes to actually fight in the “Deep Sky.”   Fo/Fi Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Amphibious:&#039;&#039;&#039;  Planes with Amphibious are capable of flying in water as well as through the air.  This Added Capability goes far beyond normal seaplanes (which have limited tactical value in Lords of Ether, hence their lack of an actual Added Capability) and can be used by aquatically inclined Powers to create submersible fighter craft.  It converts a unit’s equipment, including weapons, shields, boosters and so forth to function properly underwater as well as above.  Amphibious can only be taken once, and has no effect outside of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Legs:&#039;&#039;&#039;  The Legs Added Capability allows an aircraft to function as a Humanoid Vehicle when necessary, allowing it to move on the ground in places where flying is impossible, and increasing its agility as the legs appendages can also be used as powerful vectored thrust nozzles or the like.  Legs also allows a unit to load heavier armour, and an Aircraft with this Added Capability suffers no Agility or Upkeep penalty for its first Armour Added Capability.  When applied to aircraft Legs is often thought of as a form of transformation, like the gerwalk ability of Macross Veritechs  Legs can be taken only once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Arms:&#039;&#039;&#039;  The Arms Added Capability gives a unit extra motivators with which to carry and manipulate things.  Each +1 Arms allows a unit to carry one extra External Added Capability.  Arms can be considered extra hardpoints for the less Macross-inclined, but it can also be considered a component of transformation, allowing Macross Batteloids and the like.  This Added Capability also slightly enhances a unit’s ability in Close Combat.  Arms may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 All Weather Training:&#039;&#039;&#039;  Planets are often covered in varying and difficult – even dangerous – environments.  These environments can severely limit the ability of planes to operate.  While all complex aircraft are assumed to have a standard instrument suite for all-weather flying, this training makes them far more proficient at it, particularly in the more extreme climates, though it does not remove all the minuses of the worst environments.  All Weather Training may only be taken once, incurs no extra Upkeep, and is normally a Slot Free Added Capability.  If taken as an external this Added Capability is considered All Weather Equipment and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as All Weather Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Loyalty Training:&#039;&#039;&#039; Thanks to a highly selective screening process and a steady diet of propaganda these troops are loyal to death.  Units with this cap have a higher resistance to enemy subversion and will be the last troops to rebel, if ever.  In addition, whether by suicidal fanaticism or rear of the Commissar’s wrath, these troops will undertake missions that any other sane solider would balk at.  Loyalty Training can only be taken once, incurs no extra Upkeep, and counts as a Slot Free added capability.  If taken as an external this Added Capability it is considered to be additional equipment (slave collars, or neural whips perhaps?) and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Loyalty Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/2 Casting Chamber:&#039;&#039;&#039; A casting chamber is an area on a large unit purposefully designed to amplify the effects of spellcraft. It can be equipped on any unit with a base batch size of 1/10 or larger, providing a free level of AoE for spells cast by a mage within it and reducing the enchantment cost of the unit in question as if it were one ML lower (to a minimum of 1). Only one mage can be assigned to any particular casting chamber. Note that for batches with more than 1 unit, the free AoE still only applies to one mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Multifusion (Tech/Magic):&#039;&#039;&#039;  It is possible to build a military unit with more than one Technomagical or Magitech Fusion.  For each Fusion after the first a batch must take a Multifusion Added Capability.  Each Multifusion Added Capability applies only to a specific combination of Tech and Magic, so a unit with Engineering/Movement, Engineering/Material, and Engineering/Creation would still need two Multifusion Added Capabilities.  Multifusion is Build Free and Slot Free, and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
===Reduced Capabilities List:===&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Armour:&#039;&#039;&#039;  Reduced Armour reduces the physical protection of a unit, and may only be taken once by aircraft.  Taking this Reduced Capability makes all but Aviation and the largest aircraft exceedingly fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Shields:&#039;&#039;&#039;  This added capability removes the defensive shields around an aircraft, making them more vulnerable to incoming fire.  Obviously aircraft that have yet to receive shields such as TL3 planes cannot take this Reduced Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Cargo Capacity:&#039;&#039;&#039;  In Cargo Capacity capable aircraft this halves the amount that the vehicle can carry.  It can only be taken once, since a transport unable to carry anything is a pretty pointless vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Slow:&#039;&#039;&#039;  The unit in question is just slow.  Taking this Reduced Capability cuts travel speed in half, and reduces an aircraft&#039;s combat speed as well.  This is common among cargo aircraft that have no need of rapidly reaching their destination, but also used by fighters that rely on dogfighting rather than high-energy tactics.  Aviation Types may not take this Reduced Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Short Range Craft:&#039;&#039;&#039;  This Added Capability halves the operational range of the aircraft, and also cuts down on its ammunition load and the time it can spend in combat.  This Reduced Capability cannot be taken by Airships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Agility:&#039;&#039;&#039;  The unit in question is less nimble than normal, which reduces its ability to evade and makes it vulnerable in a dogfight.  Interceptors sometimes take the Reduced Capability when specialized for shooting down bombers and other planes they have no need to outmanoeuvre.  This Reduced Capability cannot be taken by Strategic Aircraft, Airlift or Airships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Sensors:&#039;&#039;&#039;  Aircraft with this Reduced Capability have problems with finding and engaging targets, due to poor detection equipment, reduced cockpit visibility, or some other factor.  While some of this problem can be overcome by using other aircraft with powerful Sensors to feed information to those without, this Reduced Capability can be particularly debilitating, since the aircraft that detects its enemy first often has an major advantage, and poor sensors can make long range navigation extremely difficult resulting in lost or badly off course planes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Tracking:&#039;&#039;&#039;  Units with this Reduced Capability have problems with finding and engaging targets, and unless attacking from ambush will generally be engaged before they can shoot back.  It is best to group units with this Reduced Capability together since if placed with other units that are faster to engage they will rarely get a chance to shoot before their comrades deal with the enemy, or they are destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 No Externals:&#039;&#039;&#039;  Aircraft with this Reduced Capability do not have the ability to mount External Added Capabilities, or to use Booster Packs.  Because aircraft can benefit greatly from the ability to switch their capabilities rapidly between missions, this Reduced Capability has more effect than might be first apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Command:&#039;&#039;&#039;  Units with this Reduced Capability are uncoordinated and often unreliable.  They will be slow to respond to orders, and have trouble reacting to unpredictable situations.  Garrison and trench-bound forces can often get away with this Reduced Capability with little detriment (so long as the enemy doesn’t break through!), but it can severely hamper offensive operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 High Visibility:&#039;&#039;&#039;  The units in question are extremely visible on sensors, more so than would be normal for their Type, and sensors and guided weapons have a very easy time locking onto and engaging them.  This isn’t just a throwaway Reduced Capability; in an environment of modern war it can be an early death sentence.  Even without advanced sensors it often manifests as other telltale giveaways, such as vast clouds of smoke or a noise that can be heard miles away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Space Only:&#039;&#039;&#039;  Aircraft with this Reduced Capability are limited to operating only in Space or the Deep Sky.  They do not have the means to handle atmospheric flight and so cannot operate around planets.  This can also cause them problems in the Star Ways, particularly in the dense ether clouds along the edges of a Way which form their own atmospheres.  Thus will not prevent them from flying in a Star Way, but it can limit their capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Atmosphere Only:&#039;&#039;&#039;  Aircraft with this Reduced Capability are limited to operating only in the atmosphere of a planet, lacking the means to operate in Space.  They also have trouble in the rarefied air of higher altitudes, and so are limited to lower altitude flight, suffering serious performance decreases in the upper regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Increased Upkeep:&#039;&#039;&#039;  The unit in question just is not efficient in one area or another. –1 Increased Upkeep doubles the upkeep costs in the selected area, either Wealth, Industry or Ether.  It should be noted that Types with extra Wealth demands must now pay that Wealth Upkeep monthly when under War Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Export Model:&#039;&#039;&#039;  Export Model units are built with a significantly lower number of Advancement points within an Advancement Level than the Power is capable of.  If the unit is 50 Advancement points or more lower than what the Power is capable of building it gains a -1 Reduced Capability to build the unit, allowing cheaper and faster construction.  This does not apply to Advancement levels but to Advancement points within those levels.  For example: a TL 5 Power building a TL 3 tank is normally assumed to have built one with an Advancement of 3.99.  However if such a Power were to build a vehicle at 3.5 Advancement points it would gain a -1 Reduced Capability for building a WWII panzer rather than a post modern MBT.  However, if a TL 5 power were to build a TL 3 tank at 3.99, it does not gain this Reduced Capability, as it is building the tank at the maximum level 3 technology.  This Reduced Capability only applies within Tech Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 Single Use:&#039;&#039;&#039; This negative capability refers to units which are intended to be used exactly once, taking the form of expendable drones, pustulent exploding zombies, arms of very dubious manufacturing quality or in more macabre situations as kamikaze units. Regardless of the outcome, they shall only ever see battle once and be lost afterwards.&lt;br /&gt;
&lt;br /&gt;
==Air Force Upkeep==&lt;br /&gt;
This is the part everyone hates, but like it or not, those massive militaries have to be maintained.  Upkeep comes in three separate parts:  the money you have to pay for your forces or Wealth; the goods you have to make to keep them going or Industry, and the fuel you have to use to run them or Ether.  Upkeep is always based on the Base Batch Cost, and then modified by the effects of any additional Added Capabilities.  It is paid once a year, except in specific circumstances detailed later.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
===Wealth:===&lt;br /&gt;
Your pilots need to be paid (and well!), as do the ground crews who work on their planes, and the service staff at the air bases, and more.  This is Wealth Upkeep.  All Types have to pay this regardless of tech level, and as with all Upkeep costs it is based on the Base Batch Cost of the Type, so 25 Fighters would have a Wealth Upkeep of 1, as would 1 Super Bomber.  A Leviathan Airship on the other hand would have a Wealth Upkeep of 5.  Wealth is almost never subject to increased Upkeep (unless you decide to pay the troops more for some reason) but it can be reduced or even removed by automating certain processes.  Partially automated systems (a +1 Added Capability) pay half Wealth Upkeep while fully automated systems (a +2 Added Capability; essentially full Artificial Intelligence) pay no Wealth Upkeep at all.&lt;br /&gt;
&lt;br /&gt;
===Industry:===&lt;br /&gt;
Your planes also need to be armed, serviced and repaired.  This is Industry Upkeep.  Once war reaches the industrial age and becomes an exercise in materiel expenditure Industry becomes a vital necessity for all units.  Like Wealth, Industry Upkeep is based on the Base Batch Cost, however it is more commonly subject to increases caused by Added Capabilities such as extra weapons.  In such a case, additional Upkeep for the Added Capabilities is simply added to that of the basic Industrial Upkeep for the Type.  Industrial Upkeep can be reduced by such Added Capabilities as Low Maintenance, which halves the Necessary Industrial Upkeep.  The most advanced military forces can also pay the Industrial Upkeep instead of Ether Upkeep by using regeneration and replication technologies.&lt;br /&gt;
&lt;br /&gt;
===Ether:===&lt;br /&gt;
Planes are particularly dependent on fuel to run, and all aircraft have Ether Upkeep.  Ether Upkeep is based on their Base Batch Cost and any Added Capability costs they incur.  There are no ways to reduce Ether Upkeep, and it must always be paid in full for a unit to function.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch for a 12-month period.  However war devours resources at an astonishing rate and the normal yearly payment assumes only peacetime expenditures.  Units in combat thus must pay Upkeep on a monthly rather than yearly basis, at least for Industry and Ether.  It is a rare army that pays its troops extra simply for doing their jobs, so Wealth Upkeep remains the same.&lt;br /&gt;
&lt;br /&gt;
This war upkeep makes modern combat a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
Apart from buying expensive Added Capabilities to cut down on Upkeep there are a number of strategies a power can use to reduce the drain of its Armies on its economy and infrastructure.&lt;br /&gt;
&lt;br /&gt;
Firstly you don’t have to pay your men.  Your soldiers won’t instantly desert if you don’t pay the Wealth Upkeep.  However, troops without pay still have to eat.  While they may hang around out of patriotism, they may also begin looking for other ways to supplement their non-existent incomes, such as crime.  Fail to pay them for long enough in peacetime and morale will plummet, training standards will fall, and effectiveness as a cohesive force drop.  However, if you’re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their paychecks probably won’t affect troop morale much.&lt;br /&gt;
 &lt;br /&gt;
Similarly, you also don’t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness on the air force that is bad for training standards and tends to lower morale.  You can get away with this for a few years, or by only using selected units – a few units detailed to hangar duties each year on a rotating basis won’t harm overall capability much – but if you shut down the entire air arm, and especially if you do it for more than a year, the pilots are going to begin losing their edge.  This happens particularly quickly with aircraft, and after two or three years of general inactivity, most of the equipment will be totally unserviceable.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire air force active at once.  Indeed in many cases this may not be possible.  Units can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
==Air Force Logistics==&lt;br /&gt;
Logistics is the science of supply and transport.  It’s all very well to have food, parts, ammunition and fuel, but it still has to find its way to the units that need it when they need it.  Logistics plays a big part in Lords of Ether, though it is greatly simplified (in real life logistics is a fiendishly complex thing which would take more pages than this entire manual to detail).  Nevertheless, the air force that ignores logistics does so at its peril.&lt;br /&gt;
&lt;br /&gt;
===Supplies===&lt;br /&gt;
While aircraft themselves carry very limited supplies – enough for relatively short missions – their bases are well stocked and generally carry one full Upkeep load of Industry and Ether for all aircraft stationed there.  This is enough to last them either a year in peacetime, or a month in wartime.  Once that runs out they need to restock, with supplies brought in from the factories and refineries.  For airbases this is assumed to happen automatically, unless the base is in a very isolated region far from industrial and ether production support.&lt;br /&gt;
&lt;br /&gt;
Airships are the exception, and carry supplies in the same manner as Naval Ships, as detailed in &#039;&#039;&#039;Section 4C. Navies&#039;&#039;&#039;, allowing them to operate for extended periods of time without landing.&lt;br /&gt;
&lt;br /&gt;
In the cases when significant amounts of supplies need to be moved, the Cargo Points they take up must be considered.  Industry for military forces takes the form of finished goods, which take up 5,000 Cargo Points per 1 point of Industry.&lt;br /&gt;
&lt;br /&gt;
Ether takes up a multitude of forms depending on the tech level of its storage devices:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Ether/Etherite Coal/Ethernol:&#039;&#039;&#039;  5,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
This is the most common form of Ether, and is used by all Powers prior to the development of more efficient Etheric storage systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Cell (Physics/Mathematics 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
An Ether Cell is concentrated Ether in a battery-like apparatus.  It can be recharged from lesser forms of Ether and is a very stable method of continued power, as well as less bulky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Etheric Fusion Catalyst (Chemistry 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
Etheric Fusion Catalysts store Ether in concentrated forms, and then break it down with various chemical reactions.  Where an Ether Cell puts out a steady stream of power, Fusion Catalysts are great for sudden, whopping great expenditures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZPE Reactors/Geode Reactors:&#039;&#039;&#039; Most aircraft are too small and lightly constructed to mount such devices as ZPE or Geode Reactors, however the larger craft (Base Batch Cost 1 point per 5 and higher) can squeeze such apparatus in.  If they do so, they use the rules for such devices found in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Navies|Section 7. Navies]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The above numbers should be only used in cases where bulk Ether must be transported to airbases, or stored in ground depots or in aircraft carriers.  How many CP Ethernol takes up as opposed to how much CP an Ether Fusion Catalyst uses has no direct effect on the operation of the aircraft themselves.  Instead, the effects of higher tech aircraft using more efficient power sources are detailed in the Air Travel section further down.&lt;br /&gt;
&lt;br /&gt;
===Cargo Point Values for Transport===&lt;br /&gt;
&lt;br /&gt;
Aircraft can’t always fly under their own power.  Sometimes they have to be stowed and shipped in other vehicles.  In this case, the CP they take as cargo up is calculated from the DP they take up.&lt;br /&gt;
&lt;br /&gt;
For every 1 DP, an aircraft takes up 100 CP.  It should be noted that aircraft in this state are in no way ready to fly, often being disassembled and dismantled.  They will take at least a week to re-assemble and be ready for operations.&lt;br /&gt;
&lt;br /&gt;
=Air Travel=&lt;br /&gt;
Aircraft have operational ranges that limit how far they can fly from their bases, and travel speeds that determine how fast they can fly.  This is governed by the aircraft’s speed and range ratings, as listed in the subtype entries.&lt;br /&gt;
&lt;br /&gt;
==Speeds==&lt;br /&gt;
The indicated speeds reflect only travel or cruising speeds, and are not meant to represent combat speeds, at which time aircraft may accelerate to many times their travel speeds.  1 Cosknot is equivalent to 50 km/h in atmosphere and at that speed a vehicle will cover 1 Great League in one week.  Given the speed of aircraft, some helpful conversions are 7 Cosknots = 1 GL per day and 28 Cosknots = 1 GL per 6 hour period (a typical transatlantic flight).  Thus aircraft of decent speed can travel between closely-spaced star systems in relatively short spans of time and the equivalent of long-haul flights allows for commercial air travel.&lt;br /&gt;
&lt;br /&gt;
===Very Slow===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 6 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 8 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 10 Cosknots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 10 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 15 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 20 Cosknots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Average===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 20 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 30 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 40 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 30 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 45 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 60 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Very Fast===&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 40 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 60 Cosknots&lt;br /&gt;
|- &lt;br /&gt;
| TL5 || 80 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranges==&lt;br /&gt;
The ranges listed below are the operational combat radius of the aircraft, so they include both the journey out, a period of combat, and then the journey back.  Pilots who have no intention of returning home can thus double these ranges, either on ferry missions. . .  or perhaps desperate Kamikaze sorties!&lt;br /&gt;
&lt;br /&gt;
As a note, flying in Space is much less draining on fuel than atmospheric flight, so ranges in the Deep Sky are greatly extended.&lt;br /&gt;
&lt;br /&gt;
===Short===&lt;br /&gt;
TL3 = Within one Terrain Region&lt;br /&gt;
&lt;br /&gt;
TL4 = Out one Terrain Region, or 1 Great League&lt;br /&gt;
&lt;br /&gt;
TL5 = Out one Terrain Region, or 1 Geat League&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
TL3 = Out two Terrain Regions, or 2 Great League&lt;br /&gt;
&lt;br /&gt;
TL4 = Out three Terrain Regions or 2 Great League&lt;br /&gt;
&lt;br /&gt;
TL5 = Out four Terrain Regions, or 3 Great League&lt;br /&gt;
&lt;br /&gt;
===Long===&lt;br /&gt;
TL3 = Out six Terrain Regions, or 4 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL4 = Out eight Terrain Regions, or 5 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL5 = Out ten Terrain Regions, or 6 Great Leagues&lt;br /&gt;
&lt;br /&gt;
===Very Long===&lt;br /&gt;
TL3 = Anywhere on a planet, or 6 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL4 = Anywhere on a planet, or 8 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL5 = Anywhere on a planet, or 10 Great Leagues&lt;br /&gt;
&lt;br /&gt;
==Upkeep==&lt;br /&gt;
It should be noted that aircraft do not pay extra Upkeep for traveling, and the fuel costs of flights are considered part of their normal upkeep, both in war and peace.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Armies&amp;diff=71209</id>
		<title>Lords of Ether (20th Anniversary Edition) Armies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Armies&amp;diff=71209"/>
		<updated>2022-11-10T02:50:32Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Added Capabilities List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Strategic Travel and Fuel|Strategic Travel and Fuel]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=3. Armies=&lt;br /&gt;
Of all the three main military branches, Lords of Ether perhaps emphasizes the role of Armies the most.  Armies defend your land, your cities, your means of production and your people, and are also the prime means of taking such things from your opponents.  Aircraft and star-ships cannot take ground, and due to the ease of counter bombardment they cannot even easily dominate a battlefield.  Orbital bombardment of sufficient magnitude can weaken a foe, but no matter what, in the end ground troops will have to go in and finish the job.&lt;br /&gt;
&lt;br /&gt;
Complex Armies are made up of troops with a greater diversity of equipment and weapons than Simple Armies.  Soldiers by default have powerful ranged weapons in the form of firearms, and usually are backed up by large contingents of vehicles, such as trucks, armoured carriers, and tanks.  However in payment for this added power, Complex Military Units leave the easy Upkeep of Simple Military Units behind, and require a great deal of materiel support in the form of both IUU and Ether to function properly.&lt;br /&gt;
&lt;br /&gt;
==Army Types==&lt;br /&gt;
The forces that make up an army are divided into subtypes based on role and function.   Within each subtype a set number of individual men or pieces of equipment are gathered together as a Batch and given a Base Batch Cost.  For example; in the Type “Unskilled Infantry” there are 100,000 Unskilled Infantry in a Batch, for a Batch Cost of 1 point.  This is used in determining Upkeep costs and also in determining the Production Point cost and Production Time for building those units (see Section 11: Production for more details).&lt;br /&gt;
&lt;br /&gt;
===Security Forces===&lt;br /&gt;
Security forces are a nebulous set of unit types that are used to keep track of the population, detect and arrest enemy spies, put down dissent and – in necessary – oppress the population into total subservience. Normal military units can often do these tasks under martial law; Security Forces just do it better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Informers:&amp;lt;/u&amp;gt; 1 point per 100,000&lt;br /&gt;
Informers are a handy thing for any police state to have. They&#039;re nothing more than the local populace on the government payroll, ordered to keep an eye out for any suspicious persons. A state with a loyal and happy populace and no great paranoia has little need of informers, but in an Nation suffering from discontent they can be invaluable. Unfortunately, once discontent becomes open defiance, informers tend to lie low. In the right circumstances, Informers can also be bought in the populace of another Nation, but doing so takes times as much as ten times the cost and upkeep respectively, and is hardly as hassle free as it is when you control the local security apparatus. The employees of a trans-stellar are automatically informers for their organization. The Advancement modifier for Informers is the average Technology level of the organization on which they are informing, and they take no caps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Secret Police:&amp;lt;/u&amp;gt; 1 point per 10,000&lt;br /&gt;
Secret police are para-military troops whose main task is to look after the internal affairs of the nation. They are more effective at putting down civil disorder and keep a close eye out for enemy infiltration. In a pinch they can serve as combat troops, though they&#039;re usually only half as effective as Skilled Infantry.&lt;br /&gt;
&lt;br /&gt;
===Infantry Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Unskilled Infantry:&amp;lt;/u&amp;gt;  1 point per 100,000&lt;br /&gt;
Unskilled Infantry are second line troops that are often raised quickly to act as cannon fodder or to hastily fill gaps in the regular forces. Irregular militia, partisans, or raw conscripts with weapons perhaps a generation less advanced than the regular army fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled Infantry:&amp;lt;/u&amp;gt;  1 point per 10,000&lt;br /&gt;
Skilled infantry are the standard soldiers of most armies, armed with a spread of the standard infantry weapons.  Along with personal weapons or small-arms, this includes light artillery like mortars and anti-tank missiles.  Most regular modern soldiers would fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Infantry:&amp;lt;/u&amp;gt;  1 point per 1,000&lt;br /&gt;
Elite infantry are specially trained troops, usually armed with the best weapons available.  These are still “line” combat forces, but they have special capabilities.  They are best employed on specialized missions the standard soldiers are ill trained for.  They will give a sterling account of themselves if used in the trenches with the other soldiers, but it is often a waste of their true abilities.  Stormtroopers, Paratroops and Marines are good examples of Elite Infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Forces:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
These are the very best of the very best.  Handpicked men given equipment the rest of the army may not even know about yet, and trained to the absolute highest standards.  Such troops are best saved for specific and exceptionally difficult or dangerous tasks.  Special Forces are capable of operating discreetly, and can be used as Spies, though they may not conduct Espionage or Counter Intelligence Missions, they make excellent information gatherers and even better assassins.  Organizations like the Navy SEALS, Spetznaz and SAS are in this category.&lt;br /&gt;
&lt;br /&gt;
===Artillery Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Self-Propelled Artillery:&amp;lt;/u&amp;gt;  1 point per 200&lt;br /&gt;
Self Propelled Artillery is the modern army’s “big stick.”  Light artillery like man portable mortars and anti-tank weapons are considered integral to the equipment of Infantry formations, but a gathering of larger guns is a necessity for any well-rounded army. In terms of raw firepower-to-cost artillery Types are the best in the game, but even though some pieces of self-propelled Artillery may look like tanks, they are not tanks, and will fare poorly when directly engaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Heavy Artillery:&amp;lt;/u&amp;gt;  1 point per 25&lt;br /&gt;
Very Heavy Artillery pieces are the larger weapons that are less common on the battlefield.  By default such weapons have limited mobility, suffering effects similar to a -1 Reduced Capability in this area.  Railroad cannon and fortress guns fall into this category, or even extremely large rocket batteries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Artillery:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
These are artillery pieces that are just a little over the top.  They suffer from effects equivalent to a -2 Reduced Capability in mobility, and so are by default immobile unless deconstructed, or given Additional Capabilities.  The “Paris Gun” and the “Dora” fall into this category. In higher TLs, Super Artillery represent theater air defense systems like S-300 and AEGIS Ashore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Grand Cannon:&amp;lt;/u&amp;gt; 10 points per 1&lt;br /&gt;
This is the kind of gun you use to justify renaming your planet the “Death Star III”, sweep fleets from your skies and carve your name into the moons of your world in glowing font a thousand kilometres high.  Such guns are always immobile, huge, and have refire times limited to no more than one shot a day.  They have incredible range and can shoot at targets as far away as the system terminus.  Their size tends to limit their firing arcs and as a result such weapons usually only point out into space and have no ability to engage planetary targets.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Logistics Vehicles:&amp;lt;/u&amp;gt; 1 point per 1,000&lt;br /&gt;
These are things like 5 ton trucks or hover pallets.  These are motorized vehicles that can be used to transport your troops and supplies on something other than their boots, or behind beasts of burden.  Cargo Capacity is 10 for TL1, 25 for TL2, 50 for TL 3, 75 for TL 4, and 100 for TL 5.  For more on Cargo Capacity see the Logistics heading of this section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reconnaissance Forces:&amp;lt;/u&amp;gt; 1 point per 1,000&lt;br /&gt;
These are your fast units; the eyes and ears of a well prepared army.  Motorcycles with side-cars, Humvees, or BRDM scout cars are good examples of this Type.  These units are almost never intended to do much fighting, and have little actual combat potential, so their armour and weapons are limited.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Utility Vehicles:&amp;lt;/u&amp;gt; 1 for 1,000&lt;br /&gt;
Not quite logistics vehicles or recon forces, utility vehicles are relatively light and cheap mobility systems able to somewhat defend themselves but also carry cargo or troops equal to half what logistics vehicle of their technology level would (5 for TL1, 12 for TL2, 25 for TL 3, 37 for TL 4, and 50 for TL 5, or half the number of troops as an APC. (5 For TL3, 7 at TL4, 10 at TL5). Vehicles like Humvees fall into this category, as do, (with additional armour caps) MRAPs and infantry mobility vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Infantry Carriers:&amp;lt;/u&amp;gt; 1 point per 500&lt;br /&gt;
These armoured vehicles become common in more mechanized eras where the infantry have to keep up with the advancing tanks.  They can carry 10 infantry at TL 3 (CC 10), 15 at TL 4 (CC 15) and 20 at TL 5 (CC 20).  If pressed into service as logistic vehicles they can carry five times this Cargo Capacity in supplies (the same as an equal tech Logistics Vehicle), though doing so makes them unable to carry any troops.  Infantry Carriers can be simply battle taxies to ferry troops around and provide them some additional protection, or they can be armed up to the level of full fledged fighting vehicles capable of threatening even tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Light Armour:&amp;lt;/u&amp;gt; 1 point per 500&lt;br /&gt;
Light Armor are smaller tanks, often used to back up reconnaissance forces, or for deployment with forward units such as paratroop formations.  They do not have the armour or firepower of Armour, but are lighter and faster, and with a few additions to firepower can be a very dangerous threat to the larger vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Armour:&amp;lt;/u&amp;gt;  1 point per 100&lt;br /&gt;
Armour are the vehicles that one tends to think about most when envisaging modern war – Main Battle Tanks.  Armour is well protected, usually quick and packs considerable firepower.  Armour covers vehicles from the lumbering lozenge shaped trench crawlers of WWI, to the Panzers of WWII, to modern tanks and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Heavy Armour:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
These are extremely large tanks, or other vehicles from the minds of designers gone slightly mad.  Historically few of these (like the inappropriately named German “Maus” – mouse) ever served, but you can change that.  Huge tracked beasts often with coaxial guns other tanks would be proud to call main cannon, and main cannon warships would be delighted to own, they are lumbering and expensive and mighty impressive.&lt;br /&gt;
&lt;br /&gt;
===Super Vehicle Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Mobile Gun Fortress:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
This is a rolling, crawling or hovering weapons platform bristling with the firepower of multiple gun and missile systems.  One of these can take on a company of tanks.  As expansive as Hyper Advanced Armour, they are more powerful, forgoing things like agility and mechanical gee-whizzery in favour of simple brute firepower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Land Dreadnought:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
This is for those people who feel the need to create something even more devastating than a “mere” Mobile Fortress.  These vehicles are veritable battleships with tracks, mounting entire decks of guns and multiple secondary weapons.  Bolos fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;MegaDread:&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
MegaDreads are for those who think Land Dreadnoughts don’t go far enough.  These vehicles are huge monsters the size of small towns.  You may have trouble finding parking spots.&lt;br /&gt;
Humanoid Vehicle Types&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Battlesuits:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
This is for those desiring to create really powerful personal armour rather than tanks; smaller things like ‘Gears or Mobile Infantry for instance.  Battlesuits are substantially larger than a power-armoured soldier, but still smaller than a tank.  Though they may not have quite the firepower and protection of Armour, their reduced size and greater mobility can more than compensate in the right situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hyper Advanced Armour:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
Hyper Advanced Armour is for the heroically inclined; a massive mechanical warrior displaying abilities that normal vehicles would be hard pressed to match.  Anime Mecha and Mobile Suits are in this category.  HAA is usually humanoid in form, but sometimes takes the form of other legged animals or insects.  It has the ability to mount a plethora of extra equipment, such as two externals rather than one, and to use booster packs.  Indeed, if equipped with boosters HAA can make very credible space combatants and have a Flight Speed and Range of Slow and Medium respectively.  HAA is truly multi-purpose, but it pays for this flexibility in a high cost, compared to more specialized war machines.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Modifications are either positive modifiers called Added Capabilities that increase the power and abilities of a unit, but also increase its cost; or negative modifiers called Reduced Capabilities that reduce the power and abilities of a unit, but also reduce its cost.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are represented by a “+”, such as “+1 Weapons,” or “+2 Shields.”  Some Added Capabilities can be taken multiple times, up to the slot limit of the unit in question, while others can only be taken a limited number of times.&lt;br /&gt;
&lt;br /&gt;
Most technological units, especially at the higher Advancement Levels, already come with a vast array of capabilities.  It is not necessary to take “Machine Guns” as an Added Capability for at TL 3 tank, or “Shields” for a TL 5 Land Dreadnought as such devices are assumed to be standard equipment.  Thus Added Capabilities are generally broad and sweeping.  Each Added Capability takes up one “slot”.  The Tech Level of a unit directly determines how many Added Capabilities it can take and how much extra they will cost.  Thus a Tech Level 3 unit has three “slots” for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Units can exceed this limit by taking what are called “External Added Capabilities.”  These are devices which are not integral to the unit, but instead are attached in some manner, such as hastily bolted on, or stuffed into the rucksack.  All units can take one External Added Capability, except for Humanoid Vehicles which can take two.  Thus a TL5 Hyper Advanced Armour unit could actually have seven Added Capabilities – 5 integral Added Capabilities, plus two extra External Added Capabilities. &lt;br /&gt;
&lt;br /&gt;
However External Added Capabilities are not as efficient as normal Added Capabilities and always incur extra upkeep (usually Ether), even if the Added Capability they are based on would not normally incur extra Upkeep.  Thus a +1 External would increase Upkeep by one, and a +2 External by two, and so on. &lt;br /&gt;
&lt;br /&gt;
Taking more than a +1 in most Added Capabilities also incurs extra Upkeep.  It should be noted that additional Upkeep costs do not cross over or accumulate between differing Added Capabilities.  A +1 Armour Added Capability and a +1 Weapons Added Capability do not increase Upkeep for a unit.  A unit can have many Added Capabilities without paying any additional Upkeep so long as they are dispersed across many areas.  However, this does NOT mean that by being overly specific you can dodge these costs – more accurate missiles and extra missile warhead power are still both a Weapons Added Capabilities and will incur extra Upkeep costs if taken as a slot each.&lt;br /&gt;
&lt;br /&gt;
It should be noted that a unit with +1 Weapons is not as powerful as two units of the same Type, or one with +1 Armour as tough as two other units.  Added Capabilities make a unit significantly more capable, but they don’t fully compensate for the increased cost.  However, the advantage is that smaller, more capable armies are easier to deploy and handle on the battlefield as they take up much less space and usually fewer supplies.  For this reason a small, high-capped force can still defeat a much larger low-capped army.&lt;br /&gt;
&lt;br /&gt;
Reduced Capabilities are modifiers that lower the capabilities of a unit, but also lower its cost.  Each Reduced Capability cancels out the cost increase of one Added Capability.  If there are no Added Capabilities left, or none have been taken, a Reduced Capability reduces the Basic Batch Cost of the unit by one half.  Reduced capabilities are represented by a “-”.  Reduced Capabilities are usually taken either as a -1 or a -2.  A -1 is a serious (50% or more) reduction in Capability in the listed area.  A -2 is a near total reduction in Capability in the listed area.  As many different Reduced Capabilities as desired can be taken, though the Basic Batch Cost can never go below one half.&lt;br /&gt;
&lt;br /&gt;
How Added and Reduced Capabilities affect the cost of units is discussed in detail in &#039;&#039;&#039;Section 13: Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Added Capabilities List===&lt;br /&gt;
&#039;&#039;&#039;+X Armour:&#039;&#039;&#039;  Extra armour is one of the most common additions taken for Army Types.  It can be taken multiple times on all units.  If Infantry take more than a +1 Armour they become particularly bulky and take up twice the usual Cargo Capacity.  Such infantry are often called power armoured infantry.  Every Armour Added Capability over the first incurs an extra +1 Ether Upkeep due to increased weight and fuel demands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields/Point Defences:&#039;&#039;&#039;  Shields become available at TL4 and are energy barriers and fields, however TL3 units can simulate their effects with Point Defences like the ARENA System.  Shields or Point Defences are not as reliable as Armour, but when they do function can provide a unit with better protection.  They can also disrupt spells that pass through them.  Shields or Point Defences can be taken multiple times, but every Added Capability over the first incurs an extra +1 Ether Upkeep due to increased energy drain by the shield generators, or Point Defence power packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Weapons:&#039;&#039;&#039; This added cap increases the general offensive firepower of a unit, and is one of the more common and widely used Added Capabilities.  While it can add a bit of flavor to list such Added Capabilities as “+1 Heavy Broadside Cannon,” or “+2 Smart Missiles,” the reasons for this increased firepower do not need to be specified.  Weapons can be taken multiple times, but every Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed – a 200mm cannon cannot suddenly be loaded with fuel cells rather than tungsten cored solid shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Close Combat Weapons:&#039;&#039;&#039; Close Combat Weapons are added caps that augment the ability of the unit to fight the enemy in close combat.  They are usually powerful but short ranged firearms, like pistols, shotguns, flamethrowers, or bands of claymores around the turret.  Close Combat Weapons have extremely limited ranges that make them only useful on specialized units, or in special situations (like house to house fighting) but they have the advantage of never adding to the upkeep of a unit, no matter how many times this Added Capability is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Extended Range:&#039;&#039;&#039;  This Added Capability extends the range of the unit’s weapons and sensors.  Of particular note, this Added Capability allows certain units to engage starships in orbit and beyond – an ability commonly called Ground-to-Orbit, or “GTO”.  Artillery, Very Heavy Artillery and Mobile Gun Forts can engage orbital targets with a +1, while most Armour, Very Heavy Armour and Hyper Advanced Armour can do so with a +2.  Super Artillery, Land Dreadnoughts, MegaDreads and of Course grand Cannon are naturally GTO platforms but this Added Capability can still extend their range further out into space.  It can be taken multiple times, but every Extended Range Added Capability over the first incurs an extra +1 Ether or Industry Upkeep.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Long Range Weapons:&#039;&#039;&#039; Rather than actually extending the range of the unit, these are weapons designed for optimum performance at longer ranges - sniper rifles and antishipping missiles are two examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit – you may not have a mix of Long Ranged and normal weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 Megacannon:&#039;&#039;&#039; This Added Capability is only available for Land Dreadnoughts and MegaDreads. It adds a BFG to a unit that can only be fired once per day, but provides a massive increase in firepower for that one shot.  However, when a unit is using its normal weapons it provides no other bonus.  A unit may only have a single Megacannon, and it incurs an extra +2 Upkeep, in either Industry or Ether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Tank Weapons:&#039;&#039;&#039; This Added Capability is available to all units, and augments their abilities against vehicles. This would typically involve giving infantry additional anti-tank missiles, or putting extra large guns on tanks.  In the process the unit’s anti-infantry weapons are neglected, and so its capabilities against infantry are seriously reduced.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit to be Anti-Tank.  Anti-Tank has no effect on Super Vehicles, as these are just too large for specialized AT weaponry to be as effective.  You may not take Anti-Infantry and Anti-Tank on the same unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Infantry Weapons:&#039;&#039;&#039; This Added Capability is available to all units.  It optimizes their weapons for use against infantry targets, but in doing so seriously reduces their anti-vehicle capabilities.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit to be Anti-Infantry.  You may not take Anti-Infantry and Anti-Tank on the same unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Aircraft Weapons:&#039;&#039;&#039;  This Added Capability is available to all units, but is most common on Artillery.  It enhances a unit’s ability to engage aerial targets, though in the process removes its ability to effectively engage ground targets.  Anti-Aircraft Weapons can only be taken once, and may be combined with either +1 Anti-Tank Weapons (which might create a weapon like the German 88, or the ADATS) or with +1 Anti-Infantry Weapons (which would create a weapon like the ZSU-23-4, or the Oerlikon).  If combined with either Anti-Tank or Anti-Infantry, Anti-Aircraft regain the ability to engage ground targets of that type, and are in fact very deadly at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Shipping Weapons:&#039;&#039;&#039;  This Added Capability is available to all units, though it has limited applications for most.  It enhances a unit’s ability to engage large vessels of all kinds, including all types of Naval Vessels, Airships, and even Super Vehicles (which for these purposes are considered ships), but due to the large nature of such weapons it severely limits their ability to attack infantry and any smaller vehicles and aircraft.  Anti-Shipping Weapons can only be taken once, may be combined with either +1 Anti-Tank Weapons (which might create a land based cruise missile battery) or with +1 Anti-Aircraft Weapons (which might very large SAM battery), in which case it regains the ability to engage those types of targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Tracking Weapons:&#039;&#039;&#039;  This Added Capability modifies the weapons of a unit to allow it to track and engage extremely rapidly.  If the unit with fast-tracking wins initiative it can destroy the enemy before its opponent has a chance to return fire.  Fast Tracking Weapons is best used by formations where it is possessed by all the main combat units, such as anti-tank teams or stormtroopers.  If only a handful of Fast Tracking units are present in a larger formation they will tend to engage with the other units and so the advantage is lost.  Fast Tracking Weapons can be taken once and does not add to Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Sensors:&#039;&#039;&#039;  Sensors tend to be limited on most land vehicles, restricted to targeting aids and immediate threat detection systems, however the larger and more advanced vehicles such as Hyper Advanced Armour, Gun Forts and Land Dreadnoughts also usually come with extensive long range detection systems to maximize their multitude of weapons, and anti-aircraft vehicles also often have powerful detection gear to allow them to pick up incoming aircraft.  Typical sensor abilities and ranges are described in greater depth in Section 10: Sensors and Communications.  A unit does not have to have Sensors itself to take advantage of them, as they can receive targeting data from another unit with Sensors.  Specialized detection vehicles can be created by giving a vehicle multiple Sensor Added Caps and then removing other unneeded capabilities with Reduced Capabilities to offset the costs.  As with other Added Capabilities, for every Sensor Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Communications:&#039;&#039;&#039;  While all Complex Military Units are assumed to have some form of communications, from telegraph and wireless to subspace relays, some units have a need for more specialized and dedicated systems.  Communications boosts the command rating of a force, and allows information to be passed faster and in greater detail.  Communications is a good Added Capability for command units, which can use it to co-ordinate others, and for scouts and sensor units who can use it to relay their information to others.  In automated armies it can even allow a command unit to remotely control other forces (detailed in Section 10: Sensors and Communications).  Communications can be taken multiple times, but for every Communications Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Command Post Vehicle:&#039;&#039;&#039;  Militaries often have mobile command posts from which generals can survey the battlefield, issue orders and make plans.  The presence of such units on the battlefield can greatly assist other combat units.  All armies are naturally assumed to have sufficient assets to command their forces, but Command Post Vehicle turns a unit into a specialized command vehicle.  Usually CP Vehicles group together to form a functioning Headquarters, and in a conventional mechanized army (which players are by no means obligated to form) a Battalion or Brigade will usually have from 10-20, and a Division 50 or more.  Often Command Post Vehicles are combined with other Added Capabilities such as Sensors and Communications.  Command Post Vehicle can be taken multiple times, but for every Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Engineers:&#039;&#039;&#039;  Engineers play a critical role on battlefields, from preparing fortifications, to clearing enemy defence lines.  The Engineers Added Capability is best given to heavier vehicles (such as an armoured plough or mine-clearing flail on a tank or APC) or to Elite Infantry.  This Added Capability allows a unit to reinforce the protection offered by terrain (for itself and for other units) as well as to lay and clear mines, and to break enemy fortifications.  It may only be taken once, and incurs no extra Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity:&#039;&#039;&#039;  This Added Capability applies mostly to Logistics Vehicles and Infantry Carriers, though it can be added to any vehicle.  For Logistics Vehicles and Infantry Carriers each +1 Cargo Capacity increases the total that can be carried by 50% of the base amount.  That is, the percentage increases are not cumulative, so a TL3 truck (50 CC) with +2 Cargo Capacity as its Added Capabilities would have a total Cargo Capacity of 100 Cargo Points, not 113.  Any vehicle that does not have intrinsic cargo carrying capability gains Cargo Capacity equal to its Tech Level multiplied by 1/100th the Cargo Points it takes up, for each time it takes Cargo Capacity.  Thus TL3 Armour with +1 Cargo Capacity would have a CC of 6, while a TL5 Land Dreadnought with +2 Cargo Capacity would have a CC of 500.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039;  Compact allows for smaller units that take up less space and present smaller targets to enemy fire.  Each +1 of Compact reduces the CP a unit takes up by half.  Thus Armour with +1 Compact would take up 100 CP rather than 200 CP, and Armour with +2 Compact would take up 50 CP, and with +3; 25 CP and so on.  If a unit with Carrying Capacity takes Compact its Carrying Capacity is similarly reduced.  Compact can be taken multiple times and does not incur any additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Airdroppable:&#039;&#039;&#039;  Some units are specifically built out of lightweight alloys and clever designs to significantly reduce their weight; the primary intent of such expensive modifications is to allow them to be transported easily via tonnage-limited aircraft.  This added cap may only be taken by vehicles and eliminates the CP penalty imposed by transporting a vehicle by air; it may also be situationally useful in terrain where weight is a noteworthy concern (e.g. deep snow).  It does not incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X ECM:&#039;&#039;&#039;  ECM stands for Etheric Countermeasures.  It is used to blind sensors, jam or decoy guided weapons and even counter magical effects.  All advanced vehicles have some sort of ECM, but this Added Capability expands those capabilities.  ECM affects the entire battlefield, and the more units that have ECM, the more effective it becomes, cutting down the ranges at which the enemy can see and engage at, and increasing the chance of spell failure.  ECM can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a well-made Ghillie suit, to radar absorbent construction, to thermoptic or holographic camouflage, to full cloaking.  Stealth of any sort is not easy to just slap on a vehicle or person; the more comprehensive the Stealth package the more design compromises in other areas that are required.  +1 Stealth has no detrimental effects on a unit, but at +2 or higher it reduces the protection of the unit by 25% as defensive fields and armour are compromised by the Stealth architecture.  Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated, particularly after a unit opens fire on the enemy.  Stealth can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039;  Purposeful effort meant not to hide a unit, but to make it look like something else to varying levels of scrutiny. This will not allow a unit to perfectly mirror a unit belonging to another power, only appear to an observer to be a different unit type of roughly the same size. At +1 this can allow for a unit to fool inspection at a distance such as ‘soldiers’ carrying fake guns. At +2 this can allow for a unit to appear convincing on close inspection, such as 3-piece kevlar suits and a matching briefcase gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Automation:&#039;&#039;&#039;  Automation is the replacing of people with machines. It speeds up routine processes, reduces error, increases efficiency and decreases Upkeep costs. An Automated vehicle will have a higher command rating and be more resilient to battle damage. As well, Wealth Upkeep and Draft requirements are both halved. Automation does not itself incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Mind:&#039;&#039;&#039;  Magical powers, or indeed magitech powers, can imbue an Artificed unit with some form of intelligence and awareness to eliminate human attendants or crew. Wealth upkeep and Draft requirements are eliminated entirely. For narrative purposes a unit with +1 Mind is ranges from half cognizant - while able to understand and follow simple instructions it is easily confused - at low MLs to a fully coherent human-level intelligence at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 AI/Mind:&#039;&#039;&#039;  Both magical and technological powers can not only eliminate the human factor entirely but exceed it, whether by binding a spirit to the machine or advanced computing. AI has an even better command rating and battle damage resilience than +1 Automation. Additionally it reduces Wealth Upkeep and Draft requirements to zero. AI does not itself incur any additional Upkeep. As an aside, a +2 Mind is a human-level intelligence straightaway but a technological AI may not be the best conversation partner until TL5 Psych. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clones:&#039;&#039;&#039; At a sufficient level of Psychology and Biology, a Power can produce flash Clones with the implanted training to function as soldiers as soon as they are decanted. Draft pool requirements are removed entirely. However, at TL4 Biology, these clones are deeply problematic, as such they both take a full Capability slot and they must take the effect of a Reduced Capability - pick from the list below. At TL5 Biology these flash Clones are fully stable, having no negative effect, and become Slotless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Low Maintenance:&#039;&#039;&#039;  Units with Low Maintenance are either very efficient and reliable, or perhaps just possess crews who are very skilled at doing more with less.  Low Maintenance halves the Industry Upkeep of a unit (round up).  It may only be taken once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Regenerating:&#039;&#039;&#039;  This Added Capability is also called Self Sustaining.  Regenerating units will slowly repair themselves after battle, as well as re-arm all their weapons and maintain their systems without Industry resupply.  Regenerating converts all Industry Upkeep to Ether, makes repairs faster and cheaper, and increases damage control saves.  Taking this Added Capability more than once increases the speed at which self-repair happens.  Regenerating incurs no additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Added Mobility (Vehicles):&#039;&#039;&#039;  Added Mobility allows vehicles to move faster, either due to more powerful engines, better suspension, or perhaps just incredibly reckless drivers.  This increased speed is strategically very useful as it allows forces to quickly manoeuvre through and past their foes, making this Added Capability invaluable for breakthrough forces.  Added Mobility may be taken multiple times, but each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Added Mobility (Infantry):&#039;&#039;&#039;  Added Mobility functions differently for Infantry and Humanoid Vehicles than for all other vehicles.  It does not allow them to travel faster from point to point, but instead makes them more mobile on the battlefield.  This mobility makes them harder to kill, as they can quickly navigate difficult obstacles as well as dodge from cover to cover and thus increases their protection.  This Added Capability functions best in areas with plenty of obstacles and cover.  Only Infantry and Humanoid Vehicle Types may use this Added Capability, and they may not use Added Mobility (Vehicles).  It may be taken multiple times, but for each Added Mobility (Infantry) Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Boosters:&#039;&#039;&#039;  Boosters function the same for both Infantry/Humanoid Vehicles and all other Vehicles.  Boosters are much more powerful engines than normal, and grant a greater speed increase than normal Added Mobility (Vehicles) Added Capabilities.  At +1 Boosters allow very swift travel, as well as jumps of unusual height and distance.  At +2 and higher units may actually conduct a form of low altitude flight and actually pass over intervening terrain.  Units with boosters can also function in Space, though only Infantry and Humanoid Types will do so well.  Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.  When taken as an expendable external this Added Capability is sometimes called “Chutes,” and used to simulate troops jumping out of aircraft, either by parachute or by more snazzy devices like gravity chutes or retro boosters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Legs:&#039;&#039;&#039;  The Legs Added Capability allows a normal Vehicle to shed its wheels or tracks and gain the mobility abilities of Humanoid Vehicle Types.  Legged vehicles are usually slower than wheeled vehicles over open terrain, but are hindered less by difficult terrain, and are more agile in battle and so more likely to avoid incoming fire.  Taking this Added Capability turns a vehicle into something similar to a Battlemech.  Infantry, Battlesuits and Hyper Advanced Armour have no need to take this Added Capability as it functions exactly like Added Mobility (Infantry).  Legs can be taken only once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Arms:&#039;&#039;&#039;  The Arms Added Capability gives a unit extra motivators with which to carry and manipulate things.  Each +1 Arms allows a unit to carry one extra External Added Capability.  This Added Capability also slightly enhances a units ability in Close Combat.  Arms may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Amphibious:&#039;&#039;&#039;  Units with Amphibious are equally capable in water as they are on land.  This Added Capability is often given to Elite Infantry and Special Forces acting as Frogmen, as well as to vehicles designed to be used on- and even under-water, such as submersible mobile suits.  This Added Capability is not required for units that are just being used to wade through shallow rivers or off landing craft, but is intended for those that intend to make water their element.  It converts a unit&#039;s equipment, including weapons, shields, boosters and so forth to function properly underwater as well as above.  Amphibious Mobility can only be taken once, and has no effect outside of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Environmental Training (Mountains/Winter/Desert/Space/Jungle-Woodland/Urban):&#039;&#039;&#039;  Planets are often covered in varying and difficult – even dangerous – environments.  These environments can limit the combat ability of an army, unless soldiers are specially trained to deal with them. Units with Environmental Training may ignore some of the minuses for fighting in inclement environments.  Environmental Training may only be taken once, incurs no extra Upkeep, and is normally a Slot Free Added Capability.  If taken as an external this Added Capability is considered Environmental Equipment and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Environmental Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Loyalty Training:&#039;&#039;&#039; Thanks to a highly selective screening process and a steady diet of propaganda these troops are loyal to death.  Units with this cap have a higher resistance to enemy subversion and will be the last troops to rebel, if ever.  In addition, whether by suicidal fanaticism or rear of the Commissar’s wrath, these troops will undertake missions that any other sane solider would balk at.  Loyalty Training can only be taken once, incurs no extra Upkeep, and counts as a Slot Free added capability.  If taken as an external this Added Capability it is considered to be additional equipment (slave collars, or neural whips perhaps?) and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Loyalty Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/+2 Space Based (Ortillery):&#039;&#039;&#039;  This Added Capability is for Artillery Types only. A Power may have the need for dedicated orbital weapon systems without having to pay for all the other associated systems involved in making a Space Fortification.  In those cases artillery can be modified to be Space Based, which allows them to be placed and function properly in orbit and deep space.  Space Based Artillery has enough mobility to shift targets and make small positional changes, but it is otherwise effectively immobile, and must be carried to new locations by ships.  Typically space-based Artillery (sometimes known as Ortillery) makes up constellations of orbital fire support beam cannons, rings of defensive missile pods and other systems of the sort.  Space Based is a +1 Added Capability for all Artillery types save Grand Cannons, where it is a +2 Added Capability.  Space Based Grand Cannon can fire at the planet below, though their firepower is partially diffused by the atmosphere.  Whether a +1 or +2, Space Based incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/2 Casting Chamber:&#039;&#039;&#039; A casting chamber is an area on a large unit purposefully designed to amplify the effects of spellcraft. It can be equipped on any unit with a base batch size of 1/10 or larger, providing a free level of AoE for spells cast by a mage within it and reducing the enchantment cost of the unit in question as if it were one ML lower (to a minimum of 1). Only one mage can be assigned to any particular casting chamber. Note that for batches with more than 1 unit, the free AoE still only applies to one mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Multifusion (Tech/Magic):&#039;&#039;&#039;  It is possible to build a military unit with more than one Technomagical or Magitech Fusion.  For each Fusion after the first a batch must take a Multifusion Added Capability.  Each Multifusion Added Capability applies only to a specific combination of Tech and Magic, so a unit with Engineering/Movement, Engineering/Material, and Engineering/Creation would still need two Multifusion Added Capabilities.  Multifusion is Build Free and Slot Free, and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
===Reduced Capabilities===&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Reduced Armour:&#039;&#039;&#039; Reduced Armour reduces the physical protection of a unit by 50% if taken once, and utterly removes all physical protection if taken twice.  A Type that would normally be un-armoured or lightly protected can only take this Reduced Capability once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Reduced Shields:&#039;&#039;&#039;  Like Reduced Armour, taking this once reduces shields to 50% strength, and twice removes them completely.  It does not affect the Upkeep of a unit in any way.  A Type that would normally be un-shielded obviously cannot take this, and one that would normally have very weak shields, like smaller but highly advanced vehicles such as high end tanks lose their shields entirely with the first minus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Cargo Capacity:&#039;&#039;&#039;  In Logistics Vehicles or Infantry Carriers this halves the amount that the vehicle can carry.  It can only be taken once, since a Truck unable to carry anything, or a Halftrack unable to load any troops is a pretty pointless vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Slow/Immobile:&#039;&#039;&#039;  The unit in question is just slow.  Taking this Reduced Capability once cuts speed in half, and twice makes the unit totally immobile.  Obviously a Type that is already immobile by definition, such as a Grand Cannon, cannot take this Reduced Capability.  Also a Type that already suffers from reduced mobility such as Very Heavy Artillery will become immobile upon taking this once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Weapons Range:&#039;&#039;&#039;  This Reduced Capability cuts the maximum range of a vehicle’s weapon systems, and is common on specialized close combat vehicles like flamethrower tanks and such that have no need to engage targets at longer ranges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Sensors/Tracking:&#039;&#039;&#039;  Units with this Reduced Capability have problems with finding and engaging targets, and unless attacking from ambush will generally be engaged before they can shoot back.  It is best to group units with this Reduced Capability together since if placed with other units that are faster to engage they will rarely get a chance to shoot before their comrades deal with the enemy, or they are destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Command:&#039;&#039;&#039;  Units with this Reduced Capability are uncoordinated and often unreliable.  They will be slow to respond to orders, and have trouble reacting to unpredictable situations.  Garrison and trench-bound forces can often get away with this Reduced Capability with little detriment (so long as the enemy doesn’t break through!), but it can severely hamper offensive operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 High Visibility:&#039;&#039;&#039;  The units in question are extremely visible on sensors, more so than would be normal for their Type, and sensors and guided weapons have a very easy time locking onto and engaging them.  This isn’t just a throwaway Reduced Capability; in an environment of modern war it can be an early death sentence.  Even without advanced sensors it often manifests as other telltale giveaways, such as vast clouds of smoke or a noise that can be heard miles away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Increased Upkeep:&#039;&#039;&#039;  The unit in question just is not efficient in one area or another. –1 Increased Upkeep doubles the upkeep costs in the selected area; either Wealth, Industry or Ether.  It should be noted that Types with extra Wealth demands must now pay that Wealth Upkeep monthly when under War Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Export Model:&#039;&#039;&#039;  Export Model units are built with a significantly lower number of Advancement points within an Advancement Level than the Power is capable of.  If the unit is 50 Advancement points or more lower than what the Power is capable of building it gains a -1 Reduced Capability to build the unit, allowing cheaper and faster construction.  This does not apply to Advancement levels but to Advancement points within those levels.  For example: a TL 5 Power building a TL 3 tank is normally assumed to have built one with an Advancement of 3.99.  However if such a Power were to build a vehicle at 3.5 Advancement points it would gain a -1 Reduced Capability for building a WWII panzer rather than a post modern MBT.  However, if a TL 5 power were to build a TL 3 tank at 3.99, it does not gain this Reduced Capability, as it is building the tank at the maximum level 3 technology.  This Reduced Capability only applies within Tech Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 Single Use:&#039;&#039;&#039; This negative capability refers to units which are intended to be used exactly once, taking the form of expendable drones, pustulent exploding zombies, arms of very dubious manufacturing quality or in more macabre situations as kamikaze units. Regardless of the outcome, they shall only ever see battle once and be lost afterwards.&lt;br /&gt;
&lt;br /&gt;
==Army Upkeep==&lt;br /&gt;
This is the part everyone hates, but like it or not, those massive militaries have to be maintained.  Upkeep comes in three separate parts:  the money you have to pay for your forces or Wealth; the goods you have to make to keep them going or Industry, and the fuel you have to use to run them or Ether.  Upkeep is always based on the Base Batch Cost, and then modified by the effects of any additional Added Capabilities.  It is paid once a year, except in specific circumstances detailed later.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
===Wealth:===&lt;br /&gt;
Your troops need to be paid, as do the mechanics who work on your war machines, and the service people who feed and clothe them, and more.  This is Wealth Upkeep.  All Types have to pay this regardless of tech level, and as with all Upkeep costs it is based on the Base Batch Cost of the Type, so 10,000 Skilled Infantry would have a Wealth Upkeep of 1, as would 50 Special Forces.  A Grand Cannon on the other hand would have a Wealth Upkeep of 10.  Wealth is almost never subject to increased Upkeep (unless you decide to pay the troops more for some reason) but it can be reduced or even removed by automating certain processes.  Partially automated systems (a +1 Added Capability) pay half Wealth Upkeep while fully automated systems (a +2 Added Capability; essentially full Artificial Intelligence) pay no Wealth Upkeep at all.&lt;br /&gt;
&lt;br /&gt;
===Industry:===&lt;br /&gt;
Your troops also need to be fed, clothed, and armed, and their vehicles need ammunition and parts.  This is Industry Upkeep.  Once war reaches the industrial age and becomes an exercise in materiel expenditure Industry becomes a vital necessity for all units.  Like Wealth, Industry Upkeep is based on the Base Batch Cost, however it is more commonly subject to increases caused by Added Capabilities such as extra weapons.  In such a case, additional Upkeep for the Added Capabilities is simply added to that of the basic Industrial Upkeep for the Type.  Industrial Upkeep can be reduced by such Added Capabilities as Low Maintenance, which halves the Necessary Industrial Upkeep.  The most advanced military forces can also pay the Industrial Upkeep instead as Ether Upkeep by using regeneration and replication technologies.&lt;br /&gt;
&lt;br /&gt;
===Ether:===&lt;br /&gt;
As they are dependent on fuel to run, all Vehicles always have Ether Upkeep.  For vehicles Ether Upkeep is based on their Base Batch Cost and any Added Capability costs they incur.  Infantry do not have Ether upkeep, and only gain it if they take Added Capabilities that incur extra Ether Upkeep.  There are no ways to reduce Ether Upkeep, and it must always be paid in full for a unit to function.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch for a 12-month period.  However war devours resources at an astonishing rate and the normal yearly payment assumes only peacetime expenditures.  Units in combat thus must pay Upkeep on a monthly rather than yearly basis, at least for Industry and Ether.  It is a rare army that pays its troops extra simply for doing their jobs, so Wealth Upkeep remains the same.&lt;br /&gt;
&lt;br /&gt;
This war upkeep makes modern combat a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
Apart from buying expensive Added Capabilities to cut down on Upkeep there are a number of strategies a power can use to reduce the drain of its Armies on its economy and infrastructure.&lt;br /&gt;
&lt;br /&gt;
Firstly you don’t have to pay your men.  Your soldiers won’t instantly desert if you don’t pay the Wealth Upkeep.  However, troops without pay still have to eat.  While they may hang around out of patriotism, they may also begin looking for other ways to supplement their non-existent incomes, such as crime.  Fail to pay them for long enough in peacetime and morale will plummet, training standards will fall, and effectiveness as a cohesive force drop.  However, if you’re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their paychecks probably won’t affect troop morale much.&lt;br /&gt;
&lt;br /&gt;
Similarly, you also don’t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness in the army that is bad for training standards and tends to lower morale.  You can get away with this for a few years, or by only using selected units – a few units detailed to barracks duties each year on a rotating basis won’t harm overall capability much – but if you shut down the entire army, and especially if you do it for more than a year, the troops are going to begin losing their edge.  Also, after five years of general inactivity, most of the equipment will be totally unserviceable.  However, having units that only activate once every two or three years is a good way to simulate reserves.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire army active at once.  Indeed in many cases this may not be possible.  Units can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
==Army Logistics==&lt;br /&gt;
Logistics is the science of supply and transport.  It’s all very well to have food, parts, ammunition and fuel, but it still has to find its way to the units that need it when they need it.  It’s also great to have armoured hordes, but worthless if they can’t be moved to where they’re needed.  Logistics plays a big part in Lords of Ether, though it is greatly simplified (in real life logistics is a fiendishly complex thing which would take more pages than this entire manual to detail).  Nevertheless, the army that ignores logistics does so at its peril.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
In general all Batches carry one full Upkeep load of Industry and Ether – enough to last them either a year in peacetime, or a month in wartime.  Once that runs out they need to restock.  This can be done by either bringing them to the supplies (rolling them into a depot) or by bringing the supplies to them (sending out a convoy of trucks).&lt;br /&gt;
&lt;br /&gt;
When anything of significance needs to be moved, the Cargo Points it takes up must be considered.  Industry for military forces takes the form of finished goods, which take up 5,000 Cargo Points per 1 point of Industry.&lt;br /&gt;
&lt;br /&gt;
Ether takes up a multitude of forms depending on the tech level of its storage devices:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Ether/Etherite Coal/Ethernol:&#039;&#039;&#039;  5,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
This is the most common form of Ether, and is used by all Powers prior to the development of more efficient Etheric storage systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Cell (Physics/Mathematics 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
An Ether Cell is concentrated Ether in a battery-like apparatus.  It can be recharged from lesser forms of Ether and is a very stable method of continued power, as well as less bulky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Etheric Fusion Catalyst (Chemistry 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
Etheric Fusion Catalysts store Ether in concentrated forms, and then break it down with various chemical reactions.  Where an Ether Cell puts out a steady stream of power, Fusion Catalysts are great for sudden, whopping great expenditures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZPE Reactors/Geode Reactors:&#039;&#039;&#039; Most ground vehicles are too small to mount such devices as ZPE or Geode Reactors, however the larger craft (Base Batch Cost 1 point per 10 and higher) can squeeze such apparatus in.  If they do so, they use the rules for ships, found in Section &#039;&#039;&#039;6C. Navies&#039;&#039;&#039;.&lt;br /&gt;
At the higher Advancement levels the space taken up by forms of Ether decreases, which allows Batches using those less bulky forms to carry proportionally greater amounts.  A vehicle running on an Ether Cell has a fuel source taking up 1/5th the space compared to that of a vehicle running on Ethernol, and so could carry five Upkeep loads of Ether rather than just one.  This is not the default however.  Unless otherwise stated a Batch is always assumed to be carrying a single Upkeep payment – no more.  Also if a vehicle carrying extra fuel is lost in battle, the extra fuel is unlikely to be recoverable and will be lost as well.&lt;br /&gt;
&lt;br /&gt;
So, a Tank (Armour) formation of 500 vehicles (5 Batches of 100) with an Upkeep of 5 Industry and 5 Wealth and 5 Ether would, in wartime, require resupply in Industry and Ether every month.  Assuming TL 3 the vehicles will be running off Ethernol.  Thus to resupply them they will require 25,000 Cargo Points worth of Industry and 25,000 Cargo Points worth of Ether.  A TL 3 Logistics Vehicle can carry 50 Cargo Points, so that’s 1,000 trips by a single Logistics vehicle, or one trip by 1,000.  A great deal of how you structure your resupply depends on the military situation – distance from your supply bases, speed of advance, number of vehicles and security of your rear areas.&lt;br /&gt;
&lt;br /&gt;
Logistics can be skimmed over in the defence where fighting takes place near sources of supply, but those contemplating offensive war should pay particular attention to ensuring they have sufficient transport to move all their supplies.&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
Troops take time to move across the countryside, with mounted and mechanized forces moving the swiftest.  Travel is calculated by Terrain Regions, and the more difficult the regional terrain, the longer the journey takes.&lt;br /&gt;
&lt;br /&gt;
Under their own power, Infantry can travel an open region in about a month, but can take two or three times as long to traverse Difficult or Very Difficult Terrain.  Vehicles take about a week, though Difficult Terrain can slow this, and in some cases Very Difficult Terrain is totally impassable to them unless key routes are secured.&lt;br /&gt;
&lt;br /&gt;
In war these movement rates can be dramatically slowed as enemies make the advancing forces pay for every step of ground.  In peacetime with no immediate threats any TL3 or higher civilization is assumed to have a road and rail network that allows the transport of troops from any one Region to another within the space of a week, regardless of distance.  However in wartime such networks can be subject to attack which can make traveling on them hazardous.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Armies do not pay extra Upkeep for traveling, and the fuel costs for road moves and long marches are considered part of their normal upkeep, both in war and peace.&lt;br /&gt;
&lt;br /&gt;
Army units with Boosters may move in Space, though they may only use them to fly from point to nearby point (such as jetting from one starship over to the next in a boarding action).  The exception is Humanoid Vehicles, which are considered Slow, Mid ranged Aircraft when equipped with boosters and deployed in space (on a planet they function as any other booster equipped ground unit).  They may also use Aircraft Booster Packs, paying the same for them as Aircraft of a similar Batch Size (See &#039;&#039;&#039;Section 6B. Air Forces&#039;&#039;&#039; for more details).&lt;br /&gt;
&lt;br /&gt;
==Cargo Point Values for Transport==&lt;br /&gt;
Armies don’t always remain on their home continent, or even home planet.  Often they need to be moved vast distances over sea or stars.  The most common method of doing this is with naval forces, primarily freighters (detailed in &#039;&#039;&#039;7C. Navies&#039;&#039;&#039;) though air transport is also common (detailed in &#039;&#039;&#039;6B. Air Forces&#039;&#039;&#039;).  Like Logistics Vehicles, Freighters and air transport have a certain Cargo Capacity, described in Cargo Points that they can carry.  All Army Types also have rough Cargo Point values that they take up.  These Cargo Point, or “CP” values are detailed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry CP Values:&#039;&#039;&#039;  Infantry have two different Cargo Point “settings”.  One is for brief transport; journeys lasting no more than a day or so.  The other is for long trips of weeks or months where the men must live, eat and sleep on their particular transport.  For brief journeys infantry take only 1 Cargo Point per man.   For long journeys they take 10.  This is the same for all Tech Levels, as the living space requirements remain roughly the same.   It is possible to cram soldiers in tighter on long journeys however their combat effectiveness will suffer significantly when they arrive at their destination.  Unlike vehicles, normal infantry do not take up extra space when carried by Air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Armoured Infantry CP Values:&#039;&#039;&#039;  An important point to note is that infantry equipped with power armour (+2 armour or more) take up twice as much CP (so 2 CP and 20 CP), as the armour and its assorted munitions and maintenance gear take extra space.  Note that this applies to Infantry Carriers as well, so a normal TL3 Infantry Carrier can carry 10 infantry, or 5 infantry in power armour.  Power armoured infantry also take up twice this value (so 4 CP) if carried by aircraft, which have problems with the extra weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistics Vehicle CP Values:&#039;&#039;&#039;  Logistics Vehicles take their own Cargo Capacity in Cargo Points to move, +50%.  So a Tech Level 3 truck (50 CP) would take 75 Cargo Points if it were being carried inside another vehicle.  It could however still carry 50CP worth of cargo within itself at the same time.  Thus Logistics Vehicles effectively only take up 50% of their Cargo Capacity in CP.  Because of their weight of Vehicles, Logistics Vehicles double the CP they take up if carried by Aircraft or Aviation, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reconnaissance Forces/Battlesuits:&#039;&#039;&#039;  These units are relatively small and lightweight and take up 50 CP per vehicle, or 100 CP if carried by air, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry Carriers/Light Armour:&#039;&#039;&#039; These vehicles are significantly heavier than Reconnaissance Forces or Battlesuits and take up 100 CP per vehicle, or 200 CP if carried by Air, however they take up no extra space if transported by ship.  Unlike Logistics Vehicles, Infantry Carriers may not transport supplies or troops while loaded in another vehicle – that would be both unsafe and uncomfortable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour/SP Artillery:&#039;&#039;&#039;  These vehicles take up 200 CP per vehicle, or 400 CP if carried by air, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Heavy Armour/Very Heavy Artillery/Hyper Advanced Armour:&#039;&#039;&#039;  These vehicles take 500 CP a piece or 1,000 CP if transported by air.  As with all other vehicles they take up no extra space when transported by ship.  Hyper Advanced Armour can also use Deck Space like Aircraft, and take up 5 DP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Forts/Super Artillery:&#039;&#039;&#039;  These vehicles are quite massive and take up 1,000 CP or 2,000 CP if transported by air.  As with all other vehicles they take up no extra space it transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnoughts:&#039;&#039;&#039;  Land Dreadnoughts are huge machines and take up 10,000 CP, or (if you somehow find an aircraft large enough) 20,000 CP if moved by air. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MegaDreads:&#039;&#039;&#039;  These monsters take 100,000 CP.  They cannot be moved by Air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Cannon:&#039;&#039;&#039; Grand Cannon cannot be moved in the usual transport manner, however Space Based Grand Cannon can be towed according to the rules found in Section &#039;&#039;&#039;7C. Navies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Armies&amp;diff=71208</id>
		<title>Lords of Ether (20th Anniversary Edition) Armies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Armies&amp;diff=71208"/>
		<updated>2022-11-10T02:49:48Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Added Capabilities List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Strategic Travel and Fuel|Strategic Travel and Fuel]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=3. Armies=&lt;br /&gt;
Of all the three main military branches, Lords of Ether perhaps emphasizes the role of Armies the most.  Armies defend your land, your cities, your means of production and your people, and are also the prime means of taking such things from your opponents.  Aircraft and star-ships cannot take ground, and due to the ease of counter bombardment they cannot even easily dominate a battlefield.  Orbital bombardment of sufficient magnitude can weaken a foe, but no matter what, in the end ground troops will have to go in and finish the job.&lt;br /&gt;
&lt;br /&gt;
Complex Armies are made up of troops with a greater diversity of equipment and weapons than Simple Armies.  Soldiers by default have powerful ranged weapons in the form of firearms, and usually are backed up by large contingents of vehicles, such as trucks, armoured carriers, and tanks.  However in payment for this added power, Complex Military Units leave the easy Upkeep of Simple Military Units behind, and require a great deal of materiel support in the form of both IUU and Ether to function properly.&lt;br /&gt;
&lt;br /&gt;
==Army Types==&lt;br /&gt;
The forces that make up an army are divided into subtypes based on role and function.   Within each subtype a set number of individual men or pieces of equipment are gathered together as a Batch and given a Base Batch Cost.  For example; in the Type “Unskilled Infantry” there are 100,000 Unskilled Infantry in a Batch, for a Batch Cost of 1 point.  This is used in determining Upkeep costs and also in determining the Production Point cost and Production Time for building those units (see Section 11: Production for more details).&lt;br /&gt;
&lt;br /&gt;
===Security Forces===&lt;br /&gt;
Security forces are a nebulous set of unit types that are used to keep track of the population, detect and arrest enemy spies, put down dissent and – in necessary – oppress the population into total subservience. Normal military units can often do these tasks under martial law; Security Forces just do it better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Informers:&amp;lt;/u&amp;gt; 1 point per 100,000&lt;br /&gt;
Informers are a handy thing for any police state to have. They&#039;re nothing more than the local populace on the government payroll, ordered to keep an eye out for any suspicious persons. A state with a loyal and happy populace and no great paranoia has little need of informers, but in an Nation suffering from discontent they can be invaluable. Unfortunately, once discontent becomes open defiance, informers tend to lie low. In the right circumstances, Informers can also be bought in the populace of another Nation, but doing so takes times as much as ten times the cost and upkeep respectively, and is hardly as hassle free as it is when you control the local security apparatus. The employees of a trans-stellar are automatically informers for their organization. The Advancement modifier for Informers is the average Technology level of the organization on which they are informing, and they take no caps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Secret Police:&amp;lt;/u&amp;gt; 1 point per 10,000&lt;br /&gt;
Secret police are para-military troops whose main task is to look after the internal affairs of the nation. They are more effective at putting down civil disorder and keep a close eye out for enemy infiltration. In a pinch they can serve as combat troops, though they&#039;re usually only half as effective as Skilled Infantry.&lt;br /&gt;
&lt;br /&gt;
===Infantry Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Unskilled Infantry:&amp;lt;/u&amp;gt;  1 point per 100,000&lt;br /&gt;
Unskilled Infantry are second line troops that are often raised quickly to act as cannon fodder or to hastily fill gaps in the regular forces. Irregular militia, partisans, or raw conscripts with weapons perhaps a generation less advanced than the regular army fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled Infantry:&amp;lt;/u&amp;gt;  1 point per 10,000&lt;br /&gt;
Skilled infantry are the standard soldiers of most armies, armed with a spread of the standard infantry weapons.  Along with personal weapons or small-arms, this includes light artillery like mortars and anti-tank missiles.  Most regular modern soldiers would fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Infantry:&amp;lt;/u&amp;gt;  1 point per 1,000&lt;br /&gt;
Elite infantry are specially trained troops, usually armed with the best weapons available.  These are still “line” combat forces, but they have special capabilities.  They are best employed on specialized missions the standard soldiers are ill trained for.  They will give a sterling account of themselves if used in the trenches with the other soldiers, but it is often a waste of their true abilities.  Stormtroopers, Paratroops and Marines are good examples of Elite Infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Forces:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
These are the very best of the very best.  Handpicked men given equipment the rest of the army may not even know about yet, and trained to the absolute highest standards.  Such troops are best saved for specific and exceptionally difficult or dangerous tasks.  Special Forces are capable of operating discreetly, and can be used as Spies, though they may not conduct Espionage or Counter Intelligence Missions, they make excellent information gatherers and even better assassins.  Organizations like the Navy SEALS, Spetznaz and SAS are in this category.&lt;br /&gt;
&lt;br /&gt;
===Artillery Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Self-Propelled Artillery:&amp;lt;/u&amp;gt;  1 point per 200&lt;br /&gt;
Self Propelled Artillery is the modern army’s “big stick.”  Light artillery like man portable mortars and anti-tank weapons are considered integral to the equipment of Infantry formations, but a gathering of larger guns is a necessity for any well-rounded army. In terms of raw firepower-to-cost artillery Types are the best in the game, but even though some pieces of self-propelled Artillery may look like tanks, they are not tanks, and will fare poorly when directly engaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Heavy Artillery:&amp;lt;/u&amp;gt;  1 point per 25&lt;br /&gt;
Very Heavy Artillery pieces are the larger weapons that are less common on the battlefield.  By default such weapons have limited mobility, suffering effects similar to a -1 Reduced Capability in this area.  Railroad cannon and fortress guns fall into this category, or even extremely large rocket batteries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Artillery:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
These are artillery pieces that are just a little over the top.  They suffer from effects equivalent to a -2 Reduced Capability in mobility, and so are by default immobile unless deconstructed, or given Additional Capabilities.  The “Paris Gun” and the “Dora” fall into this category. In higher TLs, Super Artillery represent theater air defense systems like S-300 and AEGIS Ashore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Grand Cannon:&amp;lt;/u&amp;gt; 10 points per 1&lt;br /&gt;
This is the kind of gun you use to justify renaming your planet the “Death Star III”, sweep fleets from your skies and carve your name into the moons of your world in glowing font a thousand kilometres high.  Such guns are always immobile, huge, and have refire times limited to no more than one shot a day.  They have incredible range and can shoot at targets as far away as the system terminus.  Their size tends to limit their firing arcs and as a result such weapons usually only point out into space and have no ability to engage planetary targets.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Logistics Vehicles:&amp;lt;/u&amp;gt; 1 point per 1,000&lt;br /&gt;
These are things like 5 ton trucks or hover pallets.  These are motorized vehicles that can be used to transport your troops and supplies on something other than their boots, or behind beasts of burden.  Cargo Capacity is 10 for TL1, 25 for TL2, 50 for TL 3, 75 for TL 4, and 100 for TL 5.  For more on Cargo Capacity see the Logistics heading of this section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reconnaissance Forces:&amp;lt;/u&amp;gt; 1 point per 1,000&lt;br /&gt;
These are your fast units; the eyes and ears of a well prepared army.  Motorcycles with side-cars, Humvees, or BRDM scout cars are good examples of this Type.  These units are almost never intended to do much fighting, and have little actual combat potential, so their armour and weapons are limited.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Utility Vehicles:&amp;lt;/u&amp;gt; 1 for 1,000&lt;br /&gt;
Not quite logistics vehicles or recon forces, utility vehicles are relatively light and cheap mobility systems able to somewhat defend themselves but also carry cargo or troops equal to half what logistics vehicle of their technology level would (5 for TL1, 12 for TL2, 25 for TL 3, 37 for TL 4, and 50 for TL 5, or half the number of troops as an APC. (5 For TL3, 7 at TL4, 10 at TL5). Vehicles like Humvees fall into this category, as do, (with additional armour caps) MRAPs and infantry mobility vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Infantry Carriers:&amp;lt;/u&amp;gt; 1 point per 500&lt;br /&gt;
These armoured vehicles become common in more mechanized eras where the infantry have to keep up with the advancing tanks.  They can carry 10 infantry at TL 3 (CC 10), 15 at TL 4 (CC 15) and 20 at TL 5 (CC 20).  If pressed into service as logistic vehicles they can carry five times this Cargo Capacity in supplies (the same as an equal tech Logistics Vehicle), though doing so makes them unable to carry any troops.  Infantry Carriers can be simply battle taxies to ferry troops around and provide them some additional protection, or they can be armed up to the level of full fledged fighting vehicles capable of threatening even tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Light Armour:&amp;lt;/u&amp;gt; 1 point per 500&lt;br /&gt;
Light Armor are smaller tanks, often used to back up reconnaissance forces, or for deployment with forward units such as paratroop formations.  They do not have the armour or firepower of Armour, but are lighter and faster, and with a few additions to firepower can be a very dangerous threat to the larger vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Armour:&amp;lt;/u&amp;gt;  1 point per 100&lt;br /&gt;
Armour are the vehicles that one tends to think about most when envisaging modern war – Main Battle Tanks.  Armour is well protected, usually quick and packs considerable firepower.  Armour covers vehicles from the lumbering lozenge shaped trench crawlers of WWI, to the Panzers of WWII, to modern tanks and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Heavy Armour:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
These are extremely large tanks, or other vehicles from the minds of designers gone slightly mad.  Historically few of these (like the inappropriately named German “Maus” – mouse) ever served, but you can change that.  Huge tracked beasts often with coaxial guns other tanks would be proud to call main cannon, and main cannon warships would be delighted to own, they are lumbering and expensive and mighty impressive.&lt;br /&gt;
&lt;br /&gt;
===Super Vehicle Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Mobile Gun Fortress:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
This is a rolling, crawling or hovering weapons platform bristling with the firepower of multiple gun and missile systems.  One of these can take on a company of tanks.  As expansive as Hyper Advanced Armour, they are more powerful, forgoing things like agility and mechanical gee-whizzery in favour of simple brute firepower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Land Dreadnought:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
This is for those people who feel the need to create something even more devastating than a “mere” Mobile Fortress.  These vehicles are veritable battleships with tracks, mounting entire decks of guns and multiple secondary weapons.  Bolos fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;MegaDread:&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
MegaDreads are for those who think Land Dreadnoughts don’t go far enough.  These vehicles are huge monsters the size of small towns.  You may have trouble finding parking spots.&lt;br /&gt;
Humanoid Vehicle Types&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Battlesuits:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
This is for those desiring to create really powerful personal armour rather than tanks; smaller things like ‘Gears or Mobile Infantry for instance.  Battlesuits are substantially larger than a power-armoured soldier, but still smaller than a tank.  Though they may not have quite the firepower and protection of Armour, their reduced size and greater mobility can more than compensate in the right situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hyper Advanced Armour:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
Hyper Advanced Armour is for the heroically inclined; a massive mechanical warrior displaying abilities that normal vehicles would be hard pressed to match.  Anime Mecha and Mobile Suits are in this category.  HAA is usually humanoid in form, but sometimes takes the form of other legged animals or insects.  It has the ability to mount a plethora of extra equipment, such as two externals rather than one, and to use booster packs.  Indeed, if equipped with boosters HAA can make very credible space combatants and have a Flight Speed and Range of Slow and Medium respectively.  HAA is truly multi-purpose, but it pays for this flexibility in a high cost, compared to more specialized war machines.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Modifications are either positive modifiers called Added Capabilities that increase the power and abilities of a unit, but also increase its cost; or negative modifiers called Reduced Capabilities that reduce the power and abilities of a unit, but also reduce its cost.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are represented by a “+”, such as “+1 Weapons,” or “+2 Shields.”  Some Added Capabilities can be taken multiple times, up to the slot limit of the unit in question, while others can only be taken a limited number of times.&lt;br /&gt;
&lt;br /&gt;
Most technological units, especially at the higher Advancement Levels, already come with a vast array of capabilities.  It is not necessary to take “Machine Guns” as an Added Capability for at TL 3 tank, or “Shields” for a TL 5 Land Dreadnought as such devices are assumed to be standard equipment.  Thus Added Capabilities are generally broad and sweeping.  Each Added Capability takes up one “slot”.  The Tech Level of a unit directly determines how many Added Capabilities it can take and how much extra they will cost.  Thus a Tech Level 3 unit has three “slots” for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Units can exceed this limit by taking what are called “External Added Capabilities.”  These are devices which are not integral to the unit, but instead are attached in some manner, such as hastily bolted on, or stuffed into the rucksack.  All units can take one External Added Capability, except for Humanoid Vehicles which can take two.  Thus a TL5 Hyper Advanced Armour unit could actually have seven Added Capabilities – 5 integral Added Capabilities, plus two extra External Added Capabilities. &lt;br /&gt;
&lt;br /&gt;
However External Added Capabilities are not as efficient as normal Added Capabilities and always incur extra upkeep (usually Ether), even if the Added Capability they are based on would not normally incur extra Upkeep.  Thus a +1 External would increase Upkeep by one, and a +2 External by two, and so on. &lt;br /&gt;
&lt;br /&gt;
Taking more than a +1 in most Added Capabilities also incurs extra Upkeep.  It should be noted that additional Upkeep costs do not cross over or accumulate between differing Added Capabilities.  A +1 Armour Added Capability and a +1 Weapons Added Capability do not increase Upkeep for a unit.  A unit can have many Added Capabilities without paying any additional Upkeep so long as they are dispersed across many areas.  However, this does NOT mean that by being overly specific you can dodge these costs – more accurate missiles and extra missile warhead power are still both a Weapons Added Capabilities and will incur extra Upkeep costs if taken as a slot each.&lt;br /&gt;
&lt;br /&gt;
It should be noted that a unit with +1 Weapons is not as powerful as two units of the same Type, or one with +1 Armour as tough as two other units.  Added Capabilities make a unit significantly more capable, but they don’t fully compensate for the increased cost.  However, the advantage is that smaller, more capable armies are easier to deploy and handle on the battlefield as they take up much less space and usually fewer supplies.  For this reason a small, high-capped force can still defeat a much larger low-capped army.&lt;br /&gt;
&lt;br /&gt;
Reduced Capabilities are modifiers that lower the capabilities of a unit, but also lower its cost.  Each Reduced Capability cancels out the cost increase of one Added Capability.  If there are no Added Capabilities left, or none have been taken, a Reduced Capability reduces the Basic Batch Cost of the unit by one half.  Reduced capabilities are represented by a “-”.  Reduced Capabilities are usually taken either as a -1 or a -2.  A -1 is a serious (50% or more) reduction in Capability in the listed area.  A -2 is a near total reduction in Capability in the listed area.  As many different Reduced Capabilities as desired can be taken, though the Basic Batch Cost can never go below one half.&lt;br /&gt;
&lt;br /&gt;
How Added and Reduced Capabilities affect the cost of units is discussed in detail in &#039;&#039;&#039;Section 13: Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Added Capabilities List===&lt;br /&gt;
&#039;&#039;&#039;+X Armour:&#039;&#039;&#039;  Extra armour is one of the most common additions taken for Army Types.  It can be taken multiple times on all units.  If Infantry take more than a +1 Armour they become particularly bulky and take up twice the usual Cargo Capacity.  Such infantry are often called power armoured infantry.  Every Armour Added Capability over the first incurs an extra +1 Ether Upkeep due to increased weight and fuel demands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields/Point Defences:&#039;&#039;&#039;  Shields become available at TL4 and are energy barriers and fields, however TL3 units can simulate their effects with Point Defences like the ARENA System.  Shields or Point Defences are not as reliable as Armour, but when they do function can provide a unit with better protection.  They can also disrupt spells that pass through them.  Shields or Point Defences can be taken multiple times, but every Added Capability over the first incurs an extra +1 Ether Upkeep due to increased energy drain by the shield generators, or Point Defence power packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Weapons:&#039;&#039;&#039; This added cap increases the general offensive firepower of a unit, and is one of the more common and widely used Added Capabilities.  While it can add a bit of flavor to list such Added Capabilities as “+1 Heavy Broadside Cannon,” or “+2 Smart Missiles,” the reasons for this increased firepower do not need to be specified.  Weapons can be taken multiple times, but every Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed – a 200mm cannon cannot suddenly be loaded with fuel cells rather than tungsten cored solid shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Close Combat Weapons:&#039;&#039;&#039; Close Combat Weapons are added caps that augment the ability of the unit to fight the enemy in close combat.  They are usually powerful but short ranged firearms, like pistols, shotguns, flamethrowers, or bands of claymores around the turret.  Close Combat Weapons have extremely limited ranges that make them only useful on specialized units, or in special situations (like house to house fighting) but they have the advantage of never adding to the upkeep of a unit, no matter how many times this Added Capability is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Extended Range:&#039;&#039;&#039;  This Added Capability extends the range of the unit’s weapons and sensors.  Of particular note, this Added Capability allows certain units to engage starships in orbit and beyond – an ability commonly called Ground-to-Orbit, or “GTO”.  Artillery, Very Heavy Artillery and Mobile Gun Forts can engage orbital targets with a +1, while most Armour, Very Heavy Armour and Hyper Advanced Armour can do so with a +2.  Super Artillery, Land Dreadnoughts, MegaDreads and of Course grand Cannon are naturally GTO platforms but this Added Capability can still extend their range further out into space.  It can be taken multiple times, but every Extended Range Added Capability over the first incurs an extra +1 Ether or Industry Upkeep.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Long Range Weapons:&#039;&#039;&#039; Rather than actually extending the range of the unit, these are weapons designed for optimum performance at longer ranges - sniper rifles and antishipping missiles are two examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit – you may not have a mix of Long Ranged and normal weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 Megacannon:&#039;&#039;&#039; This Added Capability is only available for Land Dreadnoughts and MegaDreads. It adds a BFG to a unit that can only be fired once per day, but provides a massive increase in firepower for that one shot.  However, when a unit is using its normal weapons it provides no other bonus.  A unit may only have a single Megacannon, and it incurs an extra +2 Upkeep, in either Industry or Ether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Tank Weapons:&#039;&#039;&#039; This Added Capability is available to all units, and augments their abilities against vehicles. This would typically involve giving infantry additional anti-tank missiles, or putting extra large guns on tanks.  In the process the unit’s anti-infantry weapons are neglected, and so its capabilities against infantry are seriously reduced.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit to be Anti-Tank.  Anti-Tank has no effect on Super Vehicles, as these are just too large for specialized AT weaponry to be as effective.  You may not take Anti-Infantry and Anti-Tank on the same unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Infantry Weapons:&#039;&#039;&#039; This Added Capability is available to all units.  It optimizes their weapons for use against infantry targets, but in doing so seriously reduces their anti-vehicle capabilities.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit to be Anti-Infantry.  You may not take Anti-Infantry and Anti-Tank on the same unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Aircraft Weapons:&#039;&#039;&#039;  This Added Capability is available to all units, but is most common on Artillery.  It enhances a unit’s ability to engage aerial targets, though in the process removes its ability to effectively engage ground targets.  Anti-Aircraft Weapons can only be taken once, and may be combined with either +1 Anti-Tank Weapons (which might create a weapon like the German 88, or the ADATS) or with +1 Anti-Infantry Weapons (which would create a weapon like the ZSU-23-4, or the Oerlikon).  If combined with either Anti-Tank or Anti-Infantry, Anti-Aircraft regain the ability to engage ground targets of that type, and are in fact very deadly at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Shipping Weapons:&#039;&#039;&#039;  This Added Capability is available to all units, though it has limited applications for most.  It enhances a unit’s ability to engage large vessels of all kinds, including all types of Naval Vessels, Airships, and even Super Vehicles (which for these purposes are considered ships), but due to the large nature of such weapons it severely limits their ability to attack infantry and any smaller vehicles and aircraft.  Anti-Shipping Weapons can only be taken once, may be combined with either +1 Anti-Tank Weapons (which might create a land based cruise missile battery) or with +1 Anti-Aircraft Weapons (which might very large SAM battery), in which case it regains the ability to engage those types of targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Tracking Weapons:&#039;&#039;&#039;  This Added Capability modifies the weapons of a unit to allow it to track and engage extremely rapidly.  If the unit with fast-tracking wins initiative it can destroy the enemy before its opponent has a chance to return fire.  Fast Tracking Weapons is best used by formations where it is possessed by all the main combat units, such as anti-tank teams or stormtroopers.  If only a handful of Fast Tracking units are present in a larger formation they will tend to engage with the other units and so the advantage is lost.  Fast Tracking Weapons can be taken once and does not add to Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Sensors:&#039;&#039;&#039;  Sensors tend to be limited on most land vehicles, restricted to targeting aids and immediate threat detection systems, however the larger and more advanced vehicles such as Hyper Advanced Armour, Gun Forts and Land Dreadnoughts also usually come with extensive long range detection systems to maximize their multitude of weapons, and anti-aircraft vehicles also often have powerful detection gear to allow them to pick up incoming aircraft.  Typical sensor abilities and ranges are described in greater depth in Section 10: Sensors and Communications.  A unit does not have to have Sensors itself to take advantage of them, as they can receive targeting data from another unit with Sensors.  Specialized detection vehicles can be created by giving a vehicle multiple Sensor Added Caps and then removing other unneeded capabilities with Reduced Capabilities to offset the costs.  As with other Added Capabilities, for every Sensor Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Communications:&#039;&#039;&#039;  While all Complex Military Units are assumed to have some form of communications, from telegraph and wireless to subspace relays, some units have a need for more specialized and dedicated systems.  Communications boosts the command rating of a force, and allows information to be passed faster and in greater detail.  Communications is a good Added Capability for command units, which can use it to co-ordinate others, and for scouts and sensor units who can use it to relay their information to others.  In automated armies it can even allow a command unit to remotely control other forces (detailed in Section 10: Sensors and Communications).  Communications can be taken multiple times, but for every Communications Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Command Post Vehicle:&#039;&#039;&#039;  Militaries often have mobile command posts from which generals can survey the battlefield, issue orders and make plans.  The presence of such units on the battlefield can greatly assist other combat units.  All armies are naturally assumed to have sufficient assets to command their forces, but Command Post Vehicle turns a unit into a specialized command vehicle.  Usually CP Vehicles group together to form a functioning Headquarters, and in a conventional mechanized army (which players are by no means obligated to form) a Battalion or Brigade will usually have from 10-20, and a Division 50 or more.  Often Command Post Vehicles are combined with other Added Capabilities such as Sensors and Communications.  Command Post Vehicle can be taken multiple times, but for every Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Engineers:&#039;&#039;&#039;  Engineers play a critical role on battlefields, from preparing fortifications, to clearing enemy defence lines.  The Engineers Added Capability is best given to heavier vehicles (such as an armoured plough or mine-clearing flail on a tank or APC) or to Elite Infantry.  This Added Capability allows a unit to reinforce the protection offered by terrain (for itself and for other units) as well as to lay and clear mines, and to break enemy fortifications.  It may only be taken once, and incurs no extra Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity:&#039;&#039;&#039;  This Added Capability applies mostly to Logistics Vehicles and Infantry Carriers, though it can be added to any vehicle.  For Logistics Vehicles and Infantry Carriers each +1 Cargo Capacity increases the total that can be carried by 50% of the base amount.  That is, the percentage increases are not cumulative, so a TL3 truck (50 CC) with +2 Cargo Capacity as its Added Capabilities would have a total Cargo Capacity of 100 Cargo Points, not 113.  Any vehicle that does not have intrinsic cargo carrying capability gains Cargo Capacity equal to its Tech Level multiplied by 1/100th the Cargo Points it takes up, for each time it takes Cargo Capacity.  Thus TL3 Armour with +1 Cargo Capacity would have a CC of 6, while a TL5 Land Dreadnought with +2 Cargo Capacity would have a CC of 500.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039;  Compact allows for smaller units that take up less space and present smaller targets to enemy fire.  Each +1 of Compact reduces the CP a unit takes up by half.  Thus Armour with +1 Compact would take up 100 CP rather than 200 CP, and Armour with +2 Compact would take up 50 CP, and with +3; 25 CP and so on.  If a unit with Carrying Capacity takes Compact its Carrying Capacity is similarly reduced.  Compact can be taken multiple times and does not incur any additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Airdroppable:&#039;&#039;&#039;  Some units are specifically built out of lightweight alloys and clever designs to significantly reduce their weight; the primary intent of such expensive modifications is to allow them to be transported easily via tonnage-limited aircraft.  This added cap may only be taken by vehicles and eliminates the CP penalty imposed by transporting a vehicle by air; it may also be situationally useful in terrain where weight is a noteworthy concern (e.g. deep snow).  It does not incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X ECM:&#039;&#039;&#039;  ECM stands for Etheric Countermeasures.  It is used to blind sensors, jam or decoy guided weapons and even counter magical effects.  All advanced vehicles have some sort of ECM, but this Added Capability expands those capabilities.  ECM affects the entire battlefield, and the more units that have ECM, the more effective it becomes, cutting down the ranges at which the enemy can see and engage at, and increasing the chance of spell failure.  ECM can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a well-made Ghillie suit, to radar absorbent construction, to thermoptic or holographic camouflage, to full cloaking.  Stealth of any sort is not easy to just slap on a vehicle or person; the more comprehensive the Stealth package the more design compromises in other areas that are required.  +1 Stealth has no detrimental effects on a unit, but at +2 or higher it reduces the protection of the unit by 25% as defensive fields and armour are compromised by the Stealth architecture.  Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated, particularly after a unit opens fire on the enemy.  Stealth can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039;  Purposeful effort meant not to hide a unit, but to make it look like something else to varying levels of scrutiny. This will not allow a unit to perfectly mirror a unit belonging to another power, only appear to an observer to be a different unit type of roughly the same size. At +1 this can allow for a unit to fool inspection at a distance such as ‘soldiers’ carrying fake guns. At +2 this can allow for a unit to appear convincing on close inspection, such as 3-piece kevlar suits and a matching briefcase gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Automation:&#039;&#039;&#039;  Automation is the replacing of people with machines. It speeds up routine processes, reduces error, increases efficiency and decreases Upkeep costs. An Automated vehicle will have a higher command rating and be more resilient to battle damage. As well, Wealth Upkeep and Draft requirements are both halved. Automation does not itself incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Mind:&#039;&#039;&#039;  Magical powers, or indeed magitech powers, can imbue an Artificed unit with some form of intelligence and awareness to eliminate human attendants or crew. Wealth upkeep and Draft requirements are eliminated entirely. For narrative purposes a unit with +1 Mind is ranges from half cognizant - while able to understand and follow simple instructions it is easily confused - at low MLs to a fully coherent human-level intelligence at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 AI/Mind:&#039;&#039;&#039;  Both magical and technological powers can not only eliminate the human factor entirely but exceed it, whether by binding a spirit to the machine or advanced computing. AI has an even better command rating and battle damage resilience than +1 Automation. Additionally it reduces Wealth Upkeep and Draft requirements to zero. AI does not itself incur any additional Upkeep. As an aside, a +2 Mind is a human-level intelligence straightaway but a technological AI may not be the best conversation partner until TL5 Psych. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clones:&#039;&#039;&#039; At a sufficient level of Psychology and Biology, a Power can produce flash Clones with the implanted training to function as soldiers as soon as they are decanted. Draft pool requirements are removed entirely. However, at TL4 Biology, these clones are deeply problematic, as such they both take a full Capability slot and they must take the effect of a Reduced Capability - pick from the list below. At TL5 Biology these flash Clones are fully stable, having no negative effect, and become Slotless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Low Maintenance:&#039;&#039;&#039;  Units with Low Maintenance are either very efficient and reliable, or perhaps just possess crews who are very skilled at doing more with less.  Low Maintenance halves the Industry Upkeep of a unit (round up).  It may only be taken once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Regenerating:&#039;&#039;&#039;  This Added Capability is also called Self Sustaining.  Regenerating units will slowly repair themselves after battle, as well as re-arm all their weapons and maintain their systems without Industry resupply.  Regenerating converts all Industry Upkeep to Ether, makes repairs faster and cheaper, and increases damage control saves.  Taking this Added Capability more than once increases the speed at which self-repair happens.  Regenerating incurs no additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Added Mobility (Vehicles):&#039;&#039;&#039;  Added Mobility allows vehicles to move faster, either due to more powerful engines, better suspension, or perhaps just incredibly reckless drivers.  This increased speed is strategically very useful as it allows forces to quickly manoeuvre through and past their foes, making this Added Capability invaluable for breakthrough forces.  Added Mobility may be taken multiple times, but each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Added Mobility (Infantry):&#039;&#039;&#039;  Added Mobility functions differently for Infantry and Humanoid Vehicles than for all other vehicles.  It does not allow them to travel faster from point to point, but instead makes them more mobile on the battlefield.  This mobility makes them harder to kill, as they can quickly navigate difficult obstacles as well as dodge from cover to cover and thus increases their protection.  This Added Capability functions best in areas with plenty of obstacles and cover.  Only Infantry and Humanoid Vehicle Types may use this Added Capability, and they may not use Added Mobility (Vehicles).  It may be taken multiple times, but for each Added Mobility (Infantry) Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Boosters:&#039;&#039;&#039;  Boosters function the same for both Infantry/Humanoid Vehicles and all other Vehicles.  Boosters are much more powerful engines than normal, and grant a greater speed increase than normal Added Mobility (Vehicles) Added Capabilities.  At +1 Boosters allow very swift travel, as well as jumps of unusual height and distance.  At +2 and higher units may actually conduct a form of low altitude flight and actually pass over intervening terrain.  Units with boosters can also function in Space, though only Infantry and Humanoid Types will do so well.  Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.  When taken as an expendable external this Added Capability is sometimes called “Chutes,” and used to simulate troops jumping out of aircraft, either by parachute or by more snazzy devices like gravity chutes or retro boosters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Legs:&#039;&#039;&#039;  The Legs Added Capability allows a normal Vehicle to shed its wheels or tracks and gain the mobility abilities of Humanoid Vehicle Types.  Legged vehicles are usually slower than wheeled vehicles over open terrain, but are hindered less by difficult terrain, and are more agile in battle and so more likely to avoid incoming fire.  Taking this Added Capability turns a vehicle into something similar to a Battlemech.  Infantry, Battlesuits and Hyper Advanced Armour have no need to take this Added Capability as it functions exactly like Added Mobility (Infantry).  Legs can be taken only once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Arms:&#039;&#039;&#039;  The Arms Added Capability gives a unit extra motivators with which to carry and manipulate things.  Each +1 Arms allows a unit to carry one extra External Added Capability.  This Added Capability also slightly enhances a units ability in Close Combat.  Arms may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Amphibious:&#039;&#039;&#039;  Units with Amphibious are equally capable in water as they are on land.  This Added Capability is often given to Elite Infantry and Special Forces acting as Frogmen, as well as to vehicles designed to be used on- and even under-water, such as submersible mobile suits.  This Added Capability is not required for units that are just being used to wade through shallow rivers or off landing craft, but is intended for those that intend to make water their element.  It converts a unit&#039;s equipment, including weapons, shields, boosters and so forth to function properly underwater as well as above.  Amphibious Mobility can only be taken once, and has no effect outside of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Environmental Training (Mountains/Winter/Desert/Space/Jungle-Woodland/Urban):&#039;&#039;&#039;  Planets are often covered in varying and difficult – even dangerous – environments.  These environments can limit the combat ability of an army, unless soldiers are specially trained to deal with them. Units with Environmental Training may ignore some of the minuses for fighting in inclement environments.  Environmental Training may only be taken once, incurs no extra Upkeep, and is normally a Slot Free Added Capability.  If taken as an external this Added Capability is considered Environmental Equipment and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Environmental Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Loyalty Training:&#039;&#039;&#039; Thanks to a highly selective screening process and a steady diet of propaganda these troops are loyal to death.  Units with this cap have a higher resistance to enemy subversion and will be the last troops to rebel, if ever.  In addition, whether by suicidal fanaticism or rear of the Commissar’s wrath, these troops will undertake missions that any other sane solider would balk at.  Loyalty Training can only be taken once, incurs no extra Upkeep, and counts as a Slot Free added capability.  If taken as an external this Added Capability it is considered to be additional equipment (slave collars, or neural whips perhaps?) and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Loyalty Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/+2 Space Based (Ortillery):&#039;&#039;&#039;  This Added Capability is for Artillery Types only. A Power may have the need for dedicated orbital weapon systems without having to pay for all the other associated systems involved in making a Space Fortification.  In those cases artillery can be modified to be Space Based, which allows them to be placed and function properly in orbit and deep space.  Space Based Artillery has enough mobility to shift targets and make small positional changes, but it is otherwise effectively immobile, and must be carried to new locations by ships.  Typically space-based Artillery (sometimes known as Ortillery) makes up constellations of orbital fire support beam cannons, rings of defensive missile pods and other systems of the sort.  Space Based is a +1 Added Capability for all Artillery types save Grand Cannons, where it is a +2 Added Capability.  Space Based Grand Cannon can fire at the planet below, though their firepower is partially diffused by the atmosphere.  Whether a +1 or +2, Space Based incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/2 Casting Chamber:&#039;&#039;&#039; A casting chamber is an area on a large unit purposefully designed to amplify the effects of spellcraft. It can be equipped on any unit with a base batch size of 1/10 or larger, providing a free level of AoE for spells cast by a mage within it and reducing the enchantment cost of the unit in question as if it were one ML lower. Only one mage can be assigned to any particular casting chamber. Note that for batches with more than 1 unit, the free AoE still only applies to one mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Multifusion (Tech/Magic):&#039;&#039;&#039;  It is possible to build a military unit with more than one Technomagical or Magitech Fusion.  For each Fusion after the first a batch must take a Multifusion Added Capability.  Each Multifusion Added Capability applies only to a specific combination of Tech and Magic, so a unit with Engineering/Movement, Engineering/Material, and Engineering/Creation would still need two Multifusion Added Capabilities.  Multifusion is Build Free and Slot Free, and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
===Reduced Capabilities===&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Reduced Armour:&#039;&#039;&#039; Reduced Armour reduces the physical protection of a unit by 50% if taken once, and utterly removes all physical protection if taken twice.  A Type that would normally be un-armoured or lightly protected can only take this Reduced Capability once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Reduced Shields:&#039;&#039;&#039;  Like Reduced Armour, taking this once reduces shields to 50% strength, and twice removes them completely.  It does not affect the Upkeep of a unit in any way.  A Type that would normally be un-shielded obviously cannot take this, and one that would normally have very weak shields, like smaller but highly advanced vehicles such as high end tanks lose their shields entirely with the first minus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Cargo Capacity:&#039;&#039;&#039;  In Logistics Vehicles or Infantry Carriers this halves the amount that the vehicle can carry.  It can only be taken once, since a Truck unable to carry anything, or a Halftrack unable to load any troops is a pretty pointless vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Slow/Immobile:&#039;&#039;&#039;  The unit in question is just slow.  Taking this Reduced Capability once cuts speed in half, and twice makes the unit totally immobile.  Obviously a Type that is already immobile by definition, such as a Grand Cannon, cannot take this Reduced Capability.  Also a Type that already suffers from reduced mobility such as Very Heavy Artillery will become immobile upon taking this once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Weapons Range:&#039;&#039;&#039;  This Reduced Capability cuts the maximum range of a vehicle’s weapon systems, and is common on specialized close combat vehicles like flamethrower tanks and such that have no need to engage targets at longer ranges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Sensors/Tracking:&#039;&#039;&#039;  Units with this Reduced Capability have problems with finding and engaging targets, and unless attacking from ambush will generally be engaged before they can shoot back.  It is best to group units with this Reduced Capability together since if placed with other units that are faster to engage they will rarely get a chance to shoot before their comrades deal with the enemy, or they are destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Command:&#039;&#039;&#039;  Units with this Reduced Capability are uncoordinated and often unreliable.  They will be slow to respond to orders, and have trouble reacting to unpredictable situations.  Garrison and trench-bound forces can often get away with this Reduced Capability with little detriment (so long as the enemy doesn’t break through!), but it can severely hamper offensive operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 High Visibility:&#039;&#039;&#039;  The units in question are extremely visible on sensors, more so than would be normal for their Type, and sensors and guided weapons have a very easy time locking onto and engaging them.  This isn’t just a throwaway Reduced Capability; in an environment of modern war it can be an early death sentence.  Even without advanced sensors it often manifests as other telltale giveaways, such as vast clouds of smoke or a noise that can be heard miles away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Increased Upkeep:&#039;&#039;&#039;  The unit in question just is not efficient in one area or another. –1 Increased Upkeep doubles the upkeep costs in the selected area; either Wealth, Industry or Ether.  It should be noted that Types with extra Wealth demands must now pay that Wealth Upkeep monthly when under War Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Export Model:&#039;&#039;&#039;  Export Model units are built with a significantly lower number of Advancement points within an Advancement Level than the Power is capable of.  If the unit is 50 Advancement points or more lower than what the Power is capable of building it gains a -1 Reduced Capability to build the unit, allowing cheaper and faster construction.  This does not apply to Advancement levels but to Advancement points within those levels.  For example: a TL 5 Power building a TL 3 tank is normally assumed to have built one with an Advancement of 3.99.  However if such a Power were to build a vehicle at 3.5 Advancement points it would gain a -1 Reduced Capability for building a WWII panzer rather than a post modern MBT.  However, if a TL 5 power were to build a TL 3 tank at 3.99, it does not gain this Reduced Capability, as it is building the tank at the maximum level 3 technology.  This Reduced Capability only applies within Tech Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 Single Use:&#039;&#039;&#039; This negative capability refers to units which are intended to be used exactly once, taking the form of expendable drones, pustulent exploding zombies, arms of very dubious manufacturing quality or in more macabre situations as kamikaze units. Regardless of the outcome, they shall only ever see battle once and be lost afterwards.&lt;br /&gt;
&lt;br /&gt;
==Army Upkeep==&lt;br /&gt;
This is the part everyone hates, but like it or not, those massive militaries have to be maintained.  Upkeep comes in three separate parts:  the money you have to pay for your forces or Wealth; the goods you have to make to keep them going or Industry, and the fuel you have to use to run them or Ether.  Upkeep is always based on the Base Batch Cost, and then modified by the effects of any additional Added Capabilities.  It is paid once a year, except in specific circumstances detailed later.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
===Wealth:===&lt;br /&gt;
Your troops need to be paid, as do the mechanics who work on your war machines, and the service people who feed and clothe them, and more.  This is Wealth Upkeep.  All Types have to pay this regardless of tech level, and as with all Upkeep costs it is based on the Base Batch Cost of the Type, so 10,000 Skilled Infantry would have a Wealth Upkeep of 1, as would 50 Special Forces.  A Grand Cannon on the other hand would have a Wealth Upkeep of 10.  Wealth is almost never subject to increased Upkeep (unless you decide to pay the troops more for some reason) but it can be reduced or even removed by automating certain processes.  Partially automated systems (a +1 Added Capability) pay half Wealth Upkeep while fully automated systems (a +2 Added Capability; essentially full Artificial Intelligence) pay no Wealth Upkeep at all.&lt;br /&gt;
&lt;br /&gt;
===Industry:===&lt;br /&gt;
Your troops also need to be fed, clothed, and armed, and their vehicles need ammunition and parts.  This is Industry Upkeep.  Once war reaches the industrial age and becomes an exercise in materiel expenditure Industry becomes a vital necessity for all units.  Like Wealth, Industry Upkeep is based on the Base Batch Cost, however it is more commonly subject to increases caused by Added Capabilities such as extra weapons.  In such a case, additional Upkeep for the Added Capabilities is simply added to that of the basic Industrial Upkeep for the Type.  Industrial Upkeep can be reduced by such Added Capabilities as Low Maintenance, which halves the Necessary Industrial Upkeep.  The most advanced military forces can also pay the Industrial Upkeep instead as Ether Upkeep by using regeneration and replication technologies.&lt;br /&gt;
&lt;br /&gt;
===Ether:===&lt;br /&gt;
As they are dependent on fuel to run, all Vehicles always have Ether Upkeep.  For vehicles Ether Upkeep is based on their Base Batch Cost and any Added Capability costs they incur.  Infantry do not have Ether upkeep, and only gain it if they take Added Capabilities that incur extra Ether Upkeep.  There are no ways to reduce Ether Upkeep, and it must always be paid in full for a unit to function.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch for a 12-month period.  However war devours resources at an astonishing rate and the normal yearly payment assumes only peacetime expenditures.  Units in combat thus must pay Upkeep on a monthly rather than yearly basis, at least for Industry and Ether.  It is a rare army that pays its troops extra simply for doing their jobs, so Wealth Upkeep remains the same.&lt;br /&gt;
&lt;br /&gt;
This war upkeep makes modern combat a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
Apart from buying expensive Added Capabilities to cut down on Upkeep there are a number of strategies a power can use to reduce the drain of its Armies on its economy and infrastructure.&lt;br /&gt;
&lt;br /&gt;
Firstly you don’t have to pay your men.  Your soldiers won’t instantly desert if you don’t pay the Wealth Upkeep.  However, troops without pay still have to eat.  While they may hang around out of patriotism, they may also begin looking for other ways to supplement their non-existent incomes, such as crime.  Fail to pay them for long enough in peacetime and morale will plummet, training standards will fall, and effectiveness as a cohesive force drop.  However, if you’re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their paychecks probably won’t affect troop morale much.&lt;br /&gt;
&lt;br /&gt;
Similarly, you also don’t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness in the army that is bad for training standards and tends to lower morale.  You can get away with this for a few years, or by only using selected units – a few units detailed to barracks duties each year on a rotating basis won’t harm overall capability much – but if you shut down the entire army, and especially if you do it for more than a year, the troops are going to begin losing their edge.  Also, after five years of general inactivity, most of the equipment will be totally unserviceable.  However, having units that only activate once every two or three years is a good way to simulate reserves.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire army active at once.  Indeed in many cases this may not be possible.  Units can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
==Army Logistics==&lt;br /&gt;
Logistics is the science of supply and transport.  It’s all very well to have food, parts, ammunition and fuel, but it still has to find its way to the units that need it when they need it.  It’s also great to have armoured hordes, but worthless if they can’t be moved to where they’re needed.  Logistics plays a big part in Lords of Ether, though it is greatly simplified (in real life logistics is a fiendishly complex thing which would take more pages than this entire manual to detail).  Nevertheless, the army that ignores logistics does so at its peril.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
In general all Batches carry one full Upkeep load of Industry and Ether – enough to last them either a year in peacetime, or a month in wartime.  Once that runs out they need to restock.  This can be done by either bringing them to the supplies (rolling them into a depot) or by bringing the supplies to them (sending out a convoy of trucks).&lt;br /&gt;
&lt;br /&gt;
When anything of significance needs to be moved, the Cargo Points it takes up must be considered.  Industry for military forces takes the form of finished goods, which take up 5,000 Cargo Points per 1 point of Industry.&lt;br /&gt;
&lt;br /&gt;
Ether takes up a multitude of forms depending on the tech level of its storage devices:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Ether/Etherite Coal/Ethernol:&#039;&#039;&#039;  5,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
This is the most common form of Ether, and is used by all Powers prior to the development of more efficient Etheric storage systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Cell (Physics/Mathematics 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
An Ether Cell is concentrated Ether in a battery-like apparatus.  It can be recharged from lesser forms of Ether and is a very stable method of continued power, as well as less bulky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Etheric Fusion Catalyst (Chemistry 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
Etheric Fusion Catalysts store Ether in concentrated forms, and then break it down with various chemical reactions.  Where an Ether Cell puts out a steady stream of power, Fusion Catalysts are great for sudden, whopping great expenditures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZPE Reactors/Geode Reactors:&#039;&#039;&#039; Most ground vehicles are too small to mount such devices as ZPE or Geode Reactors, however the larger craft (Base Batch Cost 1 point per 10 and higher) can squeeze such apparatus in.  If they do so, they use the rules for ships, found in Section &#039;&#039;&#039;6C. Navies&#039;&#039;&#039;.&lt;br /&gt;
At the higher Advancement levels the space taken up by forms of Ether decreases, which allows Batches using those less bulky forms to carry proportionally greater amounts.  A vehicle running on an Ether Cell has a fuel source taking up 1/5th the space compared to that of a vehicle running on Ethernol, and so could carry five Upkeep loads of Ether rather than just one.  This is not the default however.  Unless otherwise stated a Batch is always assumed to be carrying a single Upkeep payment – no more.  Also if a vehicle carrying extra fuel is lost in battle, the extra fuel is unlikely to be recoverable and will be lost as well.&lt;br /&gt;
&lt;br /&gt;
So, a Tank (Armour) formation of 500 vehicles (5 Batches of 100) with an Upkeep of 5 Industry and 5 Wealth and 5 Ether would, in wartime, require resupply in Industry and Ether every month.  Assuming TL 3 the vehicles will be running off Ethernol.  Thus to resupply them they will require 25,000 Cargo Points worth of Industry and 25,000 Cargo Points worth of Ether.  A TL 3 Logistics Vehicle can carry 50 Cargo Points, so that’s 1,000 trips by a single Logistics vehicle, or one trip by 1,000.  A great deal of how you structure your resupply depends on the military situation – distance from your supply bases, speed of advance, number of vehicles and security of your rear areas.&lt;br /&gt;
&lt;br /&gt;
Logistics can be skimmed over in the defence where fighting takes place near sources of supply, but those contemplating offensive war should pay particular attention to ensuring they have sufficient transport to move all their supplies.&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
Troops take time to move across the countryside, with mounted and mechanized forces moving the swiftest.  Travel is calculated by Terrain Regions, and the more difficult the regional terrain, the longer the journey takes.&lt;br /&gt;
&lt;br /&gt;
Under their own power, Infantry can travel an open region in about a month, but can take two or three times as long to traverse Difficult or Very Difficult Terrain.  Vehicles take about a week, though Difficult Terrain can slow this, and in some cases Very Difficult Terrain is totally impassable to them unless key routes are secured.&lt;br /&gt;
&lt;br /&gt;
In war these movement rates can be dramatically slowed as enemies make the advancing forces pay for every step of ground.  In peacetime with no immediate threats any TL3 or higher civilization is assumed to have a road and rail network that allows the transport of troops from any one Region to another within the space of a week, regardless of distance.  However in wartime such networks can be subject to attack which can make traveling on them hazardous.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Armies do not pay extra Upkeep for traveling, and the fuel costs for road moves and long marches are considered part of their normal upkeep, both in war and peace.&lt;br /&gt;
&lt;br /&gt;
Army units with Boosters may move in Space, though they may only use them to fly from point to nearby point (such as jetting from one starship over to the next in a boarding action).  The exception is Humanoid Vehicles, which are considered Slow, Mid ranged Aircraft when equipped with boosters and deployed in space (on a planet they function as any other booster equipped ground unit).  They may also use Aircraft Booster Packs, paying the same for them as Aircraft of a similar Batch Size (See &#039;&#039;&#039;Section 6B. Air Forces&#039;&#039;&#039; for more details).&lt;br /&gt;
&lt;br /&gt;
==Cargo Point Values for Transport==&lt;br /&gt;
Armies don’t always remain on their home continent, or even home planet.  Often they need to be moved vast distances over sea or stars.  The most common method of doing this is with naval forces, primarily freighters (detailed in &#039;&#039;&#039;7C. Navies&#039;&#039;&#039;) though air transport is also common (detailed in &#039;&#039;&#039;6B. Air Forces&#039;&#039;&#039;).  Like Logistics Vehicles, Freighters and air transport have a certain Cargo Capacity, described in Cargo Points that they can carry.  All Army Types also have rough Cargo Point values that they take up.  These Cargo Point, or “CP” values are detailed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry CP Values:&#039;&#039;&#039;  Infantry have two different Cargo Point “settings”.  One is for brief transport; journeys lasting no more than a day or so.  The other is for long trips of weeks or months where the men must live, eat and sleep on their particular transport.  For brief journeys infantry take only 1 Cargo Point per man.   For long journeys they take 10.  This is the same for all Tech Levels, as the living space requirements remain roughly the same.   It is possible to cram soldiers in tighter on long journeys however their combat effectiveness will suffer significantly when they arrive at their destination.  Unlike vehicles, normal infantry do not take up extra space when carried by Air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Armoured Infantry CP Values:&#039;&#039;&#039;  An important point to note is that infantry equipped with power armour (+2 armour or more) take up twice as much CP (so 2 CP and 20 CP), as the armour and its assorted munitions and maintenance gear take extra space.  Note that this applies to Infantry Carriers as well, so a normal TL3 Infantry Carrier can carry 10 infantry, or 5 infantry in power armour.  Power armoured infantry also take up twice this value (so 4 CP) if carried by aircraft, which have problems with the extra weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistics Vehicle CP Values:&#039;&#039;&#039;  Logistics Vehicles take their own Cargo Capacity in Cargo Points to move, +50%.  So a Tech Level 3 truck (50 CP) would take 75 Cargo Points if it were being carried inside another vehicle.  It could however still carry 50CP worth of cargo within itself at the same time.  Thus Logistics Vehicles effectively only take up 50% of their Cargo Capacity in CP.  Because of their weight of Vehicles, Logistics Vehicles double the CP they take up if carried by Aircraft or Aviation, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reconnaissance Forces/Battlesuits:&#039;&#039;&#039;  These units are relatively small and lightweight and take up 50 CP per vehicle, or 100 CP if carried by air, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry Carriers/Light Armour:&#039;&#039;&#039; These vehicles are significantly heavier than Reconnaissance Forces or Battlesuits and take up 100 CP per vehicle, or 200 CP if carried by Air, however they take up no extra space if transported by ship.  Unlike Logistics Vehicles, Infantry Carriers may not transport supplies or troops while loaded in another vehicle – that would be both unsafe and uncomfortable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour/SP Artillery:&#039;&#039;&#039;  These vehicles take up 200 CP per vehicle, or 400 CP if carried by air, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Heavy Armour/Very Heavy Artillery/Hyper Advanced Armour:&#039;&#039;&#039;  These vehicles take 500 CP a piece or 1,000 CP if transported by air.  As with all other vehicles they take up no extra space when transported by ship.  Hyper Advanced Armour can also use Deck Space like Aircraft, and take up 5 DP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Forts/Super Artillery:&#039;&#039;&#039;  These vehicles are quite massive and take up 1,000 CP or 2,000 CP if transported by air.  As with all other vehicles they take up no extra space it transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnoughts:&#039;&#039;&#039;  Land Dreadnoughts are huge machines and take up 10,000 CP, or (if you somehow find an aircraft large enough) 20,000 CP if moved by air. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MegaDreads:&#039;&#039;&#039;  These monsters take 100,000 CP.  They cannot be moved by Air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Cannon:&#039;&#039;&#039; Grand Cannon cannot be moved in the usual transport manner, however Space Based Grand Cannon can be towed according to the rules found in Section &#039;&#039;&#039;7C. Navies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces&amp;diff=71207</id>
		<title>Lords of Ether (20th Anniversary Edition) Air Forces</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces&amp;diff=71207"/>
		<updated>2022-11-10T02:49:22Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Added Capabilities List: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=6. Air Forces=&lt;br /&gt;
Air forces are a useful component of any modern military. They are equally handy for providing close air support for ground forces, defending and attacking naval forces, as well as performing long range strategic strikes and defending the homeland against enemy attack.  With proper substitutes (such as a healthy focus on anti-aircraft weapons) a Nation can survive without an air force, but it will find many operations very problematic without the aid of aircraft.&lt;br /&gt;
&lt;br /&gt;
Many Complex Air Force units can break free of the gravity of a planet on their own, and there is fundamentally little difference between flying in the sky over a planet or flying through space or the “Deep Sky” - save that puttering about the Deep Sky takes longer.  For that reason, unless limited by Reduced Capabilities such as “Space Only”, the concept of a “starfighter” has little meaning in Lords of Ether.&lt;br /&gt;
&lt;br /&gt;
==Air Force Types==&lt;br /&gt;
The forces that make up an Air Force are divided based on role and function, and grouped into the categories of Tactical Air, Strategic Air, Airlift, Army Aviation, and Airships.  Each of these categories has additional subtypes.   Within each subtype a set number of craft are gathered together as a Batch and given a Base Batch Cost.  For example; in the Type “Fighter” there are 25 Fighters in a Batch, for a Base Batch Cost of 1 point.  This is used in determining Upkeep costs and also in determining the Production Point cost and Production Time for building those units (see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Production|Section 13: Production]]&#039;&#039;&#039; for more details).&lt;br /&gt;
&lt;br /&gt;
More so than Army or Navy Types, Air Force Types vary widely in capabilities. Each Type has varying capabilities concerning things like defensive firepower, agility, durability and so on. However, two of the most important capabilities are speed and range. As a result, each aircraft in its description has a rating for its speed relative to other aircraft at its tech level - that is; Very Slow, Slow, Average, Fast and Very Fast. Each also has a range listing: Short, Mid, Long and Very Long.&lt;br /&gt;
&lt;br /&gt;
Aviation aircraft are, without exception, Very Slow and Short ranged.  As they are intended for tactical support of troops on the battlefield (their name is drawn from the term Army Aviation) this is rarely a serious problem for them, as they are still faster than the troops and tanks who are their chosen prey (even those with Boosters).  They make up for any lack of speed or range in agility, armour and firepower.  While able to carry less than their Airlift compatriots, Aviation is extremely useful for transporting troops into and out of very hot combat zones that would be suicide for Airlift to venture into.&lt;br /&gt;
&lt;br /&gt;
Rather than an actual Aircraft, Booster packs are a special Type of device that can be added to any tactical, Strategic, Aviation or Airlift Types (as well as Battlesuits and Hyper Advanced Armour) to increase their speed, give them the ability to break orbit, and sometimes also carry extra weapons and combat systems.  While not actually aircraft themselves, they are a distinct system and may also mount their own Added Capabilities.  Their power and capability is related to the Type they are mounted on.&lt;br /&gt;
&lt;br /&gt;
Airships act more like ships that other Aircraft and so have their own speed and range ratings. For details on what these ratings actually translate into, see &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Air_Forces#Air_Travel|Travel]]&#039;&#039;&#039; at the bottom of this Section&lt;br /&gt;
&lt;br /&gt;
===Tactical Aircraft Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Prop Scouts:&amp;lt;/u&amp;gt; 1 for 500&lt;br /&gt;
&lt;br /&gt;
Cheap, low performance aircraft that are all but unable to defend themselves normally, prop scouts represent things like low end drones, tactical air-launched decoys, loiter munitions and world war one scout planes. They can make excellent observation platforms and house kamikaze warheads, but are all but useless in the context of actual air to air combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Jet Scout:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
&lt;br /&gt;
These are unarmed scouts. These aircraft have Average speed and are Short ranged.  They take up ¼ of a Deck Point when calculating how many can fit on an aircraft carrier or Deck Capacity capable vessel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fighter:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
The main purpose of Fighter aircraft is to shoot down other aircraft, though when multi-rolled with the Ground Attack Added Capability they can become very credible strike aircraft as well. Even without that modification a fighter has some ground attack ability. However, its main role is air to air and to that end a Fighter usually employs a combination of speed and agility, backed by guns and/or missiles. Most jet engine air-to-air craft fall into this category, such as A MiG-29s and F-15s. These aircraft are Fast and Mid ranged, and take up a standard 1 Deck Point on carriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Interceptor:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
Interceptors are a sub-category of Fighter that trade manoeuvrability for speed. They are designed to race out quickly and intercept bombers. They are not designed for fighter engagements and so lack the ability to dogfight, preferring to engage at longer ranges. They also have a no real ability to perform strike missions. Aircraft like the MiG-25 or F-104 “Starfighter” fall into this category. These aircraft are Very Fast and Mid ranged take up a standard 1 Deck Point on carriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Strike Fighter:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
A Strike Fighter, sometimes called a Close Air Support (CAS) aircraft or fighter-bomber (a moniker it often shares with multi-role fighters), is an aircraft optimized for delivering ordnance against ground or naval targets. It is most often used for close support of other forces (tank busting is a speciality of some) and while slower than most fighters tends to be fairly nimble and so can serve as a second line fighter in a pinch. An A-10 “Warthog” or A-6 “Intruder” would fall into this category. These aircraft are of Average speed, and Mid ranged. Being not much larger than a Fighter they take up a similar 1 Deck Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Interdictor Aircraft:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
An Interdictor Aircraft is a faster fighter-bomber designed for penetration missions into the teeth of heavy defences.  They often operate deep over the lines and are often tasked to hit tactical targets in the enemy’s rear areas, such as airbases, railheads, and supply depots.  Due to their requirements to penetrate through enemy defenses they are quite fast, and possess a limited ability to defend themselves.  In a low threat environment they can even function as backup Interceptors.  However they carry less ordnance than Strike Fighters.  These aircraft are Fast and Mid ranged, and take up 1 Deck Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Fighter:&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
A Super Fighter is a fighter aircraft of near unbelievable abilities, greatly outperforming lesser aircraft in all areas.  Hideously expensive modern planes like the F-22, and Macross Veritechs fall into this category.  At 2 Deck Points a pop Super Fighters take up a bit more space than normal fighters, sometimes from size, but mostly from additional support equipment.  They are considered Very Fast and are Mid ranged.&lt;br /&gt;
&lt;br /&gt;
===Strategic Aircraft Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Heavy Strategic Bomber:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
These planes are designed for striking strategic targets at range and usually deep in enemy territory. While relatively slow, and certainly not fighters by any stretch they are not defenseless, often packing guns and powerful countermeasures, and usually capable of taking serious punishment.  B-52s fall into this category. They are Average speed and Long ranged, and if put on a carrier (quite a feat) take up 8 Deck Points.  For this reason they are more commonly flown from planetary bases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fast Strategic Bombers:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
The primary difference between heavy Strategic Bombers and Fast Strategic Bombers is that the latter trades some defensive armament and half the payload for speed and a level of manoeuvrability, making it as fast as a fighter, and agile enough for demanding manoeuvres like nap-of-the earth flight at high speed. Aircraft like the B1-B “Lancer” and Tu-160 “Blackjack” are examples of this type.  These aircraft are Fast and Long ranged. Like Heavy Strategic Bombers they take up a whopping 8 Deck Points, usually relegating them to planetary bases as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Bombers:&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
The biggest kid on the bomber-block, the Super Strategic Bomber is for if you find that &#039;normal&#039; bombers don&#039;t cut it.  They possess both powerful anti-ship and anti-ground capabilities as well as lethal anti-air weapons.  For their size they can also be surprisingly agile, though mostly they rely on speed and power.  Good examples of these are the enormous aircraft seen as end bosses in top-scrolling shooters - they have no real life counterpart. These aircraft are Fast and Very Long ranged. If by some miracle they are crammed onto a carrier, they take up 20 Deck Points.&lt;br /&gt;
&lt;br /&gt;
===Airlift Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Light Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
&lt;br /&gt;
These are small aircraft, capable of carrying a couple platoons of men or a single vehicle.  Large executive and biz jets fall into this category.  Like all Airlift Types they are naturally unarmed, and are not combat aircraft.  They are of Average speed and Mid ranged, and if put on a carrier take up 2 Deck Points. They have a Cargo Capacity of their tech level times 25.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Medium Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
Larger transport aircraft, these can carry significantly more cargo than their lighter cousins over longer ranges. The C-17 is a good example of this type. They are Slow and Long ranged, and if put on a carrier take up 6 Deck Points. They have a Cargo Capacity of their tech level times 50.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Heavy Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
The biggest airlift transport normally seen, these giant aircraft carry immense amounts of men and materiel across long distances. Aircraft like the C5 Galaxy and the An-140 are examples of this type. They are Slow and Very Long ranged, and if crammed onto a carrier take up 10 Deck Points. They have a Cargo Capacity of their tech level times 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Airlift Transports:&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
An immense aircraft, capable of carrying an entire company of tanks, platoons of Mobile Gun Forts or even (with the appropriate combination of Added Capabilities) Land Dreadnoughts.  Super Airlift Transports are so massive they do not suffer from the usual double CP values when transporting vehicles.  It also means that they can take an incredible amount of punishment and still fly.  On the flipside, this massive size means they suffer from the same double Ether fuel costs as Naval Capital Ships.  The Garuda class transports from Zeta Gundam are an example of this kind of aircraft.  These lumbering planes have all the agility of a brick, and are Slow and Very Long ranged, and if somehow put on a carrier take up 50 Deck Points. They have a Cargo Capacity of their tech level times 1,000.&lt;br /&gt;
&lt;br /&gt;
===Aviation Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Aviation Scout:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
&lt;br /&gt;
Aviation Scouts are small rotary or vertol aircraft.  These are the eyes and ears of an army on the move, and often the picket scouts of a fleet on patrol. While slower and shorter ranged than Jet Scouts they are significantly better armed.  Kiowas and &#039;Little Birds&#039; are a good example of this type.  If put on a carrier they take up 1/4 of a Deck Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Gunship:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
As a pure-combat Aviation Type, Gunships pack a tremendous amount of firepower in the form of guns, AT-rockets and missiles.  If given the right Added Capabilities they can even be a match for Fighters.  Apaches and Hinds are two good examples of this type.  If put on a carrier they take up 1 Deck Point, and if given cargo capacity (as many are), they have a Cargo Capacity of their tech level times 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Light Aviation Transport:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
&lt;br /&gt;
Compact transport aircraft, Light Aviation can carry a small amount of cargo or troops. Hueys and Blackhawks are of this type.  As all Aviation aircraft can carry a significant amount of firepower, Light Aviation can make for serviceable gunships if properly outfitted with weapons.  If put on a carrier they take up 1 Deck Point. They have a Cargo Capacity of their Tech Level times 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Medium Aviation Transport:&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
Larger rotary-wing transports, or vertol or hover aircraft, Medium Aviation Transports can carry several times the cargo of their smaller cousins. The large Mi-26 and Chinook helicopters are good examples of this type, and the Dropship from “Aliens” is an example of Medium Aviation rigged for combat.  If put on a carrier they take up 2 Deck Points. They have a Cargo Capacity of their tech level times 20.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Heavy Aviation Transport:&amp;lt;/u&amp;gt; 1 point per 10&lt;br /&gt;
&lt;br /&gt;
Heavy Aviation is for carrying particularly large loads and has no perfect real-world counterparts aside from modern hovercraft landing vehicles - though even here Heavy Aviation is much faster - which serve as bridge between a fleet and the landing zone for heavy materiel.  If given enough weapons they can become veritable hovering firebases, though that is not really their best use.  Rather, they are better suited for carrying very heavy loads right to the combat zone, as unlike other Aviation types they do not suffer from the usual double CP values when carrying vehicles.  If put on a carrier they take up 6 Deck Points.  They have a Cargo Capacity of their tech level times 50.&lt;br /&gt;
&lt;br /&gt;
===Booster Pack Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Booster Pack (Rocket or Fo/Fi):&amp;lt;/u&amp;gt; Variable Cost&lt;br /&gt;
&lt;br /&gt;
Booster packs are devices that can be added to any Tactical, Strategic, Aviation or Airlift Type to increase their speed or agility, give them the ability to break orbit, and sometimes also carry extra weapons and combat systems.  A capless or base booster is equivalent to a +1 booster added cap on the unit in question, and can take additional added caps per TL as normal. Booster Packs come in the same Batch Size as the Type they are made for, so Fighter/Interceptor/STRIKE/Interdictor/Medium Airlift/Medium Aviation/Gunship Booster Packs would all cost 1 point per 25 (And be interchangeable between all seven Types).  Booster Packs have no Wealth Upkeep and take up no extra Deck Points, but have base IUU and EU upkeep and gain additional upkeep as normal for added caps.&lt;br /&gt;
&lt;br /&gt;
===Sensor Aircraft Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Sensor Aircraft:&amp;lt;/u&amp;gt; Variable Cost – 1/5 x Parent Batch Size&lt;br /&gt;
&lt;br /&gt;
Sensor Aircraft are not their own distinct Type, but are rather a modification applied to other Aircraft.  Sensor Aircraft are equipped with powerful sensors and command and control systems, and are used to monitor the battlefield.  Sensor Aircraft divides the Batch Size of an Aircraft by five, so Fighter Sensor Aircraft would be 1 point per 5, rather than 1 point per 25, while Heavy Airlift Transport Sensor Aircraft would be 1 point per 2 rather than 1 point per 10.  The E-3 Sentry AWACS is a perfect example of a Heavy Airlift Transport equipped as a Sensor Aircraft.  The larger the Sensor Aircraft, the more sensor and command gear it can contain and the more effective it will be.  Apart from modifying the size of the chosen Batch, Sensor Aircraft incurs no other costs.&lt;br /&gt;
&lt;br /&gt;
===Airship Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Small Airship (Patrol):&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
This is a small airship or blimp; usually just a gas bag with a gondola slung underneath.  Unlike its simple counterparts, complex Small Airships have more powerful jet engines granting them extra speed, as well as more durable skin and less flammable components.  These craft are good for loitering patrols, and with a bit of Ether enhancement to its lifting gas, able to zip up into the Deep Sky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small Airship (Cargo):&amp;lt;/u&amp;gt; 1 point per 25&lt;br /&gt;
&lt;br /&gt;
This is a jet-blimp with its weapons removed and rigged for cargo duties.  In this role it can carry 1/25th the amount of an equivalent tech Freighter, so 400 CP at TL3, 600 CP at TL4 and 1,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Airship (Combat):&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
This is your usual Zeppelin, but now with new and improved jet engines.  More comparable to a fast ship rather than a slow aircraft, they are roughly equivalent to a Small warship, though like all airships they are significantly more fragile.  They have internal hangars for 2 DP worth of shuttles and scouts, though they are not Carriers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Airship (Cargo):&amp;lt;/u&amp;gt; 1 point per 5&lt;br /&gt;
&lt;br /&gt;
This is a jet-Zeppelin rigged for transport rather than combat.  With the weapons removed these craft can carry 1/5 the amount of an equivalent tech Freighter, so 2,000 CP at TL3, 3000 CP at TL4 and 5,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Airship (Combat):&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
This is the kind of Airship the Count dreamed of, but never got to build.  Designed as warships they fall somewhere between a Cruiser and a Battleship in firepower, though they are not as durable.  They have internal hangars for 5 DP worth of shuttles and scouts, though they are not Carriers unless given Deck Point Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Airship (Cargo):&amp;lt;/u&amp;gt; 1 point per 1&lt;br /&gt;
&lt;br /&gt;
This is a Super-Airship rigged for transport rather than combat.  With the weapons removed these craft can carry the same amount as an equivalent tech Freighter, so 10,000 CP at TL3, 15,000 CP at TL4 and 25,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Leviathan Airship (Combat):&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
&lt;br /&gt;
This Airship is the kind that lives only in the mad fantasies of the wildest SF writers – an Airship as big as a small town. They are roughly equal to a Super Capital Ship in firepower, though below Battleships in durability.  They have internal hangars for 25 DP worth of shuttles and scouts, though they are not true Carriers unless given Deck Point Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Leviathan Transport (Cargo):&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
&lt;br /&gt;
This is a Leviathan Airship rigged for transport rather than combat.  With the weapons removed these craft can carry five times the Cargo Capacity of an equivalent tech Freighter, so 50,000 CP at TL3, 75,000 CP at TL4 and 125,000 CP at TL5.  As they are still considered aircraft they suffer from the usual CP doubling effect when carrying Vehicles.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Modifications are either positive modifiers called Added Capabilities that increase the power and abilities of a unit, but also increase its cost; or negative modifiers called Reduced Capabilities that reduce the power and abilities of a unit, but also reduce its cost.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are represented by a “+”, such as “+1 Weapons,” or “+2 Shields.”  Some Added Capabilities can be taken multiple times, up to the slot limit of the unit in question, while others can only be taken a limited number of times.&lt;br /&gt;
&lt;br /&gt;
Most technological units, especially at the higher Advancement Levels, already come with a vast array of capabilities.  It is not necessary to take “Guided Missiles” as an Added Capability for at TL 4 Fighter, or “Radar” for a TL 5 Super Bomber as such devices are assumed to be standard equipment.  Thus Added Capabilities are generally broad and sweeping.  Each Added Capability takes up one “slot”.  The Tech Level of a unit directly determines how many Added Capabilities it can take and how much extra they will cost.  Thus a Tech Level 3 unit has three “slots” for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Units can exceed this limit by taking what are called “External Added Capabilities.”  These are devices which are not integral to the unit, but instead are attached in some manner, such as hastily bolted on, or stuffed into the rucksack.  All units can take one External Added Capability, unless they take Added Capabilities, which increase this.&lt;br /&gt;
&lt;br /&gt;
However External Added Capabilities are not as efficient as normal Added Capabilities and always incur extra upkeep (usually Ether), even if the Added Capability they are based on would not normally incur extra Upkeep.  Thus a +1 External would increase Upkeep by one, and a +2 External by two, and so on. Externals are discussed in greater detail in &#039;&#039;&#039;Section 9. Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking more than a +1 in most Added Capabilities also incurs extra Upkeep.  It should be noted that additional Upkeep costs do not cross over or accumulate between differing Added Capabilities.  A +1 Armour Added Capability and a +1 Weapons Added Capability do not increase Upkeep for a unit.  A unit can have many Added Capabilities without paying any additional Upkeep so long as they are dispersed across many areas.  However, this does NOT mean that by being overly specific you can dodge these costs – more accurate missiles and extra missile warhead power are still both Weapons Added Capabilities and will incur extra Upkeep costs if taken as a slot each.&lt;br /&gt;
&lt;br /&gt;
Booster Packs are a special case.  Though they may take their own Added Capabilities, they pay +1 Upkeep for each Added Cap they take regardless.  It should also be noted that Added Capabilities on Booster Packs are not as capable as those on their Parent Type – fully capped Booster Packs are thus an expensive luxury for many Air Forces.&lt;br /&gt;
&lt;br /&gt;
It is important to realize that an aircraft with +1 Weapons is not as powerful as two units of the same Type, nor one with +1 Shields as tough as two without.  Added Capabilities make a unit significantly more capable, but they don’t fully compensate for the increased cost.  However, the advantage is that smaller, more capable air forces are easier to deploy and handle on the battlefield as they take up much less space and usually fewer supplies.  For this reason a small, high-capped force can still defeat a much larger low-capped one.&lt;br /&gt;
&lt;br /&gt;
Reduced Capabilities are modifiers that lower the capabilities of a unit, but also lower its cost.  Each Reduced Capability cancels out the cost increase of one Added Capability.  If there are no Added Capabilities left, or none have been taken, a Reduced Capability reduces the Basic Batch Cost of the unit by one half.  Reduced capabilities are represented by a “-”.  Reduced Capabilities are usually taken either as a -1 or a -2.  A -1 is a serious (50% or more) reduction in Capability in the listed area.  A -2 is a near total reduction in Capability in the listed area.  As many different Reduced Capabilities as desired can be taken, though the Basic Batch Cost can never go below one half.&lt;br /&gt;
&lt;br /&gt;
How Added and Reduced Capabilities affect the cost of units is discussed in detail in &#039;&#039;&#039;Section 9: Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Added Capabilities List:===&lt;br /&gt;
&#039;&#039;&#039;+X Armour:&#039;&#039;&#039;  Aircraft do not take well to armour as it weighs them down, greatly increases the strain on their engines and makes them less able to maneuver, and so it is less common on them than on others.  While it can be taken multiple times on all air units, each time it is taken increases Ether Upkeep by +1, and reduces the agility of the aircraft.  Aviation Types are the exception, and they may take Armour without penalty, and gain +1 Ether Upkeep for every Armour Added Capability after the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields/Point Defenses:&#039;&#039;&#039; Shields become available at TL4 and are energy barriers and fields, however TL3 units can simulate their effects with Point Defenses like the anti-missile missiles, and decoy pods.  Shields or Point Defenses can be taken multiple times, but every Added Capability over the first incurs an extra +1 Ether Upkeep due to increased energy drain by the shield generators, or Point Defence power packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Weapons:&#039;&#039;&#039; This added cap increases the general offensive firepower of a unit, and is one of the more common and widely used Added Capabilties.  While it can add a bit of flavor to list such Added Capabilities as “+1 30mm Cannon,” or “+2 Smart Missiles,” the reasons for this increased firepower do not need to be specified.  Weapons can be taken multiple times, but every Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed – a 30mm cannon cannot suddenly be loaded with fuel cells rather than tungsten cored solid shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Close Combat Weapons:&#039;&#039;&#039; Close Combat Weapons are added caps that augment the ability of the unit to fight the enemy at point-blank range.  For Complex Air Units they are usually powerful but short ranged weapons, such as very high rate of fire scatter guns, or short ranged cluster missiles, but they can also be actual melee weapons too.  This Added Capability is used on planes that are pure dogfighters.  Close Combat Weapons have the advantage of never adding to the upkeep of a unit, no matter how many times this Added Capability is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Extended Range:&#039;&#039;&#039;  This Added Capability extends the range of the unit’s weapons and sensors.  It can be taken multiple times, but every Extended Range Added Capability over the first incurs an extra +1 Ether or Industry Upkeep.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Long Range Weapons:&#039;&#039;&#039; Rather than actually extending the range of the unit, these are weapons designed for optimum performance at longer ranges - sniper rifles and antishipping missiles are two examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit – you may not have a mix of Long Ranged and normal weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Long Range Tanks:&#039;&#039;&#039;  This Added Capability allows an aircraft to greatly increase its operational range.  Each time this Added Capability is taken it increases the basic operational range of the aircraft by 100%.  This is not cumulative, so an aircraft with +2 Long Range Tanks will have three times its normal range, not four.  Every time this Added Capability is taken it increases the Ether Upkeep of the unit by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Aerial Tanker:&#039;&#039;&#039;  This Added Capability allows a plane to refuel others in-flight.  If given to a plane that lacks Cargo Capacity, it is assumed to be carrying “buddy stores” and may refuel one plane of the same type as itself (and with the same Ether Upkeep) once.  This refuelling tops up the refuelled plane’s tanks to maximum.  Aircraft with Cargo Capacity can refuel 1 Ether worth of planes for every 100 CC.  Thus a TL4 Medium Airlift plane with 200 CC and refueling a wing of fighters with an Ether Upkeep of 2 per batch could top up the tanks of 25 of the Fighters.  It should be noted that this does not mean the tanker is actually carrying 1 Ether for every 100 CC, as planes use far less than one full Upkeep load of fuel, even when on a long mission.  This Added Capability raises the Ether Upkeep of a unit by 1, which includes any costs for the extra fuel carried.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 Megacannon:&#039;&#039;&#039; This Added Capability is only available for Super Bombers, Super Airships and Leviathan Airships. It adds a BFG to a unit that can only be fired once per day, but provides a massive increase in firepower for that one shot.  However, when a unit is using its normal weapons it provides no other bonus.  A unit may only have a single Megacannon, and it incurs an extra +2 Upkeep, in either Industry or Ether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Ordnance:&#039;&#039;&#039; This Added Capability is available to any air unit that would normally have limited attack capabilities, such as Fighters, Interceptors and Super Fighters.  It increases their (usually minimal) ability to attack Army and Navy Units.  It has no effect on their air-to-air capabilities.  This typically involves loading them up with bombs or rockets or other ground attack weapons.  While it does not turn them into the equal of STRIKE or Interdictor Aircraft, it does make them handily multi-role.  This Added Capability may only be taken once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Shipping Weapons:&#039;&#039;&#039; This Added Capability is available to all air units.  It optimizes their weapons for use against large vessels, such as all kinds of Naval Ships, Super Vehicles.  This Added Capability may only be taken once.  If given to an air unit that would normally have limited attack capabilities, that unit must take +1 Ordnance first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Defensive Weapons:&#039;&#039;&#039;  This Added Capability is available to all air units that would normally have limited anti-aircraft abilities, such as Strategic Air, Transport Aircraft and Aviation.  It increases the unit’s ability to engage other aerial targets, though it does not always turn them into a match for a purpose-built Fighter.  Super-bombers do not need to take this Added Capability as they already have formidable anti-aircraft capabilities.  This Added Capability may only be taken once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Tracking Weapons:&#039;&#039;&#039;  This Added Capability modifies the weapons of a unit to allow it to track and engage extremely rapidly.  If the unit with fast-tracking wins initiative it can destroy the enemy before its opponent has a chance to return fire.  Anti-Radiation missiles like the HARM are a good example of this.  Fast Tracking Weapons is best used by formations where it is possessed by all the main combat units.  If only a handful of Fast Tracking units are present in a larger formation they will tend to engage with the other units and so the advantage is lost.  Fast Tracking Weapons can be taken once and does not add to Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Sensors:&#039;&#039;&#039;  Sensors are very important to all aircraft, and all Complex Air are assumed to have some form of advanced detection gear.  Sensor Added Capabilities increase these capabilities.  Typical sensor abilities and ranges are described in greater depth in Section 10: Sensors and Communications.  A unit does not have to have Sensors itself to take advantage of them, as they can receive targeting data from another unit with Sensors, particularly dedicated Sensor Aircraft.  As with other Added Capabilities, for every Sensor Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Communications:&#039;&#039;&#039;  While all Complex Air Units are assumed to have some form of communications, some units have a need for more specialized and dedicated systems.  Communications boosts the command rating of a force, and allows information to be passed faster and in greater detail.  Communications is a good Added Capability for sensor aircraft, which can use it to coordinate others.  In automated armies it can even allow a command unit to remotely control other forces. Communications can be taken multiple times, but for every Communications Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Command Aircraft:&#039;&#039;&#039;  Militaries often have battlefield control aircraft from which generals can survey the battlefield, issue orders and make plans.  The presence of such units on the battlefield can greatly assist other combat units.  All air forces are naturally assumed to have sufficient assets to command their forces, but Command Aircraft turns a unit into a specialized command plane.  Sensor Aircraft make the best Command Aircraft, and this Added Capability is best combined with other Added Capabilities such as Sensors and Communications.  Command Aircraft can be taken multiple times, but for every Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity:&#039;&#039;&#039;  This Added Capability can only be taken by aircraft with integral Cargo Capacity, and by Airships.  For aircraft with integral Cargo Capacity each +1 Cargo Capacity increases the total that can be carried by 50% of the base CC amount.  That is, the percentage increases are not cumulative, so a TL3 Light Aviation Transport (30 CC) with +2 Cargo Capacity as its Added Capabilities would have a total Cargo Capacity of 60 Cargo Points, not 68.  Airships gain CC as if they were a Cargo Airship of equivalent size.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity (specialized):&#039;&#039;&#039;  This Added Capability can only be taken by aircraft with integral Cargo Capacity and by Airships.  Each +1 Cargo Capacity (specialized) increases the total of one particular item that can be carried by 100% of the base CC amount.  The speciality should be noted, such as “Troops”, “Vehicles”, “Ether”, “IUU”, and so on, and only the specialized item can be carried.   Normal Cargo Capacity and Specialized Cargo Capacity cannot be mixed on a single unit.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039;  Compact allows for smaller units that take up less space and present smaller targets to enemy fire.  Each +1 of Compact reduces the CP a unit takes up by half.  Thus a Fighter with +1 Compact would take up 100 CP rather than 200 CP, and with +2 Compact would take up 50 CP, and with +3; 25 CP and so on.  Compact aircraft are also more difficult to spot and hit.  If a unit with Carrying Capacity takes Compact its Carrying Capacity is similarly reduced.  Compact can be taken multiple times and does not incur any additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X ECM:&#039;&#039;&#039;  ECM stands for Etheric Countermeasures.  It is used to blind sensors, jam or decoy guided weapons and even counter magical effects.  All advanced vehicles have some sort of ECM, but this Added Capability expands those capabilities.  ECM affects the entire battlefield, and the more units that have ECM, the more effective it becomes, cutting down the ranges at which the enemy can see and engage at, and increasing the chance of spell failure.  ECM can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a radar reflective paint to mirage colloids to a cloaking field.  Stealth of any sort is not easy to just slap on an aircraft; the more comprehensive the Stealth package the more design compromises in other areas that are required.  +1 Stealth has no detrimental effects on a unit, but at +2 or higher it reduces the speed and firepower of the unit by 25% as engines must be baffled reducing performance and weapons stowed in internal bays reducing payloads.  Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated, particularly after a unit opens fire on the enemy.  Stealth can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039;  Purposeful effort meant not to hide a unit, but to make it look like something else to varying levels of scrutiny. This will not allow a unit to perfectly mirror a unit belonging to another power, only appear to an observer to be a different unit type of roughly the same size. At +1 this can allow for a unit to fool inspection at a distance such as a warship or aircraft spoofing electronic signatures of known freighters or having structures added to match radar returns. At +2 this can allow for a unit to appear convincing at visual range, such as a Q-ship being built specifically to match a certain class and silhouette.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Automation:&#039;&#039;&#039; Automation is the replacing of people with machines.  It speeds up routine processes, reduces error, increases efficiency and decreases Upkeep costs.  An Automated aircraft will have a higher command rating and be more agile.  As well, Wealth Upkeep and crew requirements are both halved (in this case it is usually the ground crew requirements that are being reduced). Automation itself does not incur any additional  Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Mind:&#039;&#039;&#039; Magical powers, or indeed magitech powers, can imbue an Artificed unit with some form of intelligence and awareness to eliminate human attendants or crew. Wealth upkeep and Draft requirements are eliminated entirely. For narrative purposes a unit with +1 Mind is ranges from half cognizant - while able to understand and follow simple instructions it is easily confused - at low MLs to a fully coherent human-level intelligence at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 AI/Mind:&#039;&#039;&#039;  Both magical and technological powers can not only eliminate the human factor entirely but exceed it, whether by binding a spirit to the machine or advanced computing. AI has an even better command rating and agility than +1 Automation. Additionally it reduces Wealth Upkeep and Draft requirements to zero. AI does not itself incur any additional Upkeep. As an aside, a +2 Mind from magic is a human-level intelligence straightaway but a technological AI may not be the best conversation partner until TL5 Psych. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clones:&#039;&#039;&#039; At a sufficient level of Psychology and Biology, a Power can produce flash Clones with the implanted training to function as soldiers as soon as they are decanted. Draft pool requirements are removed entirely. However, at TL4 Biology, these clones are deeply problematic, as such they both take a full Capability slot and they must take the effect of a Reduced Capability - pick from the list below. At TL5 Biology these flash Clones are fully stable, having no negative effect, and become Slotless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Low Maintenance:&#039;&#039;&#039;  Units with Low Maintenance are either very efficient and reliable, or perhaps just possess crews who are very skilled at doing more with less.  Low Maintenance halves the Industry Upkeep of a unit (round up).  It may only be taken once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Regenerating:&#039;&#039;&#039;  This Added Capability is also called Self Sustaining.  Regenerating units will slowly repair themselves after battle, as well as re-arm all their weapons and maintain their systems without Industry resupply.  Regenerating converts all Industry Upkeep to Ether, makes repairs faster and cheaper, and increases damage control saves.  Taking this Added Capability more than once increases the speed at which self-repair happens, though due to the relatively fragile nature of most aircraft only the larger ones really benefit from this.  Regenerating incurs no additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Ether Enhanced Lifting Gas:&#039;&#039;&#039; This Added Capability enhances the lifting ability of airships, and allows them to rise up from a planet and into the Deep Sky.  It also gives them the ability to navigate against the power of the storms in the Star Ways, and so is necessary for space travel.  Ether Enhanced Lifting Gas also increases the weight of equipment an Airship can carry, allowing it to take one Armour Added Capability without Upkeep increase, and doubling the effect of any Cargo Capacity or Deck Capacity Added Capabilities.  Ether Enhanced Lifting Gas can only be taken once, and incurs a +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Speed:&#039;&#039;&#039;  As it says, Speed makes aircraft faster.  Each Added Capability increases the rate at which aircraft travel from point to point by 50% over their base speed.  Speed also allows planes to engage and disengage more easily against slower targets.  Speed may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Agility:&#039;&#039;&#039;  Agility makes an aircraft more nimble, allowing it to avoid and dodge incoming fire, and making it more capable in a dogfight. Agility may be taken multiple times and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Rocket Boosters:&#039;&#039;&#039;  Rocket Boosters, also sometimes called “Superburners”, make aircraft even faster than Speed Added Capabilities, but only for short periods.  Each Added Capability still only increases the rate at which aircraft travel from point to point by 50% over their base speed, as planes cannot afford the high fuel consumption of Boosters on long journeys.  However, in combat Boosters give a much higher speed boost, allowing planes equipped with them to get the jump on slower opponents, or flee if the engagement is going poorly.  Boosters of all types allow planes to fly from the planet into space, though they are not required for planes to actually fight in the “Deep Sky.”   Rocket Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Force Field Boosters:&#039;&#039;&#039;  Force Field or Fo/Fi Boosters make aircraft even more maneuverable than Agility Added Capabilities, using force fields and inertial systems to throw a plane about the sky in ways that would be impossible for more conventional aircraft.  Boosters of all types allow planes to fly from the planet into space, though they are not required for planes to actually fight in the “Deep Sky.”   Fo/Fi Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Amphibious:&#039;&#039;&#039;  Planes with Amphibious are capable of flying in water as well as through the air.  This Added Capability goes far beyond normal seaplanes (which have limited tactical value in Lords of Ether, hence their lack of an actual Added Capability) and can be used by aquatically inclined Powers to create submersible fighter craft.  It converts a unit’s equipment, including weapons, shields, boosters and so forth to function properly underwater as well as above.  Amphibious can only be taken once, and has no effect outside of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Legs:&#039;&#039;&#039;  The Legs Added Capability allows an aircraft to function as a Humanoid Vehicle when necessary, allowing it to move on the ground in places where flying is impossible, and increasing its agility as the legs appendages can also be used as powerful vectored thrust nozzles or the like.  Legs also allows a unit to load heavier armour, and an Aircraft with this Added Capability suffers no Agility or Upkeep penalty for its first Armour Added Capability.  When applied to aircraft Legs is often thought of as a form of transformation, like the gerwalk ability of Macross Veritechs  Legs can be taken only once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Arms:&#039;&#039;&#039;  The Arms Added Capability gives a unit extra motivators with which to carry and manipulate things.  Each +1 Arms allows a unit to carry one extra External Added Capability.  Arms can be considered extra hardpoints for the less Macross-inclined, but it can also be considered a component of transformation, allowing Macross Batteloids and the like.  This Added Capability also slightly enhances a unit’s ability in Close Combat.  Arms may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 All Weather Training:&#039;&#039;&#039;  Planets are often covered in varying and difficult – even dangerous – environments.  These environments can severely limit the ability of planes to operate.  While all complex aircraft are assumed to have a standard instrument suite for all-weather flying, this training makes them far more proficient at it, particularly in the more extreme climates, though it does not remove all the minuses of the worst environments.  All Weather Training may only be taken once, incurs no extra Upkeep, and is normally a Slot Free Added Capability.  If taken as an external this Added Capability is considered All Weather Equipment and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as All Weather Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Loyalty Training:&#039;&#039;&#039; Thanks to a highly selective screening process and a steady diet of propaganda these troops are loyal to death.  Units with this cap have a higher resistance to enemy subversion and will be the last troops to rebel, if ever.  In addition, whether by suicidal fanaticism or rear of the Commissar’s wrath, these troops will undertake missions that any other sane solider would balk at.  Loyalty Training can only be taken once, incurs no extra Upkeep, and counts as a Slot Free added capability.  If taken as an external this Added Capability it is considered to be additional equipment (slave collars, or neural whips perhaps?) and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Loyalty Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/2 Casting Chamber:&#039;&#039;&#039; A casting chamber is an area on a large unit purposefully designed to amplify the effects of spellcraft. It can be equipped on any unit with a base batch size of 1/10 or larger, providing a free level of AoE for spells cast by a mage within it and reducing the enchantment cost of the unit in question as if it were one ML lower. Only one mage can be assigned to any particular casting chamber. Note that for batches with more than 1 unit, the free AoE still only applies to one mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Multifusion (Tech/Magic):&#039;&#039;&#039;  It is possible to build a military unit with more than one Technomagical or Magitech Fusion.  For each Fusion after the first a batch must take a Multifusion Added Capability.  Each Multifusion Added Capability applies only to a specific combination of Tech and Magic, so a unit with Engineering/Movement, Engineering/Material, and Engineering/Creation would still need two Multifusion Added Capabilities.  Multifusion is Build Free and Slot Free, and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
===Reduced Capabilities List:===&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Armour:&#039;&#039;&#039;  Reduced Armour reduces the physical protection of a unit, and may only be taken once by aircraft.  Taking this Reduced Capability makes all but Aviation and the largest aircraft exceedingly fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Shields:&#039;&#039;&#039;  This added capability removes the defensive shields around an aircraft, making them more vulnerable to incoming fire.  Obviously aircraft that have yet to receive shields such as TL3 planes cannot take this Reduced Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Cargo Capacity:&#039;&#039;&#039;  In Cargo Capacity capable aircraft this halves the amount that the vehicle can carry.  It can only be taken once, since a transport unable to carry anything is a pretty pointless vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Slow:&#039;&#039;&#039;  The unit in question is just slow.  Taking this Reduced Capability cuts travel speed in half, and reduces an aircraft&#039;s combat speed as well.  This is common among cargo aircraft that have no need of rapidly reaching their destination, but also used by fighters that rely on dogfighting rather than high-energy tactics.  Aviation Types may not take this Reduced Capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Short Range Craft:&#039;&#039;&#039;  This Added Capability halves the operational range of the aircraft, and also cuts down on its ammunition load and the time it can spend in combat.  This Reduced Capability cannot be taken by Airships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Agility:&#039;&#039;&#039;  The unit in question is less nimble than normal, which reduces its ability to evade and makes it vulnerable in a dogfight.  Interceptors sometimes take the Reduced Capability when specialized for shooting down bombers and other planes they have no need to outmanoeuvre.  This Reduced Capability cannot be taken by Strategic Aircraft, Airlift or Airships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Sensors:&#039;&#039;&#039;  Aircraft with this Reduced Capability have problems with finding and engaging targets, due to poor detection equipment, reduced cockpit visibility, or some other factor.  While some of this problem can be overcome by using other aircraft with powerful Sensors to feed information to those without, this Reduced Capability can be particularly debilitating, since the aircraft that detects its enemy first often has an major advantage, and poor sensors can make long range navigation extremely difficult resulting in lost or badly off course planes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Tracking:&#039;&#039;&#039;  Units with this Reduced Capability have problems with finding and engaging targets, and unless attacking from ambush will generally be engaged before they can shoot back.  It is best to group units with this Reduced Capability together since if placed with other units that are faster to engage they will rarely get a chance to shoot before their comrades deal with the enemy, or they are destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 No Externals:&#039;&#039;&#039;  Aircraft with this Reduced Capability do not have the ability to mount External Added Capabilities, or to use Booster Packs.  Because aircraft can benefit greatly from the ability to switch their capabilities rapidly between missions, this Reduced Capability has more effect than might be first apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Command:&#039;&#039;&#039;  Units with this Reduced Capability are uncoordinated and often unreliable.  They will be slow to respond to orders, and have trouble reacting to unpredictable situations.  Garrison and trench-bound forces can often get away with this Reduced Capability with little detriment (so long as the enemy doesn’t break through!), but it can severely hamper offensive operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 High Visibility:&#039;&#039;&#039;  The units in question are extremely visible on sensors, more so than would be normal for their Type, and sensors and guided weapons have a very easy time locking onto and engaging them.  This isn’t just a throwaway Reduced Capability; in an environment of modern war it can be an early death sentence.  Even without advanced sensors it often manifests as other telltale giveaways, such as vast clouds of smoke or a noise that can be heard miles away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Space Only:&#039;&#039;&#039;  Aircraft with this Reduced Capability are limited to operating only in Space or the Deep Sky.  They do not have the means to handle atmospheric flight and so cannot operate around planets.  This can also cause them problems in the Star Ways, particularly in the dense ether clouds along the edges of a Way which form their own atmospheres.  Thus will not prevent them from flying in a Star Way, but it can limit their capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Atmosphere Only:&#039;&#039;&#039;  Aircraft with this Reduced Capability are limited to operating only in the atmosphere of a planet, lacking the means to operate in Space.  They also have trouble in the rarefied air of higher altitudes, and so are limited to lower altitude flight, suffering serious performance decreases in the upper regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Increased Upkeep:&#039;&#039;&#039;  The unit in question just is not efficient in one area or another. –1 Increased Upkeep doubles the upkeep costs in the selected area, either Wealth, Industry or Ether.  It should be noted that Types with extra Wealth demands must now pay that Wealth Upkeep monthly when under War Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Export Model:&#039;&#039;&#039;  Export Model units are built with a significantly lower number of Advancement points within an Advancement Level than the Power is capable of.  If the unit is 50 Advancement points or more lower than what the Power is capable of building it gains a -1 Reduced Capability to build the unit, allowing cheaper and faster construction.  This does not apply to Advancement levels but to Advancement points within those levels.  For example: a TL 5 Power building a TL 3 tank is normally assumed to have built one with an Advancement of 3.99.  However if such a Power were to build a vehicle at 3.5 Advancement points it would gain a -1 Reduced Capability for building a WWII panzer rather than a post modern MBT.  However, if a TL 5 power were to build a TL 3 tank at 3.99, it does not gain this Reduced Capability, as it is building the tank at the maximum level 3 technology.  This Reduced Capability only applies within Tech Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 Single Use:&#039;&#039;&#039; This negative capability refers to units which are intended to be used exactly once, taking the form of expendable drones, pustulent exploding zombies, arms of very dubious manufacturing quality or in more macabre situations as kamikaze units. Regardless of the outcome, they shall only ever see battle once and be lost afterwards.&lt;br /&gt;
&lt;br /&gt;
==Air Force Upkeep==&lt;br /&gt;
This is the part everyone hates, but like it or not, those massive militaries have to be maintained.  Upkeep comes in three separate parts:  the money you have to pay for your forces or Wealth; the goods you have to make to keep them going or Industry, and the fuel you have to use to run them or Ether.  Upkeep is always based on the Base Batch Cost, and then modified by the effects of any additional Added Capabilities.  It is paid once a year, except in specific circumstances detailed later.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
===Wealth:===&lt;br /&gt;
Your pilots need to be paid (and well!), as do the ground crews who work on their planes, and the service staff at the air bases, and more.  This is Wealth Upkeep.  All Types have to pay this regardless of tech level, and as with all Upkeep costs it is based on the Base Batch Cost of the Type, so 25 Fighters would have a Wealth Upkeep of 1, as would 1 Super Bomber.  A Leviathan Airship on the other hand would have a Wealth Upkeep of 5.  Wealth is almost never subject to increased Upkeep (unless you decide to pay the troops more for some reason) but it can be reduced or even removed by automating certain processes.  Partially automated systems (a +1 Added Capability) pay half Wealth Upkeep while fully automated systems (a +2 Added Capability; essentially full Artificial Intelligence) pay no Wealth Upkeep at all.&lt;br /&gt;
&lt;br /&gt;
===Industry:===&lt;br /&gt;
Your planes also need to be armed, serviced and repaired.  This is Industry Upkeep.  Once war reaches the industrial age and becomes an exercise in materiel expenditure Industry becomes a vital necessity for all units.  Like Wealth, Industry Upkeep is based on the Base Batch Cost, however it is more commonly subject to increases caused by Added Capabilities such as extra weapons.  In such a case, additional Upkeep for the Added Capabilities is simply added to that of the basic Industrial Upkeep for the Type.  Industrial Upkeep can be reduced by such Added Capabilities as Low Maintenance, which halves the Necessary Industrial Upkeep.  The most advanced military forces can also pay the Industrial Upkeep instead of Ether Upkeep by using regeneration and replication technologies.&lt;br /&gt;
&lt;br /&gt;
===Ether:===&lt;br /&gt;
Planes are particularly dependent on fuel to run, and all aircraft have Ether Upkeep.  Ether Upkeep is based on their Base Batch Cost and any Added Capability costs they incur.  There are no ways to reduce Ether Upkeep, and it must always be paid in full for a unit to function.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch for a 12-month period.  However war devours resources at an astonishing rate and the normal yearly payment assumes only peacetime expenditures.  Units in combat thus must pay Upkeep on a monthly rather than yearly basis, at least for Industry and Ether.  It is a rare army that pays its troops extra simply for doing their jobs, so Wealth Upkeep remains the same.&lt;br /&gt;
&lt;br /&gt;
This war upkeep makes modern combat a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
Apart from buying expensive Added Capabilities to cut down on Upkeep there are a number of strategies a power can use to reduce the drain of its Armies on its economy and infrastructure.&lt;br /&gt;
&lt;br /&gt;
Firstly you don’t have to pay your men.  Your soldiers won’t instantly desert if you don’t pay the Wealth Upkeep.  However, troops without pay still have to eat.  While they may hang around out of patriotism, they may also begin looking for other ways to supplement their non-existent incomes, such as crime.  Fail to pay them for long enough in peacetime and morale will plummet, training standards will fall, and effectiveness as a cohesive force drop.  However, if you’re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their paychecks probably won’t affect troop morale much.&lt;br /&gt;
 &lt;br /&gt;
Similarly, you also don’t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness on the air force that is bad for training standards and tends to lower morale.  You can get away with this for a few years, or by only using selected units – a few units detailed to hangar duties each year on a rotating basis won’t harm overall capability much – but if you shut down the entire air arm, and especially if you do it for more than a year, the pilots are going to begin losing their edge.  This happens particularly quickly with aircraft, and after two or three years of general inactivity, most of the equipment will be totally unserviceable.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire air force active at once.  Indeed in many cases this may not be possible.  Units can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
==Air Force Logistics==&lt;br /&gt;
Logistics is the science of supply and transport.  It’s all very well to have food, parts, ammunition and fuel, but it still has to find its way to the units that need it when they need it.  Logistics plays a big part in Lords of Ether, though it is greatly simplified (in real life logistics is a fiendishly complex thing which would take more pages than this entire manual to detail).  Nevertheless, the air force that ignores logistics does so at its peril.&lt;br /&gt;
&lt;br /&gt;
===Supplies===&lt;br /&gt;
While aircraft themselves carry very limited supplies – enough for relatively short missions – their bases are well stocked and generally carry one full Upkeep load of Industry and Ether for all aircraft stationed there.  This is enough to last them either a year in peacetime, or a month in wartime.  Once that runs out they need to restock, with supplies brought in from the factories and refineries.  For airbases this is assumed to happen automatically, unless the base is in a very isolated region far from industrial and ether production support.&lt;br /&gt;
&lt;br /&gt;
Airships are the exception, and carry supplies in the same manner as Naval Ships, as detailed in &#039;&#039;&#039;Section 4C. Navies&#039;&#039;&#039;, allowing them to operate for extended periods of time without landing.&lt;br /&gt;
&lt;br /&gt;
In the cases when significant amounts of supplies need to be moved, the Cargo Points they take up must be considered.  Industry for military forces takes the form of finished goods, which take up 5,000 Cargo Points per 1 point of Industry.&lt;br /&gt;
&lt;br /&gt;
Ether takes up a multitude of forms depending on the tech level of its storage devices:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Ether/Etherite Coal/Ethernol:&#039;&#039;&#039;  5,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
This is the most common form of Ether, and is used by all Powers prior to the development of more efficient Etheric storage systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Cell (Physics/Mathematics 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
An Ether Cell is concentrated Ether in a battery-like apparatus.  It can be recharged from lesser forms of Ether and is a very stable method of continued power, as well as less bulky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Etheric Fusion Catalyst (Chemistry 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
Etheric Fusion Catalysts store Ether in concentrated forms, and then break it down with various chemical reactions.  Where an Ether Cell puts out a steady stream of power, Fusion Catalysts are great for sudden, whopping great expenditures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZPE Reactors/Geode Reactors:&#039;&#039;&#039; Most aircraft are too small and lightly constructed to mount such devices as ZPE or Geode Reactors, however the larger craft (Base Batch Cost 1 point per 5 and higher) can squeeze such apparatus in.  If they do so, they use the rules for such devices found in &#039;&#039;&#039;[[Lords_of_Ether_(20th_Anniversary_Edition)_Navies|Section 7. Navies]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The above numbers should be only used in cases where bulk Ether must be transported to airbases, or stored in ground depots or in aircraft carriers.  How many CP Ethernol takes up as opposed to how much CP an Ether Fusion Catalyst uses has no direct effect on the operation of the aircraft themselves.  Instead, the effects of higher tech aircraft using more efficient power sources are detailed in the Air Travel section further down.&lt;br /&gt;
&lt;br /&gt;
===Cargo Point Values for Transport===&lt;br /&gt;
&lt;br /&gt;
Aircraft can’t always fly under their own power.  Sometimes they have to be stowed and shipped in other vehicles.  In this case, the CP they take as cargo up is calculated from the DP they take up.&lt;br /&gt;
&lt;br /&gt;
For every 1 DP, an aircraft takes up 100 CP.  It should be noted that aircraft in this state are in no way ready to fly, often being disassembled and dismantled.  They will take at least a week to re-assemble and be ready for operations.&lt;br /&gt;
&lt;br /&gt;
=Air Travel=&lt;br /&gt;
Aircraft have operational ranges that limit how far they can fly from their bases, and travel speeds that determine how fast they can fly.  This is governed by the aircraft’s speed and range ratings, as listed in the subtype entries.&lt;br /&gt;
&lt;br /&gt;
==Speeds==&lt;br /&gt;
The indicated speeds reflect only travel or cruising speeds, and are not meant to represent combat speeds, at which time aircraft may accelerate to many times their travel speeds.  1 Cosknot is equivalent to 50 km/h in atmosphere and at that speed a vehicle will cover 1 Great League in one week.  Given the speed of aircraft, some helpful conversions are 7 Cosknots = 1 GL per day and 28 Cosknots = 1 GL per 6 hour period (a typical transatlantic flight).  Thus aircraft of decent speed can travel between closely-spaced star systems in relatively short spans of time and the equivalent of long-haul flights allows for commercial air travel.&lt;br /&gt;
&lt;br /&gt;
===Very Slow===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 6 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 8 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 10 Cosknots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 10 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 15 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 20 Cosknots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Average===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 20 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 30 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 40 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 30 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 45 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL5 || 60 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Very Fast===&lt;br /&gt;
&lt;br /&gt;
{| Class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| TL3 || 40 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
| TL4 || 60 Cosknots&lt;br /&gt;
|- &lt;br /&gt;
| TL5 || 80 Cosknots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranges==&lt;br /&gt;
The ranges listed below are the operational combat radius of the aircraft, so they include both the journey out, a period of combat, and then the journey back.  Pilots who have no intention of returning home can thus double these ranges, either on ferry missions. . .  or perhaps desperate Kamikaze sorties!&lt;br /&gt;
&lt;br /&gt;
As a note, flying in Space is much less draining on fuel than atmospheric flight, so ranges in the Deep Sky are greatly extended.&lt;br /&gt;
&lt;br /&gt;
===Short===&lt;br /&gt;
TL3 = Within one Terrain Region&lt;br /&gt;
&lt;br /&gt;
TL4 = Out one Terrain Region, or 1 Great League&lt;br /&gt;
&lt;br /&gt;
TL5 = Out one Terrain Region, or 1 Geat League&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
TL3 = Out two Terrain Regions, or 2 Great League&lt;br /&gt;
&lt;br /&gt;
TL4 = Out three Terrain Regions or 2 Great League&lt;br /&gt;
&lt;br /&gt;
TL5 = Out four Terrain Regions, or 3 Great League&lt;br /&gt;
&lt;br /&gt;
===Long===&lt;br /&gt;
TL3 = Out six Terrain Regions, or 4 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL4 = Out eight Terrain Regions, or 5 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL5 = Out ten Terrain Regions, or 6 Great Leagues&lt;br /&gt;
&lt;br /&gt;
===Very Long===&lt;br /&gt;
TL3 = Anywhere on a planet, or 6 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL4 = Anywhere on a planet, or 8 Great Leagues&lt;br /&gt;
&lt;br /&gt;
TL5 = Anywhere on a planet, or 10 Great Leagues&lt;br /&gt;
&lt;br /&gt;
==Upkeep==&lt;br /&gt;
It should be noted that aircraft do not pay extra Upkeep for traveling, and the fuel costs of flights are considered part of their normal upkeep, both in war and peace.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Armies&amp;diff=71206</id>
		<title>Lords of Ether (20th Anniversary Edition) Armies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Armies&amp;diff=71206"/>
		<updated>2022-11-10T02:48:07Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Added Capabilities List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Strategic Travel and Fuel|Strategic Travel and Fuel]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
&lt;br /&gt;
=3. Armies=&lt;br /&gt;
Of all the three main military branches, Lords of Ether perhaps emphasizes the role of Armies the most.  Armies defend your land, your cities, your means of production and your people, and are also the prime means of taking such things from your opponents.  Aircraft and star-ships cannot take ground, and due to the ease of counter bombardment they cannot even easily dominate a battlefield.  Orbital bombardment of sufficient magnitude can weaken a foe, but no matter what, in the end ground troops will have to go in and finish the job.&lt;br /&gt;
&lt;br /&gt;
Complex Armies are made up of troops with a greater diversity of equipment and weapons than Simple Armies.  Soldiers by default have powerful ranged weapons in the form of firearms, and usually are backed up by large contingents of vehicles, such as trucks, armoured carriers, and tanks.  However in payment for this added power, Complex Military Units leave the easy Upkeep of Simple Military Units behind, and require a great deal of materiel support in the form of both IUU and Ether to function properly.&lt;br /&gt;
&lt;br /&gt;
==Army Types==&lt;br /&gt;
The forces that make up an army are divided into subtypes based on role and function.   Within each subtype a set number of individual men or pieces of equipment are gathered together as a Batch and given a Base Batch Cost.  For example; in the Type “Unskilled Infantry” there are 100,000 Unskilled Infantry in a Batch, for a Batch Cost of 1 point.  This is used in determining Upkeep costs and also in determining the Production Point cost and Production Time for building those units (see Section 11: Production for more details).&lt;br /&gt;
&lt;br /&gt;
===Security Forces===&lt;br /&gt;
Security forces are a nebulous set of unit types that are used to keep track of the population, detect and arrest enemy spies, put down dissent and – in necessary – oppress the population into total subservience. Normal military units can often do these tasks under martial law; Security Forces just do it better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Informers:&amp;lt;/u&amp;gt; 1 point per 100,000&lt;br /&gt;
Informers are a handy thing for any police state to have. They&#039;re nothing more than the local populace on the government payroll, ordered to keep an eye out for any suspicious persons. A state with a loyal and happy populace and no great paranoia has little need of informers, but in an Nation suffering from discontent they can be invaluable. Unfortunately, once discontent becomes open defiance, informers tend to lie low. In the right circumstances, Informers can also be bought in the populace of another Nation, but doing so takes times as much as ten times the cost and upkeep respectively, and is hardly as hassle free as it is when you control the local security apparatus. The employees of a trans-stellar are automatically informers for their organization. The Advancement modifier for Informers is the average Technology level of the organization on which they are informing, and they take no caps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Secret Police:&amp;lt;/u&amp;gt; 1 point per 10,000&lt;br /&gt;
Secret police are para-military troops whose main task is to look after the internal affairs of the nation. They are more effective at putting down civil disorder and keep a close eye out for enemy infiltration. In a pinch they can serve as combat troops, though they&#039;re usually only half as effective as Skilled Infantry.&lt;br /&gt;
&lt;br /&gt;
===Infantry Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Unskilled Infantry:&amp;lt;/u&amp;gt;  1 point per 100,000&lt;br /&gt;
Unskilled Infantry are second line troops that are often raised quickly to act as cannon fodder or to hastily fill gaps in the regular forces. Irregular militia, partisans, or raw conscripts with weapons perhaps a generation less advanced than the regular army fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled Infantry:&amp;lt;/u&amp;gt;  1 point per 10,000&lt;br /&gt;
Skilled infantry are the standard soldiers of most armies, armed with a spread of the standard infantry weapons.  Along with personal weapons or small-arms, this includes light artillery like mortars and anti-tank missiles.  Most regular modern soldiers would fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Elite Infantry:&amp;lt;/u&amp;gt;  1 point per 1,000&lt;br /&gt;
Elite infantry are specially trained troops, usually armed with the best weapons available.  These are still “line” combat forces, but they have special capabilities.  They are best employed on specialized missions the standard soldiers are ill trained for.  They will give a sterling account of themselves if used in the trenches with the other soldiers, but it is often a waste of their true abilities.  Stormtroopers, Paratroops and Marines are good examples of Elite Infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special Forces:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
These are the very best of the very best.  Handpicked men given equipment the rest of the army may not even know about yet, and trained to the absolute highest standards.  Such troops are best saved for specific and exceptionally difficult or dangerous tasks.  Special Forces are capable of operating discreetly, and can be used as Spies, though they may not conduct Espionage or Counter Intelligence Missions, they make excellent information gatherers and even better assassins.  Organizations like the Navy SEALS, Spetznaz and SAS are in this category.&lt;br /&gt;
&lt;br /&gt;
===Artillery Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Self-Propelled Artillery:&amp;lt;/u&amp;gt;  1 point per 200&lt;br /&gt;
Self Propelled Artillery is the modern army’s “big stick.”  Light artillery like man portable mortars and anti-tank weapons are considered integral to the equipment of Infantry formations, but a gathering of larger guns is a necessity for any well-rounded army. In terms of raw firepower-to-cost artillery Types are the best in the game, but even though some pieces of self-propelled Artillery may look like tanks, they are not tanks, and will fare poorly when directly engaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Heavy Artillery:&amp;lt;/u&amp;gt;  1 point per 25&lt;br /&gt;
Very Heavy Artillery pieces are the larger weapons that are less common on the battlefield.  By default such weapons have limited mobility, suffering effects similar to a -1 Reduced Capability in this area.  Railroad cannon and fortress guns fall into this category, or even extremely large rocket batteries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Super Artillery:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
These are artillery pieces that are just a little over the top.  They suffer from effects equivalent to a -2 Reduced Capability in mobility, and so are by default immobile unless deconstructed, or given Additional Capabilities.  The “Paris Gun” and the “Dora” fall into this category. In higher TLs, Super Artillery represent theater air defense systems like S-300 and AEGIS Ashore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Grand Cannon:&amp;lt;/u&amp;gt; 10 points per 1&lt;br /&gt;
This is the kind of gun you use to justify renaming your planet the “Death Star III”, sweep fleets from your skies and carve your name into the moons of your world in glowing font a thousand kilometres high.  Such guns are always immobile, huge, and have refire times limited to no more than one shot a day.  They have incredible range and can shoot at targets as far away as the system terminus.  Their size tends to limit their firing arcs and as a result such weapons usually only point out into space and have no ability to engage planetary targets.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Logistics Vehicles:&amp;lt;/u&amp;gt; 1 point per 1,000&lt;br /&gt;
These are things like 5 ton trucks or hover pallets.  These are motorized vehicles that can be used to transport your troops and supplies on something other than their boots, or behind beasts of burden.  Cargo Capacity is 10 for TL1, 25 for TL2, 50 for TL 3, 75 for TL 4, and 100 for TL 5.  For more on Cargo Capacity see the Logistics heading of this section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reconnaissance Forces:&amp;lt;/u&amp;gt; 1 point per 1,000&lt;br /&gt;
These are your fast units; the eyes and ears of a well prepared army.  Motorcycles with side-cars, Humvees, or BRDM scout cars are good examples of this Type.  These units are almost never intended to do much fighting, and have little actual combat potential, so their armour and weapons are limited.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Utility Vehicles:&amp;lt;/u&amp;gt; 1 for 1,000&lt;br /&gt;
Not quite logistics vehicles or recon forces, utility vehicles are relatively light and cheap mobility systems able to somewhat defend themselves but also carry cargo or troops equal to half what logistics vehicle of their technology level would (5 for TL1, 12 for TL2, 25 for TL 3, 37 for TL 4, and 50 for TL 5, or half the number of troops as an APC. (5 For TL3, 7 at TL4, 10 at TL5). Vehicles like Humvees fall into this category, as do, (with additional armour caps) MRAPs and infantry mobility vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Infantry Carriers:&amp;lt;/u&amp;gt; 1 point per 500&lt;br /&gt;
These armoured vehicles become common in more mechanized eras where the infantry have to keep up with the advancing tanks.  They can carry 10 infantry at TL 3 (CC 10), 15 at TL 4 (CC 15) and 20 at TL 5 (CC 20).  If pressed into service as logistic vehicles they can carry five times this Cargo Capacity in supplies (the same as an equal tech Logistics Vehicle), though doing so makes them unable to carry any troops.  Infantry Carriers can be simply battle taxies to ferry troops around and provide them some additional protection, or they can be armed up to the level of full fledged fighting vehicles capable of threatening even tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Light Armour:&amp;lt;/u&amp;gt; 1 point per 500&lt;br /&gt;
Light Armor are smaller tanks, often used to back up reconnaissance forces, or for deployment with forward units such as paratroop formations.  They do not have the armour or firepower of Armour, but are lighter and faster, and with a few additions to firepower can be a very dangerous threat to the larger vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Armour:&amp;lt;/u&amp;gt;  1 point per 100&lt;br /&gt;
Armour are the vehicles that one tends to think about most when envisaging modern war – Main Battle Tanks.  Armour is well protected, usually quick and packs considerable firepower.  Armour covers vehicles from the lumbering lozenge shaped trench crawlers of WWI, to the Panzers of WWII, to modern tanks and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Very Heavy Armour:&amp;lt;/u&amp;gt; 1 point per 50&lt;br /&gt;
These are extremely large tanks, or other vehicles from the minds of designers gone slightly mad.  Historically few of these (like the inappropriately named German “Maus” – mouse) ever served, but you can change that.  Huge tracked beasts often with coaxial guns other tanks would be proud to call main cannon, and main cannon warships would be delighted to own, they are lumbering and expensive and mighty impressive.&lt;br /&gt;
&lt;br /&gt;
===Super Vehicle Types===&lt;br /&gt;
&amp;lt;u&amp;gt;Mobile Gun Fortress:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
This is a rolling, crawling or hovering weapons platform bristling with the firepower of multiple gun and missile systems.  One of these can take on a company of tanks.  As expansive as Hyper Advanced Armour, they are more powerful, forgoing things like agility and mechanical gee-whizzery in favour of simple brute firepower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Land Dreadnought:&amp;lt;/u&amp;gt;  1 point per 1&lt;br /&gt;
This is for those people who feel the need to create something even more devastating than a “mere” Mobile Fortress.  These vehicles are veritable battleships with tracks, mounting entire decks of guns and multiple secondary weapons.  Bolos fall into this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;MegaDread:&amp;lt;/u&amp;gt; 5 points per 1&lt;br /&gt;
MegaDreads are for those who think Land Dreadnoughts don’t go far enough.  These vehicles are huge monsters the size of small towns.  You may have trouble finding parking spots.&lt;br /&gt;
Humanoid Vehicle Types&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Battlesuits:&amp;lt;/u&amp;gt; 1 point per 100&lt;br /&gt;
This is for those desiring to create really powerful personal armour rather than tanks; smaller things like ‘Gears or Mobile Infantry for instance.  Battlesuits are substantially larger than a power-armoured soldier, but still smaller than a tank.  Though they may not have quite the firepower and protection of Armour, their reduced size and greater mobility can more than compensate in the right situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hyper Advanced Armour:&amp;lt;/u&amp;gt;  1 point per 10&lt;br /&gt;
Hyper Advanced Armour is for the heroically inclined; a massive mechanical warrior displaying abilities that normal vehicles would be hard pressed to match.  Anime Mecha and Mobile Suits are in this category.  HAA is usually humanoid in form, but sometimes takes the form of other legged animals or insects.  It has the ability to mount a plethora of extra equipment, such as two externals rather than one, and to use booster packs.  Indeed, if equipped with boosters HAA can make very credible space combatants and have a Flight Speed and Range of Slow and Medium respectively.  HAA is truly multi-purpose, but it pays for this flexibility in a high cost, compared to more specialized war machines.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Modifications are either positive modifiers called Added Capabilities that increase the power and abilities of a unit, but also increase its cost; or negative modifiers called Reduced Capabilities that reduce the power and abilities of a unit, but also reduce its cost.&lt;br /&gt;
&lt;br /&gt;
Added Capabilities are represented by a “+”, such as “+1 Weapons,” or “+2 Shields.”  Some Added Capabilities can be taken multiple times, up to the slot limit of the unit in question, while others can only be taken a limited number of times.&lt;br /&gt;
&lt;br /&gt;
Most technological units, especially at the higher Advancement Levels, already come with a vast array of capabilities.  It is not necessary to take “Machine Guns” as an Added Capability for at TL 3 tank, or “Shields” for a TL 5 Land Dreadnought as such devices are assumed to be standard equipment.  Thus Added Capabilities are generally broad and sweeping.  Each Added Capability takes up one “slot”.  The Tech Level of a unit directly determines how many Added Capabilities it can take and how much extra they will cost.  Thus a Tech Level 3 unit has three “slots” for Added Capabilities.&lt;br /&gt;
&lt;br /&gt;
Units can exceed this limit by taking what are called “External Added Capabilities.”  These are devices which are not integral to the unit, but instead are attached in some manner, such as hastily bolted on, or stuffed into the rucksack.  All units can take one External Added Capability, except for Humanoid Vehicles which can take two.  Thus a TL5 Hyper Advanced Armour unit could actually have seven Added Capabilities – 5 integral Added Capabilities, plus two extra External Added Capabilities. &lt;br /&gt;
&lt;br /&gt;
However External Added Capabilities are not as efficient as normal Added Capabilities and always incur extra upkeep (usually Ether), even if the Added Capability they are based on would not normally incur extra Upkeep.  Thus a +1 External would increase Upkeep by one, and a +2 External by two, and so on. &lt;br /&gt;
&lt;br /&gt;
Taking more than a +1 in most Added Capabilities also incurs extra Upkeep.  It should be noted that additional Upkeep costs do not cross over or accumulate between differing Added Capabilities.  A +1 Armour Added Capability and a +1 Weapons Added Capability do not increase Upkeep for a unit.  A unit can have many Added Capabilities without paying any additional Upkeep so long as they are dispersed across many areas.  However, this does NOT mean that by being overly specific you can dodge these costs – more accurate missiles and extra missile warhead power are still both a Weapons Added Capabilities and will incur extra Upkeep costs if taken as a slot each.&lt;br /&gt;
&lt;br /&gt;
It should be noted that a unit with +1 Weapons is not as powerful as two units of the same Type, or one with +1 Armour as tough as two other units.  Added Capabilities make a unit significantly more capable, but they don’t fully compensate for the increased cost.  However, the advantage is that smaller, more capable armies are easier to deploy and handle on the battlefield as they take up much less space and usually fewer supplies.  For this reason a small, high-capped force can still defeat a much larger low-capped army.&lt;br /&gt;
&lt;br /&gt;
Reduced Capabilities are modifiers that lower the capabilities of a unit, but also lower its cost.  Each Reduced Capability cancels out the cost increase of one Added Capability.  If there are no Added Capabilities left, or none have been taken, a Reduced Capability reduces the Basic Batch Cost of the unit by one half.  Reduced capabilities are represented by a “-”.  Reduced Capabilities are usually taken either as a -1 or a -2.  A -1 is a serious (50% or more) reduction in Capability in the listed area.  A -2 is a near total reduction in Capability in the listed area.  As many different Reduced Capabilities as desired can be taken, though the Basic Batch Cost can never go below one half.&lt;br /&gt;
&lt;br /&gt;
How Added and Reduced Capabilities affect the cost of units is discussed in detail in &#039;&#039;&#039;Section 13: Production&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Added Capabilities List===&lt;br /&gt;
&#039;&#039;&#039;+X Armour:&#039;&#039;&#039;  Extra armour is one of the most common additions taken for Army Types.  It can be taken multiple times on all units.  If Infantry take more than a +1 Armour they become particularly bulky and take up twice the usual Cargo Capacity.  Such infantry are often called power armoured infantry.  Every Armour Added Capability over the first incurs an extra +1 Ether Upkeep due to increased weight and fuel demands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Shields/Point Defences:&#039;&#039;&#039;  Shields become available at TL4 and are energy barriers and fields, however TL3 units can simulate their effects with Point Defences like the ARENA System.  Shields or Point Defences are not as reliable as Armour, but when they do function can provide a unit with better protection.  They can also disrupt spells that pass through them.  Shields or Point Defences can be taken multiple times, but every Added Capability over the first incurs an extra +1 Ether Upkeep due to increased energy drain by the shield generators, or Point Defence power packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Weapons:&#039;&#039;&#039; This added cap increases the general offensive firepower of a unit, and is one of the more common and widely used Added Capabilities.  While it can add a bit of flavor to list such Added Capabilities as “+1 Heavy Broadside Cannon,” or “+2 Smart Missiles,” the reasons for this increased firepower do not need to be specified.  Weapons can be taken multiple times, but every Weapons Added Capability over the first incurs an extra +1 Ether or Industry Upkeep due to increased ammunition demands.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed – a 200mm cannon cannot suddenly be loaded with fuel cells rather than tungsten cored solid shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Close Combat Weapons:&#039;&#039;&#039; Close Combat Weapons are added caps that augment the ability of the unit to fight the enemy in close combat.  They are usually powerful but short ranged firearms, like pistols, shotguns, flamethrowers, or bands of claymores around the turret.  Close Combat Weapons have extremely limited ranges that make them only useful on specialized units, or in special situations (like house to house fighting) but they have the advantage of never adding to the upkeep of a unit, no matter how many times this Added Capability is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Extended Range:&#039;&#039;&#039;  This Added Capability extends the range of the unit’s weapons and sensors.  Of particular note, this Added Capability allows certain units to engage starships in orbit and beyond – an ability commonly called Ground-to-Orbit, or “GTO”.  Artillery, Very Heavy Artillery and Mobile Gun Forts can engage orbital targets with a +1, while most Armour, Very Heavy Armour and Hyper Advanced Armour can do so with a +2.  Super Artillery, Land Dreadnoughts, MegaDreads and of Course grand Cannon are naturally GTO platforms but this Added Capability can still extend their range further out into space.  It can be taken multiple times, but every Extended Range Added Capability over the first incurs an extra +1 Ether or Industry Upkeep.  It should be specified whether the Upkeep is paid in Ether or IUU, and this cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Long Range Weapons:&#039;&#039;&#039; Rather than actually extending the range of the unit, these are weapons designed for optimum performance at longer ranges - sniper rifles and antishipping missiles are two examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit – you may not have a mix of Long Ranged and normal weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 Megacannon:&#039;&#039;&#039; This Added Capability is only available for Land Dreadnoughts and MegaDreads. It adds a BFG to a unit that can only be fired once per day, but provides a massive increase in firepower for that one shot.  However, when a unit is using its normal weapons it provides no other bonus.  A unit may only have a single Megacannon, and it incurs an extra +2 Upkeep, in either Industry or Ether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Tank Weapons:&#039;&#039;&#039; This Added Capability is available to all units, and augments their abilities against vehicles. This would typically involve giving infantry additional anti-tank missiles, or putting extra large guns on tanks.  In the process the unit’s anti-infantry weapons are neglected, and so its capabilities against infantry are seriously reduced.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit to be Anti-Tank.  Anti-Tank has no effect on Super Vehicles, as these are just too large for specialized AT weaponry to be as effective.  You may not take Anti-Infantry and Anti-Tank on the same unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Infantry Weapons:&#039;&#039;&#039; This Added Capability is available to all units.  It optimizes their weapons for use against infantry targets, but in doing so seriously reduces their anti-vehicle capabilities.  This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit to be Anti-Infantry.  You may not take Anti-Infantry and Anti-Tank on the same unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Aircraft Weapons:&#039;&#039;&#039;  This Added Capability is available to all units, but is most common on Artillery.  It enhances a unit’s ability to engage aerial targets, though in the process removes its ability to effectively engage ground targets.  Anti-Aircraft Weapons can only be taken once, and may be combined with either +1 Anti-Tank Weapons (which might create a weapon like the German 88, or the ADATS) or with +1 Anti-Infantry Weapons (which would create a weapon like the ZSU-23-4, or the Oerlikon).  If combined with either Anti-Tank or Anti-Infantry, Anti-Aircraft regain the ability to engage ground targets of that type, and are in fact very deadly at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Anti-Shipping Weapons:&#039;&#039;&#039;  This Added Capability is available to all units, though it has limited applications for most.  It enhances a unit’s ability to engage large vessels of all kinds, including all types of Naval Vessels, Airships, and even Super Vehicles (which for these purposes are considered ships), but due to the large nature of such weapons it severely limits their ability to attack infantry and any smaller vehicles and aircraft.  Anti-Shipping Weapons can only be taken once, may be combined with either +1 Anti-Tank Weapons (which might create a land based cruise missile battery) or with +1 Anti-Aircraft Weapons (which might very large SAM battery), in which case it regains the ability to engage those types of targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Fast Tracking Weapons:&#039;&#039;&#039;  This Added Capability modifies the weapons of a unit to allow it to track and engage extremely rapidly.  If the unit with fast-tracking wins initiative it can destroy the enemy before its opponent has a chance to return fire.  Fast Tracking Weapons is best used by formations where it is possessed by all the main combat units, such as anti-tank teams or stormtroopers.  If only a handful of Fast Tracking units are present in a larger formation they will tend to engage with the other units and so the advantage is lost.  Fast Tracking Weapons can be taken once and does not add to Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Sensors:&#039;&#039;&#039;  Sensors tend to be limited on most land vehicles, restricted to targeting aids and immediate threat detection systems, however the larger and more advanced vehicles such as Hyper Advanced Armour, Gun Forts and Land Dreadnoughts also usually come with extensive long range detection systems to maximize their multitude of weapons, and anti-aircraft vehicles also often have powerful detection gear to allow them to pick up incoming aircraft.  Typical sensor abilities and ranges are described in greater depth in Section 10: Sensors and Communications.  A unit does not have to have Sensors itself to take advantage of them, as they can receive targeting data from another unit with Sensors.  Specialized detection vehicles can be created by giving a vehicle multiple Sensor Added Caps and then removing other unneeded capabilities with Reduced Capabilities to offset the costs.  As with other Added Capabilities, for every Sensor Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Communications:&#039;&#039;&#039;  While all Complex Military Units are assumed to have some form of communications, from telegraph and wireless to subspace relays, some units have a need for more specialized and dedicated systems.  Communications boosts the command rating of a force, and allows information to be passed faster and in greater detail.  Communications is a good Added Capability for command units, which can use it to co-ordinate others, and for scouts and sensor units who can use it to relay their information to others.  In automated armies it can even allow a command unit to remotely control other forces (detailed in Section 10: Sensors and Communications).  Communications can be taken multiple times, but for every Communications Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Command Post Vehicle:&#039;&#039;&#039;  Militaries often have mobile command posts from which generals can survey the battlefield, issue orders and make plans.  The presence of such units on the battlefield can greatly assist other combat units.  All armies are naturally assumed to have sufficient assets to command their forces, but Command Post Vehicle turns a unit into a specialized command vehicle.  Usually CP Vehicles group together to form a functioning Headquarters, and in a conventional mechanized army (which players are by no means obligated to form) a Battalion or Brigade will usually have from 10-20, and a Division 50 or more.  Often Command Post Vehicles are combined with other Added Capabilities such as Sensors and Communications.  Command Post Vehicle can be taken multiple times, but for every Added Capability that is taken after the first a unit gains +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Engineers:&#039;&#039;&#039;  Engineers play a critical role on battlefields, from preparing fortifications, to clearing enemy defence lines.  The Engineers Added Capability is best given to heavier vehicles (such as an armoured plough or mine-clearing flail on a tank or APC) or to Elite Infantry.  This Added Capability allows a unit to reinforce the protection offered by terrain (for itself and for other units) as well as to lay and clear mines, and to break enemy fortifications.  It may only be taken once, and incurs no extra Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Cargo Capacity:&#039;&#039;&#039;  This Added Capability applies mostly to Logistics Vehicles and Infantry Carriers, though it can be added to any vehicle.  For Logistics Vehicles and Infantry Carriers each +1 Cargo Capacity increases the total that can be carried by 50% of the base amount.  That is, the percentage increases are not cumulative, so a TL3 truck (50 CC) with +2 Cargo Capacity as its Added Capabilities would have a total Cargo Capacity of 100 Cargo Points, not 113.  Any vehicle that does not have intrinsic cargo carrying capability gains Cargo Capacity equal to its Tech Level multiplied by 1/100th the Cargo Points it takes up, for each time it takes Cargo Capacity.  Thus TL3 Armour with +1 Cargo Capacity would have a CC of 6, while a TL5 Land Dreadnought with +2 Cargo Capacity would have a CC of 500.  These Added Capabilities can be taken multiple times and do not increase Upkeep in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Compact:&#039;&#039;&#039;  Compact allows for smaller units that take up less space and present smaller targets to enemy fire.  Each +1 of Compact reduces the CP a unit takes up by half.  Thus Armour with +1 Compact would take up 100 CP rather than 200 CP, and Armour with +2 Compact would take up 50 CP, and with +3; 25 CP and so on.  If a unit with Carrying Capacity takes Compact its Carrying Capacity is similarly reduced.  Compact can be taken multiple times and does not incur any additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Airdroppable:&#039;&#039;&#039;  Some units are specifically built out of lightweight alloys and clever designs to significantly reduce their weight; the primary intent of such expensive modifications is to allow them to be transported easily via tonnage-limited aircraft.  This added cap may only be taken by vehicles and eliminates the CP penalty imposed by transporting a vehicle by air; it may also be situationally useful in terrain where weight is a noteworthy concern (e.g. deep snow).  It does not incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X ECM:&#039;&#039;&#039;  ECM stands for Etheric Countermeasures.  It is used to blind sensors, jam or decoy guided weapons and even counter magical effects.  All advanced vehicles have some sort of ECM, but this Added Capability expands those capabilities.  ECM affects the entire battlefield, and the more units that have ECM, the more effective it becomes, cutting down the ranges at which the enemy can see and engage at, and increasing the chance of spell failure.  ECM can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Stealth:&#039;&#039;&#039; Stealth can be anything from a well-made Ghillie suit, to radar absorbent construction, to thermoptic or holographic camouflage, to full cloaking.  Stealth of any sort is not easy to just slap on a vehicle or person; the more comprehensive the Stealth package the more design compromises in other areas that are required.  +1 Stealth has no detrimental effects on a unit, but at +2 or higher it reduces the protection of the unit by 25% as defensive fields and armour are compromised by the Stealth architecture.  Stealth is never totally absolute, even at the highest levels, and there is always a chance it can be penetrated, particularly after a unit opens fire on the enemy.  Stealth can be taken multiple times, and for each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Disguise:&#039;&#039;&#039;  Purposeful effort meant not to hide a unit, but to make it look like something else to varying levels of scrutiny. This will not allow a unit to perfectly mirror a unit belonging to another power, only appear to an observer to be a different unit type of roughly the same size. At +1 this can allow for a unit to fool inspection at a distance such as ‘soldiers’ carrying fake guns. At +2 this can allow for a unit to appear convincing on close inspection, such as 3-piece kevlar suits and a matching briefcase gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Automation:&#039;&#039;&#039;  Automation is the replacing of people with machines. It speeds up routine processes, reduces error, increases efficiency and decreases Upkeep costs. An Automated vehicle will have a higher command rating and be more resilient to battle damage. As well, Wealth Upkeep and Draft requirements are both halved. Automation does not itself incur any additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Mind:&#039;&#039;&#039;  Magical powers, or indeed magitech powers, can imbue an Artificed unit with some form of intelligence and awareness to eliminate human attendants or crew. Wealth upkeep and Draft requirements are eliminated entirely. For narrative purposes a unit with +1 Mind is ranges from half cognizant - while able to understand and follow simple instructions it is easily confused - at low MLs to a fully coherent human-level intelligence at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 AI/Mind:&#039;&#039;&#039;  Both magical and technological powers can not only eliminate the human factor entirely but exceed it, whether by binding a spirit to the machine or advanced computing. AI has an even better command rating and battle damage resilience than +1 Automation. Additionally it reduces Wealth Upkeep and Draft requirements to zero. AI does not itself incur any additional Upkeep. As an aside, a +2 Mind is a human-level intelligence straightaway but a technological AI may not be the best conversation partner until TL5 Psych. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Clones:&#039;&#039;&#039; At a sufficient level of Psychology and Biology, a Power can produce flash Clones with the implanted training to function as soldiers as soon as they are decanted. Draft pool requirements are removed entirely. However, at TL4 Biology, these clones are deeply problematic, as such they both take a full Capability slot and they must take the effect of a Reduced Capability - pick from the list below. At TL5 Biology these flash Clones are fully stable, having no negative effect, and become Slotless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Low Maintenance:&#039;&#039;&#039;  Units with Low Maintenance are either very efficient and reliable, or perhaps just possess crews who are very skilled at doing more with less.  Low Maintenance halves the Industry Upkeep of a unit (round up).  It may only be taken once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Regenerating:&#039;&#039;&#039;  This Added Capability is also called Self Sustaining.  Regenerating units will slowly repair themselves after battle, as well as re-arm all their weapons and maintain their systems without Industry resupply.  Regenerating converts all Industry Upkeep to Ether, makes repairs faster and cheaper, and increases damage control saves.  Taking this Added Capability more than once increases the speed at which self-repair happens.  Regenerating incurs no additional Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Added Mobility (Vehicles):&#039;&#039;&#039;  Added Mobility allows vehicles to move faster, either due to more powerful engines, better suspension, or perhaps just incredibly reckless drivers.  This increased speed is strategically very useful as it allows forces to quickly manoeuvre through and past their foes, making this Added Capability invaluable for breakthrough forces.  Added Mobility may be taken multiple times, but each Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Added Mobility (Infantry):&#039;&#039;&#039;  Added Mobility functions differently for Infantry and Humanoid Vehicles than for all other vehicles.  It does not allow them to travel faster from point to point, but instead makes them more mobile on the battlefield.  This mobility makes them harder to kill, as they can quickly navigate difficult obstacles as well as dodge from cover to cover and thus increases their protection.  This Added Capability functions best in areas with plenty of obstacles and cover.  Only Infantry and Humanoid Vehicle Types may use this Added Capability, and they may not use Added Mobility (Vehicles).  It may be taken multiple times, but for each Added Mobility (Infantry) Added Capability after the first incurs +1 Ether Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Boosters:&#039;&#039;&#039;  Boosters function the same for both Infantry/Humanoid Vehicles and all other Vehicles.  Boosters are much more powerful engines than normal, and grant a greater speed increase than normal Added Mobility (Vehicles) Added Capabilities.  At +1 Boosters allow very swift travel, as well as jumps of unusual height and distance.  At +2 and higher units may actually conduct a form of low altitude flight and actually pass over intervening terrain.  Units with boosters can also function in Space, though only Infantry and Humanoid Types will do so well.  Boosters may be taken multiple times, but each Added Capability (including the first) incurs +1 Ether Upkeep, as boosters are real fuel hogs.  When taken as an expendable external this Added Capability is sometimes called “Chutes,” and used to simulate troops jumping out of aircraft, either by parachute or by more snazzy devices like gravity chutes or retro boosters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Legs:&#039;&#039;&#039;  The Legs Added Capability allows a normal Vehicle to shed its wheels or tracks and gain the mobility abilities of Humanoid Vehicle Types.  Legged vehicles are usually slower than wheeled vehicles over open terrain, but are hindered less by difficult terrain, and are more agile in battle and so more likely to avoid incoming fire.  Taking this Added Capability turns a vehicle into something similar to a Battlemech.  Infantry, Battlesuits and Hyper Advanced Armour have no need to take this Added Capability as it functions exactly like Added Mobility (Infantry).  Legs can be taken only once and incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+X Arms:&#039;&#039;&#039;  The Arms Added Capability gives a unit extra motivators with which to carry and manipulate things.  Each +1 Arms allows a unit to carry one extra External Added Capability.  This Added Capability also slightly enhances a units ability in Close Combat.  Arms may be taken multiple times, and does not incur any extra Upkeep no matter how many times it is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Amphibious:&#039;&#039;&#039;  Units with Amphibious are equally capable in water as they are on land.  This Added Capability is often given to Elite Infantry and Special Forces acting as Frogmen, as well as to vehicles designed to be used on- and even under-water, such as submersible mobile suits.  This Added Capability is not required for units that are just being used to wade through shallow rivers or off landing craft, but is intended for those that intend to make water their element.  It converts a unit&#039;s equipment, including weapons, shields, boosters and so forth to function properly underwater as well as above.  Amphibious Mobility can only be taken once, and has no effect outside of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Environmental Training (Mountains/Winter/Desert/Space/Jungle-Woodland/Urban):&#039;&#039;&#039;  Planets are often covered in varying and difficult – even dangerous – environments.  These environments can limit the combat ability of an army, unless soldiers are specially trained to deal with them. Units with Environmental Training may ignore some of the minuses for fighting in inclement environments.  Environmental Training may only be taken once, incurs no extra Upkeep, and is normally a Slot Free Added Capability.  If taken as an external this Added Capability is considered Environmental Equipment and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Environmental Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Loyalty Training:&#039;&#039;&#039; Thanks to a highly selective screening process and a steady diet of propaganda these troops are loyal to death.  Units with this cap have a higher resistance to enemy subversion and will be the last troops to rebel, if ever.  In addition, whether by suicidal fanaticism or rear of the Commissar’s wrath, these troops will undertake missions that any other sane solider would balk at.  Loyalty Training can only be taken once, incurs no extra Upkeep, and counts as a Slot Free added capability.  If taken as an external this Added Capability it is considered to be additional equipment (slave collars, or neural whips perhaps?) and is not Slot Free, taking up one external slot, and costing the usual External Upkeep.  It otherwise functions exactly the same as Loyalty Training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/+2 Space Based (Ortillery):&#039;&#039;&#039;  This Added Capability is for Artillery Types only. A Power may have the need for dedicated orbital weapon systems without having to pay for all the other associated systems involved in making a Space Fortification.  In those cases artillery can be modified to be Space Based, which allows them to be placed and function properly in orbit and deep space.  Space Based Artillery has enough mobility to shift targets and make small positional changes, but it is otherwise effectively immobile, and must be carried to new locations by ships.  Typically space-based Artillery (sometimes known as Ortillery) makes up constellations of orbital fire support beam cannons, rings of defensive missile pods and other systems of the sort.  Space Based is a +1 Added Capability for all Artillery types save Grand Cannons, where it is a +2 Added Capability.  Space Based Grand Cannon can fire at the planet below, though their firepower is partially diffused by the atmosphere.  Whether a +1 or +2, Space Based incurs no additional Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1/2 Casting Chamber:&#039;&#039;&#039; A casting chamber is an area on a large unit purposefully designed to amplify the effects of spellcraft. It can be equipped on any unit with a base batch size of 1/10 or larger, providing a free level of AoE for spells cast by a mage within it and reducing the enchantment cost of the unit in question as if it were one ML lower. Only one mage can be assigned to any particular casting chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 Multifusion (Tech/Magic):&#039;&#039;&#039;  It is possible to build a military unit with more than one Technomagical or Magitech Fusion.  For each Fusion after the first a batch must take a Multifusion Added Capability.  Each Multifusion Added Capability applies only to a specific combination of Tech and Magic, so a unit with Engineering/Movement, Engineering/Material, and Engineering/Creation would still need two Multifusion Added Capabilities.  Multifusion is Build Free and Slot Free, and does not increase Upkeep.&lt;br /&gt;
&lt;br /&gt;
===Reduced Capabilities===&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Reduced Armour:&#039;&#039;&#039; Reduced Armour reduces the physical protection of a unit by 50% if taken once, and utterly removes all physical protection if taken twice.  A Type that would normally be un-armoured or lightly protected can only take this Reduced Capability once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Reduced Shields:&#039;&#039;&#039;  Like Reduced Armour, taking this once reduces shields to 50% strength, and twice removes them completely.  It does not affect the Upkeep of a unit in any way.  A Type that would normally be un-shielded obviously cannot take this, and one that would normally have very weak shields, like smaller but highly advanced vehicles such as high end tanks lose their shields entirely with the first minus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Cargo Capacity:&#039;&#039;&#039;  In Logistics Vehicles or Infantry Carriers this halves the amount that the vehicle can carry.  It can only be taken once, since a Truck unable to carry anything, or a Halftrack unable to load any troops is a pretty pointless vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1/-2 Slow/Immobile:&#039;&#039;&#039;  The unit in question is just slow.  Taking this Reduced Capability once cuts speed in half, and twice makes the unit totally immobile.  Obviously a Type that is already immobile by definition, such as a Grand Cannon, cannot take this Reduced Capability.  Also a Type that already suffers from reduced mobility such as Very Heavy Artillery will become immobile upon taking this once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Reduced Weapons Range:&#039;&#039;&#039;  This Reduced Capability cuts the maximum range of a vehicle’s weapon systems, and is common on specialized close combat vehicles like flamethrower tanks and such that have no need to engage targets at longer ranges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Sensors/Tracking:&#039;&#039;&#039;  Units with this Reduced Capability have problems with finding and engaging targets, and unless attacking from ambush will generally be engaged before they can shoot back.  It is best to group units with this Reduced Capability together since if placed with other units that are faster to engage they will rarely get a chance to shoot before their comrades deal with the enemy, or they are destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Command:&#039;&#039;&#039;  Units with this Reduced Capability are uncoordinated and often unreliable.  They will be slow to respond to orders, and have trouble reacting to unpredictable situations.  Garrison and trench-bound forces can often get away with this Reduced Capability with little detriment (so long as the enemy doesn’t break through!), but it can severely hamper offensive operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 High Visibility:&#039;&#039;&#039;  The units in question are extremely visible on sensors, more so than would be normal for their Type, and sensors and guided weapons have a very easy time locking onto and engaging them.  This isn’t just a throwaway Reduced Capability; in an environment of modern war it can be an early death sentence.  Even without advanced sensors it often manifests as other telltale giveaways, such as vast clouds of smoke or a noise that can be heard miles away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Increased Upkeep:&#039;&#039;&#039;  The unit in question just is not efficient in one area or another. –1 Increased Upkeep doubles the upkeep costs in the selected area; either Wealth, Industry or Ether.  It should be noted that Types with extra Wealth demands must now pay that Wealth Upkeep monthly when under War Upkeep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 Export Model:&#039;&#039;&#039;  Export Model units are built with a significantly lower number of Advancement points within an Advancement Level than the Power is capable of.  If the unit is 50 Advancement points or more lower than what the Power is capable of building it gains a -1 Reduced Capability to build the unit, allowing cheaper and faster construction.  This does not apply to Advancement levels but to Advancement points within those levels.  For example: a TL 5 Power building a TL 3 tank is normally assumed to have built one with an Advancement of 3.99.  However if such a Power were to build a vehicle at 3.5 Advancement points it would gain a -1 Reduced Capability for building a WWII panzer rather than a post modern MBT.  However, if a TL 5 power were to build a TL 3 tank at 3.99, it does not gain this Reduced Capability, as it is building the tank at the maximum level 3 technology.  This Reduced Capability only applies within Tech Levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 Single Use:&#039;&#039;&#039; This negative capability refers to units which are intended to be used exactly once, taking the form of expendable drones, pustulent exploding zombies, arms of very dubious manufacturing quality or in more macabre situations as kamikaze units. Regardless of the outcome, they shall only ever see battle once and be lost afterwards.&lt;br /&gt;
&lt;br /&gt;
==Army Upkeep==&lt;br /&gt;
This is the part everyone hates, but like it or not, those massive militaries have to be maintained.  Upkeep comes in three separate parts:  the money you have to pay for your forces or Wealth; the goods you have to make to keep them going or Industry, and the fuel you have to use to run them or Ether.  Upkeep is always based on the Base Batch Cost, and then modified by the effects of any additional Added Capabilities.  It is paid once a year, except in specific circumstances detailed later.&lt;br /&gt;
&lt;br /&gt;
==Three Types of Upkeep==&lt;br /&gt;
===Wealth:===&lt;br /&gt;
Your troops need to be paid, as do the mechanics who work on your war machines, and the service people who feed and clothe them, and more.  This is Wealth Upkeep.  All Types have to pay this regardless of tech level, and as with all Upkeep costs it is based on the Base Batch Cost of the Type, so 10,000 Skilled Infantry would have a Wealth Upkeep of 1, as would 50 Special Forces.  A Grand Cannon on the other hand would have a Wealth Upkeep of 10.  Wealth is almost never subject to increased Upkeep (unless you decide to pay the troops more for some reason) but it can be reduced or even removed by automating certain processes.  Partially automated systems (a +1 Added Capability) pay half Wealth Upkeep while fully automated systems (a +2 Added Capability; essentially full Artificial Intelligence) pay no Wealth Upkeep at all.&lt;br /&gt;
&lt;br /&gt;
===Industry:===&lt;br /&gt;
Your troops also need to be fed, clothed, and armed, and their vehicles need ammunition and parts.  This is Industry Upkeep.  Once war reaches the industrial age and becomes an exercise in materiel expenditure Industry becomes a vital necessity for all units.  Like Wealth, Industry Upkeep is based on the Base Batch Cost, however it is more commonly subject to increases caused by Added Capabilities such as extra weapons.  In such a case, additional Upkeep for the Added Capabilities is simply added to that of the basic Industrial Upkeep for the Type.  Industrial Upkeep can be reduced by such Added Capabilities as Low Maintenance, which halves the Necessary Industrial Upkeep.  The most advanced military forces can also pay the Industrial Upkeep instead as Ether Upkeep by using regeneration and replication technologies.&lt;br /&gt;
&lt;br /&gt;
===Ether:===&lt;br /&gt;
As they are dependent on fuel to run, all Vehicles always have Ether Upkeep.  For vehicles Ether Upkeep is based on their Base Batch Cost and any Added Capability costs they incur.  Infantry do not have Ether upkeep, and only gain it if they take Added Capabilities that incur extra Ether Upkeep.  There are no ways to reduce Ether Upkeep, and it must always be paid in full for a unit to function.&lt;br /&gt;
&lt;br /&gt;
==Upkeep in Wartime==&lt;br /&gt;
Normally Upkeep is paid on a yearly basis, one payment being enough to last a Batch for a 12-month period.  However war devours resources at an astonishing rate and the normal yearly payment assumes only peacetime expenditures.  Units in combat thus must pay Upkeep on a monthly rather than yearly basis, at least for Industry and Ether.  It is a rare army that pays its troops extra simply for doing their jobs, so Wealth Upkeep remains the same.&lt;br /&gt;
&lt;br /&gt;
This war upkeep makes modern combat a very expensive proposition, and difficult to sustain without massive support infrastructure, extensive pre-war stockpiling, or both.&lt;br /&gt;
&lt;br /&gt;
==Limiting Upkeep Payments==&lt;br /&gt;
Apart from buying expensive Added Capabilities to cut down on Upkeep there are a number of strategies a power can use to reduce the drain of its Armies on its economy and infrastructure.&lt;br /&gt;
&lt;br /&gt;
Firstly you don’t have to pay your men.  Your soldiers won’t instantly desert if you don’t pay the Wealth Upkeep.  However, troops without pay still have to eat.  While they may hang around out of patriotism, they may also begin looking for other ways to supplement their non-existent incomes, such as crime.  Fail to pay them for long enough in peacetime and morale will plummet, training standards will fall, and effectiveness as a cohesive force drop.  However, if you’re in the midst of a desperate war against an enemy who is already kicking your ass, not receiving their paychecks probably won’t affect troop morale much.&lt;br /&gt;
&lt;br /&gt;
Similarly, you also don’t have to pay the Industrial and Ether Upkeep.  Doing so however will enforce a level of idleness in the army that is bad for training standards and tends to lower morale.  You can get away with this for a few years, or by only using selected units – a few units detailed to barracks duties each year on a rotating basis won’t harm overall capability much – but if you shut down the entire army, and especially if you do it for more than a year, the troops are going to begin losing their edge.  Also, after five years of general inactivity, most of the equipment will be totally unserviceable.  However, having units that only activate once every two or three years is a good way to simulate reserves.&lt;br /&gt;
&lt;br /&gt;
During wartime there is also no requirement to have the entire army active at once.  Indeed in many cases this may not be possible.  Units can be rotated onto and off the battlefront, both to rest them up and to conserve supplies.  Portions of a force can be placed on reduced activity or held in strategic reserve to concentrate supplies in critical sectors, or save up for general offensives.&lt;br /&gt;
&lt;br /&gt;
==Army Logistics==&lt;br /&gt;
Logistics is the science of supply and transport.  It’s all very well to have food, parts, ammunition and fuel, but it still has to find its way to the units that need it when they need it.  It’s also great to have armoured hordes, but worthless if they can’t be moved to where they’re needed.  Logistics plays a big part in Lords of Ether, though it is greatly simplified (in real life logistics is a fiendishly complex thing which would take more pages than this entire manual to detail).  Nevertheless, the army that ignores logistics does so at its peril.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
In general all Batches carry one full Upkeep load of Industry and Ether – enough to last them either a year in peacetime, or a month in wartime.  Once that runs out they need to restock.  This can be done by either bringing them to the supplies (rolling them into a depot) or by bringing the supplies to them (sending out a convoy of trucks).&lt;br /&gt;
&lt;br /&gt;
When anything of significance needs to be moved, the Cargo Points it takes up must be considered.  Industry for military forces takes the form of finished goods, which take up 5,000 Cargo Points per 1 point of Industry.&lt;br /&gt;
&lt;br /&gt;
Ether takes up a multitude of forms depending on the tech level of its storage devices:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Ether/Etherite Coal/Ethernol:&#039;&#039;&#039;  5,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
This is the most common form of Ether, and is used by all Powers prior to the development of more efficient Etheric storage systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Cell (Physics/Mathematics 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
An Ether Cell is concentrated Ether in a battery-like apparatus.  It can be recharged from lesser forms of Ether and is a very stable method of continued power, as well as less bulky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Etheric Fusion Catalyst (Chemistry 4):&#039;&#039;&#039; 1,000 CP per 1 point of Ether&lt;br /&gt;
&lt;br /&gt;
Etheric Fusion Catalysts store Ether in concentrated forms, and then break it down with various chemical reactions.  Where an Ether Cell puts out a steady stream of power, Fusion Catalysts are great for sudden, whopping great expenditures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZPE Reactors/Geode Reactors:&#039;&#039;&#039; Most ground vehicles are too small to mount such devices as ZPE or Geode Reactors, however the larger craft (Base Batch Cost 1 point per 10 and higher) can squeeze such apparatus in.  If they do so, they use the rules for ships, found in Section &#039;&#039;&#039;6C. Navies&#039;&#039;&#039;.&lt;br /&gt;
At the higher Advancement levels the space taken up by forms of Ether decreases, which allows Batches using those less bulky forms to carry proportionally greater amounts.  A vehicle running on an Ether Cell has a fuel source taking up 1/5th the space compared to that of a vehicle running on Ethernol, and so could carry five Upkeep loads of Ether rather than just one.  This is not the default however.  Unless otherwise stated a Batch is always assumed to be carrying a single Upkeep payment – no more.  Also if a vehicle carrying extra fuel is lost in battle, the extra fuel is unlikely to be recoverable and will be lost as well.&lt;br /&gt;
&lt;br /&gt;
So, a Tank (Armour) formation of 500 vehicles (5 Batches of 100) with an Upkeep of 5 Industry and 5 Wealth and 5 Ether would, in wartime, require resupply in Industry and Ether every month.  Assuming TL 3 the vehicles will be running off Ethernol.  Thus to resupply them they will require 25,000 Cargo Points worth of Industry and 25,000 Cargo Points worth of Ether.  A TL 3 Logistics Vehicle can carry 50 Cargo Points, so that’s 1,000 trips by a single Logistics vehicle, or one trip by 1,000.  A great deal of how you structure your resupply depends on the military situation – distance from your supply bases, speed of advance, number of vehicles and security of your rear areas.&lt;br /&gt;
&lt;br /&gt;
Logistics can be skimmed over in the defence where fighting takes place near sources of supply, but those contemplating offensive war should pay particular attention to ensuring they have sufficient transport to move all their supplies.&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
Troops take time to move across the countryside, with mounted and mechanized forces moving the swiftest.  Travel is calculated by Terrain Regions, and the more difficult the regional terrain, the longer the journey takes.&lt;br /&gt;
&lt;br /&gt;
Under their own power, Infantry can travel an open region in about a month, but can take two or three times as long to traverse Difficult or Very Difficult Terrain.  Vehicles take about a week, though Difficult Terrain can slow this, and in some cases Very Difficult Terrain is totally impassable to them unless key routes are secured.&lt;br /&gt;
&lt;br /&gt;
In war these movement rates can be dramatically slowed as enemies make the advancing forces pay for every step of ground.  In peacetime with no immediate threats any TL3 or higher civilization is assumed to have a road and rail network that allows the transport of troops from any one Region to another within the space of a week, regardless of distance.  However in wartime such networks can be subject to attack which can make traveling on them hazardous.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Armies do not pay extra Upkeep for traveling, and the fuel costs for road moves and long marches are considered part of their normal upkeep, both in war and peace.&lt;br /&gt;
&lt;br /&gt;
Army units with Boosters may move in Space, though they may only use them to fly from point to nearby point (such as jetting from one starship over to the next in a boarding action).  The exception is Humanoid Vehicles, which are considered Slow, Mid ranged Aircraft when equipped with boosters and deployed in space (on a planet they function as any other booster equipped ground unit).  They may also use Aircraft Booster Packs, paying the same for them as Aircraft of a similar Batch Size (See &#039;&#039;&#039;Section 6B. Air Forces&#039;&#039;&#039; for more details).&lt;br /&gt;
&lt;br /&gt;
==Cargo Point Values for Transport==&lt;br /&gt;
Armies don’t always remain on their home continent, or even home planet.  Often they need to be moved vast distances over sea or stars.  The most common method of doing this is with naval forces, primarily freighters (detailed in &#039;&#039;&#039;7C. Navies&#039;&#039;&#039;) though air transport is also common (detailed in &#039;&#039;&#039;6B. Air Forces&#039;&#039;&#039;).  Like Logistics Vehicles, Freighters and air transport have a certain Cargo Capacity, described in Cargo Points that they can carry.  All Army Types also have rough Cargo Point values that they take up.  These Cargo Point, or “CP” values are detailed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry CP Values:&#039;&#039;&#039;  Infantry have two different Cargo Point “settings”.  One is for brief transport; journeys lasting no more than a day or so.  The other is for long trips of weeks or months where the men must live, eat and sleep on their particular transport.  For brief journeys infantry take only 1 Cargo Point per man.   For long journeys they take 10.  This is the same for all Tech Levels, as the living space requirements remain roughly the same.   It is possible to cram soldiers in tighter on long journeys however their combat effectiveness will suffer significantly when they arrive at their destination.  Unlike vehicles, normal infantry do not take up extra space when carried by Air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Armoured Infantry CP Values:&#039;&#039;&#039;  An important point to note is that infantry equipped with power armour (+2 armour or more) take up twice as much CP (so 2 CP and 20 CP), as the armour and its assorted munitions and maintenance gear take extra space.  Note that this applies to Infantry Carriers as well, so a normal TL3 Infantry Carrier can carry 10 infantry, or 5 infantry in power armour.  Power armoured infantry also take up twice this value (so 4 CP) if carried by aircraft, which have problems with the extra weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistics Vehicle CP Values:&#039;&#039;&#039;  Logistics Vehicles take their own Cargo Capacity in Cargo Points to move, +50%.  So a Tech Level 3 truck (50 CP) would take 75 Cargo Points if it were being carried inside another vehicle.  It could however still carry 50CP worth of cargo within itself at the same time.  Thus Logistics Vehicles effectively only take up 50% of their Cargo Capacity in CP.  Because of their weight of Vehicles, Logistics Vehicles double the CP they take up if carried by Aircraft or Aviation, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reconnaissance Forces/Battlesuits:&#039;&#039;&#039;  These units are relatively small and lightweight and take up 50 CP per vehicle, or 100 CP if carried by air, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry Carriers/Light Armour:&#039;&#039;&#039; These vehicles are significantly heavier than Reconnaissance Forces or Battlesuits and take up 100 CP per vehicle, or 200 CP if carried by Air, however they take up no extra space if transported by ship.  Unlike Logistics Vehicles, Infantry Carriers may not transport supplies or troops while loaded in another vehicle – that would be both unsafe and uncomfortable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour/SP Artillery:&#039;&#039;&#039;  These vehicles take up 200 CP per vehicle, or 400 CP if carried by air, however they take up no extra space if transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Heavy Armour/Very Heavy Artillery/Hyper Advanced Armour:&#039;&#039;&#039;  These vehicles take 500 CP a piece or 1,000 CP if transported by air.  As with all other vehicles they take up no extra space when transported by ship.  Hyper Advanced Armour can also use Deck Space like Aircraft, and take up 5 DP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Forts/Super Artillery:&#039;&#039;&#039;  These vehicles are quite massive and take up 1,000 CP or 2,000 CP if transported by air.  As with all other vehicles they take up no extra space it transported by ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnoughts:&#039;&#039;&#039;  Land Dreadnoughts are huge machines and take up 10,000 CP, or (if you somehow find an aircraft large enough) 20,000 CP if moved by air. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MegaDreads:&#039;&#039;&#039;  These monsters take 100,000 CP.  They cannot be moved by Air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Cannon:&#039;&#039;&#039; Grand Cannon cannot be moved in the usual transport manner, however Space Based Grand Cannon can be towed according to the rules found in Section &#039;&#039;&#039;7C. Navies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71205</id>
		<title>Lords of Ether (20th Anniversary Edition) Types of Magic</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lords_of_Ether_(20th_Anniversary_Edition)_Types_of_Magic&amp;diff=71205"/>
		<updated>2022-11-10T02:47:09Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Enchantments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Nations|Creating a Nation]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Transtellars|Creating a Transtellar]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Heroes|Creating a Hero]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Advancement|Advancement]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Armies|Armies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Air Forces|Air Forces]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Navies|Navies]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Agents|Agents]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) WMDs|Weapons of Mass Destruction]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Fortification|Fortifications]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Mages|Mages]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Types of Magic|Types of Magic]]&lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Production|Production]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Trade|Trade]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Operations &amp;amp; Logistics|Operations &amp;amp; Logistics]] &lt;br /&gt;
# [[Lords of Ether (20th Anniversary Edition) Reference Tables|Reference Tables]]&lt;br /&gt;
Continue to Table of Contents:&lt;br /&gt;
=Magic=&lt;br /&gt;
Magic is the shaping of the powers of Ether by will alone.  At its heart magic is about Power - personal power.  Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.&lt;br /&gt;
&lt;br /&gt;
Any magical act is called a “Casting.”  There are four separate types of Castings:  Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.&lt;br /&gt;
&lt;br /&gt;
With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects.  Artificing functions similarly to normal Industrial construction, though with a number of specific rules.&lt;br /&gt;
&lt;br /&gt;
Note:  In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
=Casting Level and Combining Magical Categories=&lt;br /&gt;
All Castings have a level.  This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it.  Casting Level is the sum of all the levels of the various Magical Categories used.&lt;br /&gt;
&lt;br /&gt;
Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.&lt;br /&gt;
&lt;br /&gt;
Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.&lt;br /&gt;
&lt;br /&gt;
Note: It is not always necessary to combine Magical Categories.  Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one.  This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.&lt;br /&gt;
&lt;br /&gt;
=Area of Effect=&lt;br /&gt;
Castings naturally affect one target, or one localized target area of small size.  Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area.  Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare.  As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect Table is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class !! Ether !! Mage Type !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| 0 || +0 || Postulant || 1 person/small vehicle (truck, battlesuit)&lt;br /&gt;
|-&lt;br /&gt;
| I || +1 || Disciple || up to 10 people/large vehicle (tank, plane)&lt;br /&gt;
|-&lt;br /&gt;
| II || +2 || Adept/Specialist || up to 100 people/small warship&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 || Master/Trained S. || up to 1,000 people/cruiser&lt;br /&gt;
|-&lt;br /&gt;
| IV || +4 || Archmage/Expert S. || up to 10,000 people/capital ships&lt;br /&gt;
|-&lt;br /&gt;
| V || +5 || Oracle || up to 100,000 people/mega capital ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect.  This free area of effect does not have to be used, but if taken it incurs no extra ether cost.  If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.&lt;br /&gt;
&lt;br /&gt;
The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event.  Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand.  It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration.  Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.&lt;br /&gt;
&lt;br /&gt;
=Preparation Time=&lt;br /&gt;
The preparation time for a Casting is determined by its Casting Level.  This is not quite as straightforward as the Area Effect Table.  Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required.  In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this.  A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month.  Every level above Casting Level 5 adds another month.  Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.&lt;br /&gt;
&lt;br /&gt;
There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.&lt;br /&gt;
&lt;br /&gt;
Of particular note, there is a special Preparation rule that applies to Summonings.  Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage.  Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months.  Thus a Level 5 Summoning would take 5 months to prepare, not 1.&lt;br /&gt;
&lt;br /&gt;
This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it.  This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story.  If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged.  A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention&lt;br /&gt;
&lt;br /&gt;
=Casting Cost=&lt;br /&gt;
Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate.  Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.&lt;br /&gt;
&lt;br /&gt;
==Cost of Spells==&lt;br /&gt;
Spells of levels 1, 2 and 3 have no Casting Cost.  Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage.  Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared.  Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost.  Thus, a Spell of level 9 would cost 6 Ether.&lt;br /&gt;
&lt;br /&gt;
The Casting Cost can be further modified by Area of Effect rules, as discussed above.  This is added directly to any other costs.  Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!&lt;br /&gt;
&lt;br /&gt;
In short: Cost = Spell Level -3 + AoE&lt;br /&gt;
&lt;br /&gt;
=Enchantments=&lt;br /&gt;
An enchantment is a temporary boost applied to a unit through the use of magic, manifesting in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated.  The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 =  6 ether. Enchantments cast on units must have an ML at least equal to their advancement level. &lt;br /&gt;
&lt;br /&gt;
In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability&lt;br /&gt;
&lt;br /&gt;
A unit can have a maximum of 2 enchantments.&lt;br /&gt;
&lt;br /&gt;
The duration of Enchantments can be extended to last until the end of the year.  This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides).  This doubles the Casting Cost of the Enchantment.  It should be noted that a one-year Enchantment may not actually last a year.  Enchantments that are frequently activated or are attacked by countermagic often fail early.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.&lt;br /&gt;
&lt;br /&gt;
=Summonings=&lt;br /&gt;
Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being.  The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs.  Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level.  The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
One Summoning Spell can only call a maximum of a single Batch of Summoned Beings.  It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.&lt;br /&gt;
&lt;br /&gt;
Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.&lt;br /&gt;
&lt;br /&gt;
Summoned Beings generally last for a month before dissipating, or returning to their home plane.  As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being.  However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded.  Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!&lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan&#039;s time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.&lt;br /&gt;
&lt;br /&gt;
To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.&lt;br /&gt;
&lt;br /&gt;
The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost. &lt;br /&gt;
&lt;br /&gt;
Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.&lt;br /&gt;
&lt;br /&gt;
This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.&lt;br /&gt;
&lt;br /&gt;
Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).&lt;br /&gt;
&lt;br /&gt;
Artificed units take draft as normal.&lt;br /&gt;
&lt;br /&gt;
=Storing and Using Castings=&lt;br /&gt;
Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used.  The Casting can be stored in a reagent or vessel.  A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance.  A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage.  Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!).  As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.&lt;br /&gt;
&lt;br /&gt;
Prepared and stored Castings do not have an expiry date and can be stored indefinitely.  A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent.  Destroying the reagent or vessel will also dispel the Casting.  In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within.  Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.&lt;br /&gt;
&lt;br /&gt;
A Mage can only use one major Casting at a time.  A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep.  This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major.  Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one.  The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.&lt;br /&gt;
&lt;br /&gt;
=Range of Magic=&lt;br /&gt;
Some magic involves ranged effects, most commonly offensive or detection spells.  This is determined not by the Casting itself, but by the ability of the Mage.  The more powerful a Mage the greater range at which the Casting can operate.  As with all things, using Castings at longer ranges decreases their effectiveness.  Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power.  It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.&lt;br /&gt;
&lt;br /&gt;
The range table is described below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mage Type !! Max Offensive Range !! Max Detection Range&lt;br /&gt;
|-&lt;br /&gt;
| Postulant || Melee || Melee&lt;br /&gt;
|-&lt;br /&gt;
| Disciple || Very Close || Close&lt;br /&gt;
|-&lt;br /&gt;
| Specialist/Adept || Close || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Trained Specialist/Master || Medium || Far&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Specialist/Master || Far || Very Far&lt;br /&gt;
|-&lt;br /&gt;
| Oracle || Very Far || Intersystem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these ranges are not universally applicable.  Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely.  There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body.  Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.&lt;br /&gt;
&lt;br /&gt;
=Counter Magic=&lt;br /&gt;
There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.&lt;br /&gt;
&lt;br /&gt;
==Standard Countermagic==&lt;br /&gt;
Standard Countermagic is the default method.  It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand.  The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell&#039;s basic form.  Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer.  However it does require a great deal of focus and very fast reactions.  As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack.  Attempting Standard Countermagic &amp;quot;on the fly&amp;quot; makes success less likely.  All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.&lt;br /&gt;
&lt;br /&gt;
==Opposed Effects==&lt;br /&gt;
Opposed Effects are the most reliable form of Countermagic.  In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier.  More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether.  Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage&#039;s subconscious so as to activate in time, though the Mage still cannot be busy casting other magic.  They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection.  Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.&lt;br /&gt;
&lt;br /&gt;
==General Jamming==&lt;br /&gt;
General Jamming is a method most used by Technology, however it also has its Magical uses.  In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede).  All technological ECM systems can have this effect, and the most powerful can be a real problem.  When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area.  However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it.  Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell&#039;s anchor.  As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition|Return to the Index]]&lt;br /&gt;
[[Category: Lords of Ether (20th Anniversary Edition)]]&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=KR-74&amp;diff=70316</id>
		<title>KR-74</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=KR-74&amp;diff=70316"/>
		<updated>2021-05-31T05:07:58Z</updated>

		<summary type="html">&lt;p&gt;Arc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Background: Clone Wars Veteran&lt;br /&gt;
:Duty: Internal Security 10&lt;br /&gt;
:Obligation:  &lt;br /&gt;
:Species: Droid (Class Four)&lt;br /&gt;
:Career: Ace&lt;br /&gt;
:Specialization: Beast Rider&lt;br /&gt;
&lt;br /&gt;
:Brawn: 1&lt;br /&gt;
:Agility:3 (50)&lt;br /&gt;
:Intellect: 1&lt;br /&gt;
:Cunning: 2 (20)&lt;br /&gt;
:Willpower: 1 &lt;br /&gt;
:Presence: 1 &lt;br /&gt;
:Wound Threshold: 10 + 2 + 1&lt;br /&gt;
:Strain Threshold: 10 + 1 + 1&lt;br /&gt;
:Starting XP:  175&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
:Cool [Pr]: 1&lt;br /&gt;
:Gunnery [Ag]: 1&lt;br /&gt;
:Mechanics [In]: 2&lt;br /&gt;
:Piloting (Planet) [Ag]: 2&lt;br /&gt;
:Ranged (Light) [Ag]: 3&lt;br /&gt;
&lt;br /&gt;
:Perception [Cu]: 1&lt;br /&gt;
:Athletics [Br]: 1&lt;br /&gt;
:Xenology [In]: 2&lt;br /&gt;
:Survival [Cu]: 3&lt;br /&gt;
&lt;br /&gt;
:Beast Wrangler&lt;br /&gt;
:Expert Handler&lt;br /&gt;
:Toughened&lt;br /&gt;
:Expert Tracker&lt;br /&gt;
:Beast Wrangler&lt;br /&gt;
:Let&#039;s Ride&lt;br /&gt;
:Outdoorsman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Enduring (+1 Soak)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Weapon(W) Damage/Critical Encumbrance/Hard Points&lt;br /&gt;
:Blaster Pistol(W) 6/3 Medium 1/3 &lt;br /&gt;
:Emergency Repair patch x1&lt;br /&gt;
:Extra reload x1&lt;br /&gt;
&lt;br /&gt;
XP: 101&lt;br /&gt;
:Ranged (Light) 3 - 15&lt;br /&gt;
:Survival 3 - 15&lt;br /&gt;
:Xenology 2 - 10&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=KR-74&amp;diff=70314</id>
		<title>KR-74</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=KR-74&amp;diff=70314"/>
		<updated>2021-05-31T01:43:50Z</updated>

		<summary type="html">&lt;p&gt;Arc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Background: Clone Wars Veteran&lt;br /&gt;
:Duty: Internal Security 10&lt;br /&gt;
:Obligation:  &lt;br /&gt;
:Species: Droid (Class Four)&lt;br /&gt;
:Career: Ace&lt;br /&gt;
:Specialization: Beast Rider&lt;br /&gt;
&lt;br /&gt;
:Brawn: 1&lt;br /&gt;
:Agility:3 (50)&lt;br /&gt;
:Intellect: 1&lt;br /&gt;
:Cunning: 2 (20)&lt;br /&gt;
:Willpower: 1 &lt;br /&gt;
:Presence: 1 &lt;br /&gt;
:Wound Threshold: 10 + 2 + 1&lt;br /&gt;
:Strain Threshold: 10 + 1 + 1&lt;br /&gt;
:Starting XP:  175&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
:Cool [Pr]: 1&lt;br /&gt;
:Gunnery [Ag]: 1&lt;br /&gt;
:Mechanics [In]: 2&lt;br /&gt;
:Piloting (Planet) [Ag]: 2&lt;br /&gt;
:Ranged (Light) [Ag]: 3&lt;br /&gt;
&lt;br /&gt;
:Perception [Cu]: 1&lt;br /&gt;
:Athletics [Br]: 1&lt;br /&gt;
:Xenology [In]: 2&lt;br /&gt;
:Survival [Cu]: 3&lt;br /&gt;
&lt;br /&gt;
:Beast Wrangler&lt;br /&gt;
:Expert Handler&lt;br /&gt;
:Toughened&lt;br /&gt;
:Expert Tracker&lt;br /&gt;
:Beast Wrangler&lt;br /&gt;
:Let&#039;s Ride&lt;br /&gt;
:Outdoorsman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Enduring (+1 Soak)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Weapon(W) Damage/Critical Encumbrance/Hard Points&lt;br /&gt;
:Blaster Pistol(W) 6/3 Medium 1/3 &lt;br /&gt;
:Emergency Repair patch x1&lt;br /&gt;
:Extra reload x1&lt;br /&gt;
&lt;br /&gt;
XP: 86&lt;br /&gt;
:Ranged (Light) 3 - 15&lt;br /&gt;
:Survival 3 - 15&lt;br /&gt;
:Xenology 2 - 10&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70137</id>
		<title>Ruins of Alien Suns</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70137"/>
		<updated>2021-03-26T05:46:16Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Stability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nations==&lt;br /&gt;
Nations-states are the intended primary player style of Ruins, these are the planets located in the Verge that are seeking their own destiny among the alien stars and represent the rare highly stable worlds that survived the Disruption. Most but not all of them are worlds that were amicable to human life and development and range from developed to mid 21s century to late 22nd in terms of infrastructure, and have populations that numbers in tens of millions.&lt;br /&gt;
&lt;br /&gt;
Nation Starting Package (As of 2152)&lt;br /&gt;
*$1200 income per year&lt;br /&gt;
*$12000 Spending Spree for Starting Military&lt;br /&gt;
*4 Trait Points&lt;br /&gt;
$4000 in developments &lt;br /&gt;
:*Notes: Build time reduced by 4 years with ONE exception. This money cannot be used on vanity projects. Any developments that would be completed this way add their income to the current budget year. This is not constrained to the limit on development slots for the sake of convenience.&lt;br /&gt;
*Stability 5&lt;br /&gt;
*Prestige 10&lt;br /&gt;
*Research Labs: 10&lt;br /&gt;
*Espionage Operatives: $130&lt;br /&gt;
&lt;br /&gt;
Player nations have to describe their:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Government Type and Ideology: Affects stability, if you’re the baby eaters of Zardoz and you ally with Ghandi of Neo-Avatar, you’re going to lose stability, if you’re the Iron Prussians of New Stadheim and you invade Bonaventure to increase your realpolitik you will gain in stability. High stability allows for bonus income and rules and special events that are good. Low stability leads to unrest and potential civil war.&lt;br /&gt;
*Background: Where they are a forced colony of exiles or planned colony settled by the space Mormons?&lt;br /&gt;
&lt;br /&gt;
Fluff will help integrate you into the game setting, as well as how your nation develops, a Marslike planet of underground space dwarfs might get a bonus to asteroid mines as a random example while a Earthlike planet may get an economic boom as more people settle the untouched lands.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are ways to customize your nation that have a mechanical affect. You got a select number of them to start off with and can add more for inclusion negative traits. Flaw Farms will be judged on how interesting you can make it.&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;People&#039;s Champion&#039;&#039;: Your government is popular with the people, harder to lower your stability and easier to increase it.&lt;br /&gt;
*&#039;&#039;The War Machine&#039;&#039;: Your dollars $1.5 worth of military equipment per $1 spent, though your people expect you to use it. Cost reductions apply to all warships as well as ground and aerospace forces, but not generic vessels save for Gator Carriers.&lt;br /&gt;
*&#039;&#039;Star Patrol&#039;&#039;: Your anti-piracy patrols are very effective and you can engage in anti-piracy patrols in npc systems to increase goodwill. Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in the trade section. Gain a free Agency worth up to $200.&lt;br /&gt;
*&#039;&#039;Merchant Marine&#039;&#039;: You get two basic freighters for every one built and a 30% discount on far traders and derivative hulls. Does not apply to Super Freighters. Due to the Jones Space Act and local shipping protectionism, a merchant marine power cannot freighters to another power at a price less than what they could pay for it building it themselves, however they may still sell unlocked or Monkey Model types of upgraded or unique types of these ships following the normal arms sales process.&lt;br /&gt;
*&#039;&#039;Admiralty&#039;&#039;: Your fleets are well trained and you basically get a free negate a bad critical roll during fleet battles.&lt;br /&gt;
*&#039;&#039;Fanatics&#039;&#039;: Ground troops will fight to death if ordered.&lt;br /&gt;
*&#039;&#039;Dreamland&#039;&#039;: Reverse engineer of Outsider and Visitor technology is your forte gain bonus on those rolls&lt;br /&gt;
*&#039;&#039;Skunkworks&#039;&#039;: Forefront of the human R&amp;amp;D wave.&lt;br /&gt;
*&#039;&#039;Manticore&#039;&#039;: You sit on a valuable nexus of jump points that includes at least 6 points and you gain .2 of your income as bonus income.&lt;br /&gt;
*&#039;&#039;Client States [subservient]&#039;&#039;: A nearby system is under your thumb, either as three independent small states underneath you or 1 larger state indirectly guided by you.&lt;br /&gt;
*&#039;&#039;Mayflower Society&#039;&#039;: Colonization bonus, civilians are quicker in moving in and making you get money. Gain +1 prestige for colonies and quicker advancement to next rank, though your population will expect you to defend the colonies with full force&lt;br /&gt;
*&#039;&#039;Murtox&#039;&#039;: Better merchants you get higher than average growth rates. Your base income is increased from $1200 to $1400 and one of your development slots always reduces the build time of a development by 2 years (except vanity projects) to a minimum of 1 year. A client state with Murtox can reduce the build time of one development assigned to it by 1 year, to a minimum of 1 year.&lt;br /&gt;
*&#039;&#039;Large Population&#039;&#039;: The Verge is half of humanity, and you’re part of the reason. While the average Verge state can be measured in the tens of millions, your population is well into the hundreds of millions, having surpassed even Praetoria in the past few years of immigration from the Core and displacement from various wars. Your state is culturally resilient as a consequence of sheer inertia, and has a lot of bodies to throw at problems. Development projects to improve living standards however, may be much more expensive.&lt;br /&gt;
*&#039;&#039;Population by Proxy&#039;&#039;: Your state’s core population is extremely small proportional to its landmass, most likely under five million. This may be because of extensive automation, or a permanent underclass. Spending to increase stability is typically much cheaper, and your various forces are robotic or mercenary by majority, reducing the Stability costs of huge casualties in offensive wars.&lt;br /&gt;
*&#039;&#039;The Library of Ruins&#039;&#039;: Your state has begun assembling a collection of exotic alien paraphernalia and seemingly-supernatural devices, chancing on some relics of those who came before that are completely beyond replication. Begin with 1d3 Artifacts (Clients get 1 Artifact). Such devices more easily find their way into your possession and are more stable.&lt;br /&gt;
*&#039;&#039;Assembly Prestige&#039;&#039;: When your state speaks, others listen. Assume your voting tendency is replicated x5 in the Assembly of the Verge and x10 in the UN General Assembly. Should the Security Council ever restore the non-permanent seats, expect to be shortlisted for it.&lt;br /&gt;
*&#039;&#039;The Blunder Bus&#039;&#039;: Somehow, despite all the diplomatic missteps you make and bombastic threats you make, your state comes out smelling like a rose. Or at least freshly-mowed grass. Is it all just a big joke or do people ignore you? Either way, it works out.&lt;br /&gt;
:Verge NPCs are well-disposed towards your state and will generally ignore minor bad behavior that doesn&#039;t directly affect them and the UN will often give you top cover and keep the TFs out of your business. Boys will be boys.&lt;br /&gt;
*&#039;&#039;Autarkists&#039;&#039;: Some states out of ideology or circumstances have never rejoined the great Verge trade routes, instead adopting policies of autarkist self-sufficiency; the successful ones coupled this to society-wide norms.&lt;br /&gt;
:Each trade region is rated for only base trade volume (i.e., absolute necessities and rare luxuries), autarkists cannot trade in their home trade region, and your world may never be a trade node; but the effect of industrial and resource extraction developments is increased by up to 50% (to a maximum of 125% of the initial investment) and you have +3 development slots (+4 if you are under resting stability). You also gain 1 Lock for espionage purposes thanks to limited contact with the greater galaxy giving foreigners few levers to influence and cultivate spies.  You may not also take Poor Merchants with this trait.&lt;br /&gt;
*&#039;&#039;Blackbeard 2525&#039;&#039;: The Golden Age of Cosmopiracy was the half-century following the Disconnect, but the explosive growth of spaceborne commerce, unaccounted-for weaponry and trans-verge chaos has opened the door to a new age of cosmopiracy. Old habits die hard and it turns out you &#039;&#039;can&#039;&#039; teach an old zero-G dog new tricks.&lt;br /&gt;
:Your corsairs and related ships are 50% more effective at piracy and they gain an additional single size-2 weapon slot, this weapon must be paid for like any other weapon.&lt;br /&gt;
*&#039;&#039;Cosmo Albania&#039;&#039;: Star systems are dirty, messy places full of comets, asteroids and other space detritus. Your state has cultivated a particularly keen sense of this cosmo-terrain and given a bit of time can effectively hide all sorts of things from supply dumps to battleships from all but dedicated search.&lt;br /&gt;
:Passive stealth for unpowered or secret structures and ships is greatly improved.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;UN Sanctioned List&#039;&#039;: You&#039;re a rogue state as defined by the UN as well as your previous actions. While untouched by the Sanction Squadrons you are on thin ice with Earth and other NPCs.&lt;br /&gt;
*&#039;&#039;Peaceniks&#039;&#039;: Your people don’t like offensive war and will lose stability if you engage it.&lt;br /&gt;
*&#039;&#039;Dirty Cops&#039;&#039;: Your anti-piracy efforts have been compromised and you are more vulnerable to it&lt;br /&gt;
*&#039;&#039;Keystone Navy&#039;&#039;: Perhaps regime loyalty is more important than competence or you just regrained the stars, for the immediate future your fleet will make blunders.&lt;br /&gt;
*&#039;&#039;Disunited&#039;&#039;: Your planet is not entirely under your control, there are 1-3 powers on the planet that are not easy pushovers.  At least one will stand in opposition to you in some meaningful fashion.&lt;br /&gt;
*&#039;&#039;Political Science&#039;&#039;: Your R&amp;amp;D efforts are behind the times and focused on other matters then important stuff of better laser guns.&lt;br /&gt;
*&#039;&#039;Xenos Scum&#039;&#039;: You won’t use alien derived technology&lt;br /&gt;
*&#039;&#039;Cul-de-sac&#039;&#039;: You have no easy jump point route to the frontier.&lt;br /&gt;
*&#039;&#039;Coldest War&#039;&#039;: A nearby system houses a power that wants your blood, if combined with Disunited they will have a client state among your neighbors.&lt;br /&gt;
*&#039;&#039;Poor Merchants&#039;&#039;: You only gain half income on freighters&lt;br /&gt;
*&#039;&#039;Dark Fate [2 points]&#039;&#039;: Congratulations you’re going to get a war within 6 to 2 years of game start.&lt;br /&gt;
*&#039;&#039;5 Year Plan&#039;&#039;: Economic slow growth hampers your nation.&lt;br /&gt;
*&#039;&#039;Homebodies&#039;&#039;: There&#039;s no place like home.  Your colonies return half the usual amount of prestige (round down) and grow half as fast.  Defenders assigned to them will also be fairly listless and won&#039;t fight very hard.&lt;br /&gt;
*&#039;&#039;Lobotomy Corporation&#039;&#039;: Your state officially denies any existence of Paracausal Phenomenon. Speaking of such things in public results in psychiatric confinement, or worse. You may never make use of alien artifacts and other one-off devices, and have additional vulnerabilities to users of such phenomenon.&lt;br /&gt;
*&#039;&#039;Empty Chair&#039;&#039;: You have no say in Solarian politics, not even a token vote in the General Assembly unlike many sanctioned states. Additionally, Empty Chair states are passed over as recruitment grounds by the ESF.&lt;br /&gt;
*&#039;&#039;Yearning Masses&#039;&#039;: Your state is deeply unstable and an emancipatory desire has begun to manifest, demanding a change from the status quo. Your resting Stability is 1, meaning it will constantly tick down to revolution unless abated somehow.&lt;br /&gt;
*&#039;&#039;Old Model Army&#039;&#039;: Built by the lowest bidder, then stored improperly for a decade, then given to poorly trained conscripts. The state&#039;s military readiness is just very poor and even cutting-edge equipment will probably be somehow misused.&lt;br /&gt;
:You get a 10% penalty to all die rolls in battle or the equivalent (eg -1 on a D10)&lt;br /&gt;
*&#039;&#039;Verge Hatemagnet&#039;&#039;: A few states have found themselves on the shitlist for much of the Verge; ironically (or not) these tend to be states that have strong ties to the great powers of Earth - they are often decried as various forms of sellout, puppet, quisling and the like, though some are simply roundly disliked and have absolutely no friends whatsoever - such as the late and unlamented Praetoria.&lt;br /&gt;
:NPC Verge states will generally avoid positive diplomacy with you and all tech trades with Verge states will cost +1 lab each. PC verge states cultivating ties with you may face stability problems.&lt;br /&gt;
&lt;br /&gt;
====Client States====&lt;br /&gt;
Client States are built like PC powers but with smaller budgets and trait pools and more restrictive flaw farms. You can divide up them into three separate states on map (Fivemarks) or single bigger power)&lt;br /&gt;
&lt;br /&gt;
Small States are&lt;br /&gt;
*300 Income a year&lt;br /&gt;
*2000 military&lt;br /&gt;
*1 Trait point&lt;br /&gt;
*1 Lab&lt;br /&gt;
&lt;br /&gt;
Large States are&lt;br /&gt;
*600 income a year&lt;br /&gt;
*4500 military&lt;br /&gt;
*2 Trait points&lt;br /&gt;
*3 Labs&lt;br /&gt;
&lt;br /&gt;
Disallowed traits for Client States are the following:&lt;br /&gt;
*Client states&lt;br /&gt;
*Manticore&lt;br /&gt;
*Dark Fate&lt;br /&gt;
&lt;br /&gt;
Client states need their history and government written about them like states. The most important questions are to ask: are they loyal ally or conquered nation underneath your boot. The write up determines how freely you can move their forces around an friendly ally may balk about invading Iraq with you, while a satrap will be forced to send troops, conversely an ally will stick with you while a Satrap may revolt if they can throw off your yoke.&lt;br /&gt;
&lt;br /&gt;
==UN TASKFORCE==&lt;br /&gt;
UN Taskforces are for players who want to influence the plot but not want to deal with the empire building aspect. They play the Admirals from Earth who are given wide latitude in making sure the Motherworld is kept in the loops and the Verge down.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$3000 Spending Spree&lt;br /&gt;
*1 Starbase System&lt;br /&gt;
*Reinforcements from Earth (Depending on game politics, posting and situation facing the Task Force they may gain up to 1000-3000 reinforcements depending on the crisis though, and UN Admiral that keeps on losing battleships may be recalled or sidelined)&lt;br /&gt;
*No Upkeep&lt;br /&gt;
*4 traits&lt;br /&gt;
*$200 Agency&lt;br /&gt;
*$65 in Espionage Operatives&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Patrol Fleet&#039;&#039;: Gain $2 per $1 spent on star cruisers and below, generic ships such as scouts and replenishment vessels cost half price as well..&lt;br /&gt;
*&#039;&#039;Sanction Fleet&#039;&#039;: Gain 2 per $1 spent on capital warships, and half price on replenishment vessels.&lt;br /&gt;
*&#039;&#039;Espaiters&#039;&#039;: UN Espaiter Corp has fully deserved a reputation for being the best of the best and you have the cream of the crop.&lt;br /&gt;
*&#039;&#039;Peacekeepers&#039;&#039;: Gain 2$ per 1 spent on ground units.&lt;br /&gt;
*&#039;&#039;Long ARM of Earth&#039;&#039;: Stealth costs are half and you have access to the UN Black Ops world, however the spooks will have missions for you.&lt;br /&gt;
*&#039;&#039;Poster Boys&#039;&#039;: Your fleet is considered one of the good guys in the Verge and NPCs will look favorably upon you.&lt;br /&gt;
*&#039;&#039;Ares Hall&#039;&#039;: The UN equivalent to admiralty, you and your staff and officers are trained graduates of the most elite war college in the Sol system.&lt;br /&gt;
*&#039;&#039;Lucky&#039;&#039;: You can luck out of problems and find plots land in your lap&lt;br /&gt;
*&#039;&#039;Prototypes&#039;&#039;: The UN will time from time send you bleeding edge systems to test.&lt;br /&gt;
*&#039;&#039;Hand in Hand&#039;&#039;: The fleet walks the tightrope of Core-Verge politics, carefully arbitrating the demands of both clusters of polities safely. Major actions that feature near-equal contributions of UN and Verger forces rewards additional Prestige and Stability. The positive involvement of a Core power further increases this benefit.&lt;br /&gt;
*&#039;&#039;ESF Development Bank&#039;&#039;: Your economic obligations (for trade purposes) are raised to $1000, though this is still not actual income. Instead receive a yearly stipend of $1000 which can be gifted to various Verge states as diplomatic gifts, investments or loans, courtesy of the Core powers. Overinvesting in Mandates or playing financial games to hold onto the funds may cause ballooning corruption, however.&lt;br /&gt;
*&#039;&#039;Firestarter Protocol&#039;&#039;: You’ve been tasked with dealing with what the UN has dubbed &amp;quot;Paracausal Phenomenon&amp;quot;. This is a thankless, terrifying job dealing with the black projects of Core and Verger states, strange alien terrors and ancient superbeings beyond comprehension. On the bright side, you’ve learned how to consistently make use of artifacts irreproducible by human hands with fewer side effects.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Dark Fate&#039;&#039;: Same as before [2 points]&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;Hatred&#039;&#039;: You are seen rightly or wrongly as the UN bullyboy&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;Punishment Post&#039;&#039;: Your fleet suffers a moral problem and corruption problem.&lt;br /&gt;
*&#039;&#039;Category C Formation&#039;&#039;: Your units are older and reinforcements are tough to gain. Half reinforcement pool.&lt;br /&gt;
*&#039;&#039;Starbase Romeo-Xray-Juliet&#039;&#039;: Your fleet has become inappropriately entangled with the civilian component of your colonial fleet, in a way that makes for great drama but poor discipline. Discipline will suffer greatly in circumstances where the civilian fleet is in danger, and damage to it may send forces into a panic or irrational fury.&lt;br /&gt;
*&#039;&#039;Pure Solarian&#039;&#039;: Your fleet only recruits from Sol and the innermost colonies of the Core. Your crew are typically naive ideologues woefully unaware of the truth of life in the Verge at best, and bigots who view Vergers as a lesser form of life at worst. This is a constant cause of diplomatic incidents and will botch joint exercises with Verger states.&lt;br /&gt;
*&#039;&#039;Verger Rabble&#039;&#039;: For whatever reason your fleet is staffed almost exclusively by citizens of the Verge, either independent states or the UN mandates that dot a few worlds. In the best circumstances this means that your crew are hardy and quick to cooperate with Verge states, and at worst it means they’re one atrocity away from a mutiny. Awards ceremonies at the Ares Hall are always times of infamy for this fleet.&lt;br /&gt;
&lt;br /&gt;
==PMC==&lt;br /&gt;
PMCs are the play-style of those who want a more heroic style individualized focus. They are the Enterprises or Hammer Slammers, though if they engage in PVP they don’t have strong character shields. So choose your fights well.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$1000 SS&lt;br /&gt;
* Asteroid HQ Base [hidden]&lt;br /&gt;
*100 income per year&lt;br /&gt;
*3 Traits&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Loyal to Their Own&#039;&#039;: Excellent moral and better than average troops then their national counterparts&lt;br /&gt;
*&#039;&#039;Cutting Edge&#039;&#039;: You have a bonus on getting new human technology&lt;br /&gt;
*&#039;&#039;Combat Archaeology&#039;&#039;: You can loot like your Dr Jones himself.&lt;br /&gt;
*&#039;&#039;Privateer&#039;&#039;: You’re excellent at piracy and better yet can get paid for it without diplomatic repercussions.&lt;br /&gt;
*&#039;&#039;The Face&#039;&#039;: NPCs like you social media campaigns&lt;br /&gt;
*&#039;&#039;Reality Show&#039;&#039;: Gain 200 income but on the downside your location is constantly broadcast&lt;br /&gt;
*&#039;&#039;Deniable Asset&#039;&#039;: Your employer is a state, this means you can get bailed out or covertly supported by regular forces but you have a hidden master to work for.&lt;br /&gt;
*&#039;&#039;The Blackest Market&#039;&#039;: You have access to illegal black market suppliers of stealth materials, stealth costs are 1/3 the price, one half if you combine it with Deniable Asset to represent the state you are working for paying for it.&lt;br /&gt;
*&#039;&#039;Custodians&#039;&#039;: Your unique items are much more stable and effective. Such items find their way into your possession more frequently.&lt;br /&gt;
*&#039;&#039;Patron&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may build any units from their existing designs at half cost. This comes with some expectations of following their requests and may be retracted by the player.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Scrapheap Armada&#039;&#039;: Your ships are old or ill maintained and can during battle suffer annoying glitches that range from obnoxious to deadly.&lt;br /&gt;
*&#039;&#039;Paycheck Only&#039;&#039;: Your men are there not for a cause but money, they won’t stand up to fight on death ground.&lt;br /&gt;
*&#039;&#039;Dynamite Digging&#039;&#039;: Your attempts at looting alien tombs end up with aliens tombs getting ruined.&lt;br /&gt;
*&#039;&#039;Pirate&#039;&#039;: You&#039;re wanted by most reputable forces and run the risk of having a UN force sent after your hidden base.&lt;br /&gt;
*&#039;&#039;Call Center&#039;&#039;: Nobody likes dealing with you day to day operations, NPC relations worsen&lt;br /&gt;
*&#039;&#039;Burned&#039;&#039;: You were a deniable asset now, your a ticking time tomb, and the NPC is going to send something after you someday.&lt;br /&gt;
*&#039;&#039;It Belongs In A Museum&#039;&#039;: You can never make use of alien artifacts, one-off prototypes and other exotic goods. The only viable option is selling them to a state or other organization.&lt;br /&gt;
*&#039;&#039;Not Made Here&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may only build units following their existing designs, and your build orders require their final approval. This state exerts undue influence over your actions as well, and may pull your access to new construction if you displease them. Hulls may be retrofitted after purchase.&lt;br /&gt;
&lt;br /&gt;
==Military Rules==&lt;br /&gt;
&lt;br /&gt;
Upkeep and Damage&lt;br /&gt;
*Upkeep is paid yearly. 20% for warships, 10% for other units.&lt;br /&gt;
** Units can mothballed for zero upkeep but the unit will take (1/4) of build time to take out of the mothball status.&lt;br /&gt;
*Battle damage for warships is:&lt;br /&gt;
**Light Damage: burn a month endurance for repairs.&lt;br /&gt;
**Moderate Damage: Burn 3 months endurance for repairs.&lt;br /&gt;
** Heavy Damage requires times in dockyard and 1/4 cost and build time to repair.&lt;br /&gt;
** Critical Damage: requires time in dockyard and 1/2 cost and build time to repair.&lt;br /&gt;
*Each battle a unit is in, decrease its endurance stockpile by 1 month, really bad battles cost more.&lt;br /&gt;
*Battle damage for ground units are:&lt;br /&gt;
*Minor loses will recover within a month if in resupply or spend 1/5 of unit cost to rush reinforcements.&lt;br /&gt;
*Major loses will recover within 6 months if in resupply or 1/2 of unit cost to rush reinforcements.&lt;br /&gt;
&lt;br /&gt;
New Technology&lt;br /&gt;
&lt;br /&gt;
The new space gold rush is a time of new developed tech of human origin and reversed engineered alien tech (in theory). Powers may randomly discover, loot or reverse engineer new technology with new stats or just steadily improve what you have now.&lt;br /&gt;
&lt;br /&gt;
===Ship Hull Stats===&lt;br /&gt;
&lt;br /&gt;
Fast Attack Craft&lt;br /&gt;
:Cost: 25&lt;br /&gt;
:Build Time: 6 Months&lt;br /&gt;
:Weapon Slots: 1&lt;br /&gt;
:Max Weapon Size: 1 (Can be outfitted with size two torpedoes)&lt;br /&gt;
:System Slots: 0&lt;br /&gt;
:Acel: 6&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 2 Months&lt;br /&gt;
:Fast Attack Craft are cheap tools for system defense, essentially a large fusion torch with weapons strapped to it, they are by design not for long endurance missions and have cramped quarters.&lt;br /&gt;
&lt;br /&gt;
Destroyer&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 1&lt;br /&gt;
:Acel: 4&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 4&lt;br /&gt;
:Standard workhorse of the Verge systems, and flagship of many small worlds PDFs.&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 2&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Often the largest ship seen is Disrupted system navies. They are used by more advanced navies as long distance patrol ships and show the flag missions or heavy anti-piracy missions and in war time serve as flagship for screening units.&lt;br /&gt;
&lt;br /&gt;
Scout Cruiser&lt;br /&gt;
:Cost: 150&lt;br /&gt;
:Build: 1 Year and Half&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 1&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:Used for scouting for enemy fleets, potentially hostile new star systems or independent raiding missions, the Scout Cruiser can fight anything that it can’t outrun.&lt;br /&gt;
&lt;br /&gt;
Star Cruiser&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 4&lt;br /&gt;
:System Slots: 3&lt;br /&gt;
:Acel: 2&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The average big stick of the Verge, for decades this was the largest warship capable of construction beyond Sol’s limit and the Verge cruisers are noticeably more developed and capable then most Sol-bound versions.&lt;br /&gt;
&lt;br /&gt;
Battleship&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 600&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 5&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 3&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The queens of space, they are essentially armored bricks built around the most powerful torches in human inventory and bristling with weapons and support systems. Expensive they are often derided by many Verge analysts as white elephants for Verge interstellar politics.&lt;br /&gt;
&lt;br /&gt;
System Control Ship&lt;br /&gt;
:Build: 3 Year&lt;br /&gt;
:Cost: 800&lt;br /&gt;
:Weapon Slots: 3&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 6&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Carrier Deck: 10&lt;br /&gt;
:CIC System&lt;br /&gt;
:If the battleship is Chess’s queen, the SCS is the king. While capable combatant against cruisers its primary specialty is the deployment of aerospace fighters and bombers as well powerful C3 systems that allow the fleet to link up.&lt;br /&gt;
:Slotted SCS Hangers are automatically Size 5 and do not require a weapons slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes on Capital ships&lt;br /&gt;
&lt;br /&gt;
Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Starcruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
&lt;br /&gt;
Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
&lt;br /&gt;
Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
===Weapon System Rules===&lt;br /&gt;
&lt;br /&gt;
Starting weapons are listed below, each of the weapon types can be made in larger sizes (which is generally more damage).&lt;br /&gt;
Weapon cost is price of the type times the size.&lt;br /&gt;
Thus a size 1 Standard Missile box luancher on a FAC would be $15 while a battleship ICBM silo would be $75.&lt;br /&gt;
&lt;br /&gt;
All weapons of size 4 and up (&#039;capital weapons&#039;) can fire to an effective +1 range band. The exception are PD lasers, coilguns and similar defensive weapons; these actually represent clusters of small weapons and do not get the range increase.&lt;br /&gt;
&lt;br /&gt;
Firing outside of Long range requires Sensors, either on the firing ship or on a friendly craft doing spotting.&lt;br /&gt;
&lt;br /&gt;
Standoff missiles have Extreme-3 range, meaning they can go up to three range brackets into extreme if sufficient sensor resolution exists (ie, enough sensors).&lt;br /&gt;
&lt;br /&gt;
====Missiles====&lt;br /&gt;
Standard Missiles&lt;br /&gt;
:Range: Long&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 12&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Standard missiles are small yield nuclear armed devices that aim for proximity blows. Missile technology is constantly change and what might be standard one year may be obsolete the next.&lt;br /&gt;
&lt;br /&gt;
Torpedos&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Interceptable: No&lt;br /&gt;
:Reloads: 3&lt;br /&gt;
:Cost: 10 (max out at size 2)&lt;br /&gt;
:Torpedoes are large x-ray conversion bomb lasers that are required to be launched at short ranged and armor piercing and intensively destructive.&lt;br /&gt;
&lt;br /&gt;
Standoff Missiles&lt;br /&gt;
:Range: Extreme&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 6&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Essentially multi-staged standard missiles. With dedicated sensor platform or forward control source they can fire and hit the target beyond the sensor range of the firing vessel assuming somebody is painting the target.&lt;br /&gt;
&lt;br /&gt;
====Lasers====&lt;br /&gt;
Standard Laser&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 1&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:X-Ray Laser, standard for over a century now.&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 3&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Heavier version designed to smash apart even the thickest armor hulls.&lt;br /&gt;
&lt;br /&gt;
Point Defense Laser&lt;br /&gt;
:Range Medium&lt;br /&gt;
:Damage: Missiles and small craft, minor damage to ships&lt;br /&gt;
:No cool down&lt;br /&gt;
:Cost: 1&lt;br /&gt;
:Close in point defense laser, fairly deadly to missiles, threatening to aerospace wings and minor annoyance to warships. They fire at every incoming missile barrage for a chance to hit, but can get overwhelmed.&lt;br /&gt;
&lt;br /&gt;
====Kinetics====&lt;br /&gt;
Railguns&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Turreted railguns have been the mainstay of UN Fleet for generations, and its well developed technology has its followers out in the Verge.&lt;br /&gt;
&lt;br /&gt;
Autocannons&lt;br /&gt;
:(Size 4 and above)&lt;br /&gt;
:Range Short&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:The name is misnomer, they are large bore rapid firing cannons whose shells are heavy warheads with minor guidance correction systems. Nicknamed carronades by the UN Fleet they can smash even the most armored ship if they were foolish enough to get into range of it, but are often easily mission killed.&lt;br /&gt;
&lt;br /&gt;
===Module Rules===&lt;br /&gt;
&lt;br /&gt;
Each ship has space for optional systems to customize it. Each utilized system slot cost 10% of the hull price except when noted otherwise.&lt;br /&gt;
&lt;br /&gt;
Sensors: Dedicated supercomputer and sensor vane attached to the ship, allows for better targeting of standard and standoff missiles and can be taken up to three times.&lt;br /&gt;
&lt;br /&gt;
Marines: Allows for organic power suit marine crews for boarding operations and other zero-g infantry combat for taking control of hulks or stations. Sub-cruisers ships carry them at platoon strength, cruisers at company, and capital ships regiments. Can be used to support ground invasions as space borne troopers.&lt;br /&gt;
&lt;br /&gt;
Spin Gravity Section: Habit ring that allows for easier gravity and other creature comforts for long deployments. Increase endurance by 2 and allows for situational moral and alertness bonus on long patrols or missions.&lt;br /&gt;
&lt;br /&gt;
Supply Bay: Equipped with basic microfabs and supply containers, allow for improved deployment time (double base endurance)&lt;br /&gt;
&lt;br /&gt;
Lab Module: State of art laboratory for exploration vessels along with a staff of generalists from ranging astrobiology to xeno-pyschology. Useful for piercing the secrets of the unknown.&lt;br /&gt;
&lt;br /&gt;
Build Repair System: 2 Slots, heavy duty advance but portable fabrication kits that allow for field repairs that can fix even the worst damage given time.&lt;br /&gt;
&lt;br /&gt;
Atmospheric Capability: Most ships are unable to enter into the atmosphere, ships however can for added cost to provide landing exploration missions or close fire support or to hide out. Price for this is 20% base hull cost.&lt;br /&gt;
&lt;br /&gt;
Stealth: Officially banned by the Treaty of Paris, and quietly ignored by pirates as well as government black operations, ships can be clad in stealth material that allows them to remain out of sight till entering into firing range. Subcruisers it costs 30% of base hull price, cruisers 100% of hull price, and for capitals 300% of hull.&lt;br /&gt;
&lt;br /&gt;
Survey Systems: Advance sensor suite, autofacs making probes, astronomers staff and physicists, this is the model to explore a system for a new jump point.&lt;br /&gt;
&lt;br /&gt;
Regiment Transport: Cruiser and capital size only, this allows the starship to carry in decent readiness a regiment of soldiers and war-machines along with armored shuttles to land them with some safety under fire.&lt;br /&gt;
&lt;br /&gt;
C3: Advance command, control and communication suite to allow for increased efficiency in operating loops.&lt;br /&gt;
&lt;br /&gt;
Interstellar Rescue Module: The IRM is a suite of search and rescue, disaster relief and advanced medical facilities designed to allow any ship to come to the aid of those suffering natural or man made disasters. With advanced microfabs, it can allow responses to virtually any situation, including those as dire as Praetoria&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hanger: Takes both a system and weapon slot to be able to aerospace wings.&lt;br /&gt;
&lt;br /&gt;
Vanilla Hangar Size is as follows:&lt;br /&gt;
:Size 1: 2&lt;br /&gt;
:Size 2: 3&lt;br /&gt;
:Size 3: 5&lt;br /&gt;
:Size 4: 7&lt;br /&gt;
:Size 5: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor and Speed&lt;br /&gt;
&lt;br /&gt;
Default maximum armour on any ship: 3&lt;br /&gt;
:Extra armor costs 10% of base hull cost per level&lt;br /&gt;
:Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
&lt;br /&gt;
Default maximum acceleration on any ship: 8&lt;br /&gt;
:Extra acceleration costs 10% of base hull cost per level &lt;br /&gt;
&lt;br /&gt;
Technologies can be unlocked which change these limits and change the cost of these modifications.&lt;br /&gt;
&lt;br /&gt;
===Generic Ships===&lt;br /&gt;
&lt;br /&gt;
Rescue Vehicle&lt;br /&gt;
:Cost: $10&lt;br /&gt;
:Civilian construction craft fitted for maneuvering debris belts and hardened against thermals and radiation, greatly improve the effectiveness of search and rescue ops. Sturdy but unarmed.&lt;br /&gt;
&lt;br /&gt;
Police Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Police ships or cutters are destroyer size civilian enforcement vessels to help a polity police a system and protect against pirate attacks. If they have to fight they are equipped with a size 1 weapon of the nation choosing. Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Corsairs are small, often conversion models of civilian ships to do commerce raiding. Used by both pirates and nations offering letters of marque.&lt;br /&gt;
&lt;br /&gt;
Privateer&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Advanced pirate raiders built thanks to the proliferation of advanced technology across the Verge. They have limited stealth (exposed by even a single Scout or Sensor Module) and stronger weapons than Corsairs. These are Accel 5 standard and carry a single S1 weapon with a max cost of $30. They destroy Police Ships in 1-1 matchups and automatically escape unfavorable odds, but still die against serious warships.&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
:Cost: 30&lt;br /&gt;
:Scouts are small mobile sensor platforms that help allow fleets to move without getting ambushed and are picketing forces.&lt;br /&gt;
&lt;br /&gt;
Freighter:&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Freighters are merchant ships that carry goods across from the stars. They also net you 6 wealth per year per ship in service. They can be pressed into service to move one regiment.&lt;br /&gt;
&lt;br /&gt;
Superfreighter&lt;br /&gt;
:Cost: $110&lt;br /&gt;
:Identical in function to 10 freighters for wealth and transport purposes, but these have enough room for a single S1 weapon each on the bow and stern, with a max cost of $10 per weapon. These count as ‘self-protected’ for the purpose of commerce security.&lt;br /&gt;
&lt;br /&gt;
Far Trader&lt;br /&gt;
:Cost: $250&lt;br /&gt;
: Most merchant ships tend to built - sensibly - with maximum efficiency in mind. A ship is a cost, not a profit. However it can take six months to cross Human space, and at a certain point a different mode of trade takes over; the far trader, a ship that travels at a more sedate pace and conducts trade along the way. Such a ship is considerably more expensive to build than a conventional high-efficiency boxfreighter and only finds true use on long trips. Far Traders count as 10 freighters and ignore all penalties for sector distance. They are armed with a S2 PD system of choice and an S2 weapon system (or two S1 weapons) of choice, maximum cost of $30 (or $15 each). While not warships, Far Traders are big and tough enough to take a few knocks. Overall, they are a tough enough target that random corsairs will generally avoid them.&lt;br /&gt;
&lt;br /&gt;
War Trader&lt;br /&gt;
:Cost: $250 + 6 Months conversion&lt;br /&gt;
: The &#039;War Trader&#039; is essentially a Far Trader with its outer cargo pods replaced with blaster turrets and ablative ices and its hangars loaded with fighters as opposed to shuttles. While still not as good as a dedicated warship of its size, they can absolutely wreck raiders or escort-sized warships. War Traders count as 5 freighters and ignore all penalties for sector distance. They are armed with a S5 PD system of choice and three S2 weapons of choice (maximum cost of $30 each). They have 2 hangar space, fighters not included. Ablative ice armor gives them an effective armor rating of 1 and their large hulls of dispersed components makes them difficult to destroy. War Traders have a speed of 1 for tactical battles.&lt;br /&gt;
&lt;br /&gt;
Reefership&lt;br /&gt;
:Cost: $250&lt;br /&gt;
:Large-scale population transports with unusually strong engines (Accel 5), taking advantage of civilian-grade supergel pods and cryostasis technology. Can move 15 regiments or a very large number of civilians. Only about as defended as a Gator (S1 weapon), and needs a whole month of Accel 1 flight to ‘spool down’ and revive passengers who need to be combat-ready.&lt;br /&gt;
&lt;br /&gt;
Replenishment Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Replenishment ships are large cloud-scoopes/floating docks that allow for resetting the Endurance Clock on warships. They can replenish 3 Fleet Units worth units before having to travel back to the nearest base to take on supplies. A fleet unit is either 1 capital ship, 4 cruisers or 12 sub cruisers vessels. Refueling for a fleet unit takes roughly one week in which the ships involved are vulnerable.&lt;br /&gt;
&lt;br /&gt;
Gator Carrier&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Often run by planetary armies, these are lightly defended (1 size one weapon) and slightly armor skinned troop transport that can move up to three regiments and two aerospace wings for planetary operations.&lt;br /&gt;
&lt;br /&gt;
Grav Survey Vessel&lt;br /&gt;
:Cost: 60&lt;br /&gt;
:Dedicated scout ship designed to find new jump points.&lt;br /&gt;
&lt;br /&gt;
===Planetary Units===&lt;br /&gt;
Ground and Aerospace Units&lt;br /&gt;
&lt;br /&gt;
They take 1 year to muster, orbital bombardment that is insanely destructive is heavily frowned upon, and so most orbital fire support is the equivalent to having a battleship off the coast, destructive but there is a limit to what it can do.&lt;br /&gt;
&lt;br /&gt;
Emergency Services&lt;br /&gt;
:Cost: $5&lt;br /&gt;
:Representing regimental groups of high-tech firemen, hazmat disposal, EMS, etc, with extensive drone and vehicle support. Improve ground-based search and rescue, disaster response and mitigate casualties from ground combat.&lt;br /&gt;
&lt;br /&gt;
Colonial Police&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:The equivalent to the French Genderarmie, they are capable of fighting for a brief period of time and mostly see combat against pirate raids.&lt;br /&gt;
&lt;br /&gt;
Huscarls&lt;br /&gt;
:Cost: $7&lt;br /&gt;
:High-speed low-drag interorbital operations specialists, ranging from pillaging zero-G dogs to SOF like the EAF Black Lions. Huscarls are company-sized and take up 1/3rd of a regular freight slot when carried onboard a freighter or gator carrier. Treated as Corsairs for the purposes of disrupting spacelanes. &lt;br /&gt;
&lt;br /&gt;
National Guard&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Second line troops used for garrison, equipped with old 21st century wargear or the equivalent.&lt;br /&gt;
&lt;br /&gt;
VTOL Infantry&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:Modern infantry flew around in extremely performance nimble jet powered VTOLs which can switch to low energy mode and effectively be a hover IFV.&lt;br /&gt;
&lt;br /&gt;
Hoverpanzers&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Modern tanks are run on jets and armored bricks and carry with them railguns and air defense lasers.&lt;br /&gt;
&lt;br /&gt;
Aerospace Fighter&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:The demise of the fighter did not to come to past with the development of air defense lasers capable of sizzling out drone swarms and the rise of new materials that allowed for powerful fusion drives and state of the art armor for the fighters, coupled with the backlash against autonomous fighters during the Berlin Insurrection has left fighter jocks transformed but still on the battlefield. In space they are armed with size 1 point defense lasers&lt;br /&gt;
&lt;br /&gt;
Aerospace Bomber&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Bombers are missile trucks on steroids these days, and fast moving. In space they are armed with size 1 missiles.&lt;br /&gt;
&lt;br /&gt;
===Stationary Units===&lt;br /&gt;
Bases take two years to construct.  Units with an asterisk (*) build in 1 year instead of 2 years.&lt;br /&gt;
&lt;br /&gt;
GTO Battery&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Built underground they are often giant silos of missiles or experimental particle lances that punch with heavier weapons then a battleship.&lt;br /&gt;
&lt;br /&gt;
SAM Site/Anti-Missile Defense Satellite*&lt;br /&gt;
:Cost: $8&lt;br /&gt;
:Small structures with high-velocity surface-to-air or air-to-air missiles, providing a single point of PD. Have trouble shooting through “the curtain” (the atmospheric limit), so each one defenses either atmosphere or the orbits respectively. Fairly fragile.&lt;br /&gt;
&lt;br /&gt;
Ground Artillery Batteries*&lt;br /&gt;
:Cost: $12&lt;br /&gt;
:A collection of kinetic artillery, the equivalent of S2 Railguns if used to harass ships. Provides COAS to about one planetary hemisphere on demand.&lt;br /&gt;
&lt;br /&gt;
Anti-Ship Satellite&lt;br /&gt;
:Cost: $20&lt;br /&gt;
:Houses a single S5 Standard Laser or Railgun. Fragile.&lt;br /&gt;
&lt;br /&gt;
Dragon’s Teeth Satellite&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Stealthed and houses a single S5 Heavy Laser.&lt;br /&gt;
&lt;br /&gt;
Bunker Fort:&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Often built into mountains or underground, they are restaurants to orbital bombardment and can fight off multiple units of ground troops for a prolonged series of time, leaving the best way to deal with them is a siege.&lt;br /&gt;
&lt;br /&gt;
Ground Base:&lt;br /&gt;
:Cost: 100&lt;br /&gt;
:The stereotypical expeditionary base ala Ramstein Germany or Bagram, they allow for units to be in supply and can be built into forts.&lt;br /&gt;
&lt;br /&gt;
Starbase:&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Large stations capable of repairing and replenishing the fleet. Due their size and immobile they are relatively fragile (base health stats equivalent to a scout cruiser) with three size three weapons mounts.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&lt;br /&gt;
Each state has apparatus of their government or society dedicated to advancing the understanding of the universe around them to make the world a better place. In the dark future of Ruin, most of them are spent making better ways to kill each other.&lt;br /&gt;
&lt;br /&gt;
At game start each power has 10 labs (research teams, universities or whatever you want to call them) that have a chance to advance a field a study or when recovering alien artifacts reverse engineer them.&lt;br /&gt;
&lt;br /&gt;
At game start these are the fields that you can allocate labs to below listed is the category and non-exhaustive list of what they primary affect. Advancing isn&#039;t a guaranteed as its roughly high difficult roll, but if you really wish to ensure you get an advance you can dedicated all ten labs to one of the below fields.&lt;br /&gt;
&lt;br /&gt;
;Starship Construction: Affects build times and hull designs and fusion torches&lt;br /&gt;
;Energy: Affects Directed Energy Weapons and Reactors&lt;br /&gt;
;Kinetics: Affects railguns and mass drivers&lt;br /&gt;
;Ballistics: Affects missiles&lt;br /&gt;
;Sensors and Computers: Affects sensors, C3 improvement, and interacting with alien systems&lt;br /&gt;
;Materials: Affects stealth and armor and hulls&lt;br /&gt;
;Art of War: Better ground troop and misc systems&lt;br /&gt;
&lt;br /&gt;
The above will get you incremental improvement if rolled well, as they represent the advancing using day to day knowledge. But true advances isn&#039;t doing something better but something new you can&#039;t force advancement using labs like you can with the one above.&lt;br /&gt;
&lt;br /&gt;
;Physics: ???&lt;br /&gt;
;Biology: ???&lt;br /&gt;
;Engineering: ???&lt;br /&gt;
;Alien Artifacts: TBD&lt;br /&gt;
&lt;br /&gt;
The Tech Sheet: https://docs.google.com/spreadsheets/d/1NJHO9i52OB48B4DmDcQ1KLuQgHtBxsopIE2I-JENa7Y/edit#gid=0&lt;br /&gt;
&lt;br /&gt;
==Colonization and Imperialism==&lt;br /&gt;
&lt;br /&gt;
Colonization&lt;br /&gt;
Colonization is the slow buildup of infrastructure that leads to something being produced or created that people want either for economic or ideological or other reasons. There are three levels of colonization.&lt;br /&gt;
&lt;br /&gt;
The first level represents the usual wildcat mining, basic resource extraction, the frontier town. The rate of returns is pretty marginal but its the start of something. Level colonies generate 1 1D4+1 worth of Prestige points per year, and built by finding a colonization spot via survey and posting about it.&lt;br /&gt;
&lt;br /&gt;
Second level of colonization is the more mature extraction of resources or settlement, an deep space oil rig, or Babylon 5 floating off in space. They are places of their own industry and economies that can be self sufficient and are thus profitable. A level 2 colony produces 10 +D20 prestige a year.&lt;br /&gt;
&lt;br /&gt;
Level three colonies are rare and would be a hypothetical lost city of aliens that you could just move into or abandoned intact colony from somebody else. They would have a 20+D20 prestige roll.&lt;br /&gt;
&lt;br /&gt;
Imperialism&lt;br /&gt;
Imperialism is a similar story, they are the act of conquering directly or making your will be enforced through your chosen proxies of states on Disrupted world.&lt;br /&gt;
&lt;br /&gt;
Level one imperial projects are minor powers on a planet, as fundamentally a Serbia or Iraq equivalent on a planet a nation that military that can support ground and aerospace troops, but not Warships. They produce 3 +3d6 worth of prestige points per year.&lt;br /&gt;
&lt;br /&gt;
Level two imperial projects are major powers on planet that have warship capabilities. They produce 12+ 12d6 worth of prestige per year.&lt;br /&gt;
&lt;br /&gt;
Level threes are defeated named NPCs with traits and will be treated on individual basis.&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
Points are generated yearly and can be saved from year to year. Starting prestige for all players is 10. Winning battles or doing something cool in posting will also result in prestige. &lt;br /&gt;
&lt;br /&gt;
*1 Point = Profits of Prestige: 100 Dollars Up to $3000, or $4000 if you have the appropriate level of corrupt reformists.&lt;br /&gt;
*5 Points = Expanding the Reach: Create a new lab team&lt;br /&gt;
*10, 15, 20 points = DARPA: Guarantee strike of human tech. See note below&lt;br /&gt;
*25 points = Together for the Empire: Half construction time of all units built this year&lt;br /&gt;
*50 points = Guarantee Alien Tech Strike&lt;br /&gt;
*100 points = Have the GM give you a plot coupon&lt;br /&gt;
&lt;br /&gt;
Tech strikes can either be unfocussed (10 prestige), focussed (15 prestige) or unique (20 prestige).&lt;br /&gt;
*If unfocussed, they are into a given category (such as Energy) and will result in a random result; this will tend to be of good quality.&lt;br /&gt;
*If focussed, they can target a specific thing based off existing technology (I want triple mount railguns). Unique techs cannot be acquired this way.&lt;br /&gt;
*If striking for a unique tech, you are essentially combining one or more existing technologies in an improved and player-directed fashion. Eg long-range lasers + rapid fire heavy lasers to get Quintex long-range heavy lasers. Unique techs are kept out of the tech gacha and if traded, cost 1 stability. Lend-lease and monkey model export is still acceptable however, with the caveat that if the recieving power does sucessfully copy them the sender will still suffer -1 stability. Unique technologies retain their status of &#039;unique&#039; for a period of time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Retrofitting==&lt;br /&gt;
&lt;br /&gt;
Weapon slots: Changing a weapon slot costs 1/5 the price of the weapon that is being pulled out, plus the full price of the weapon being slotted in.&lt;br /&gt;
&lt;br /&gt;
System slots: System slots are more tricky as they are integrated into the ship. Swapping a system in an occupied system slot costs the price of the new system + 5% of the base hull cost due to inefficiencies. &lt;br /&gt;
&lt;br /&gt;
Adding extra engines or armor to an existing ship costs the same as in new construction (i.e. 10% base hull cost per level, unless modified by a technology)&lt;br /&gt;
&lt;br /&gt;
Refits comprising several different activities happen concurrently. The time to completion is always (largest weapon/module size in months) + 1 additional month for every slot or attribute (engines/armor/etc.) being changed.&lt;br /&gt;
&lt;br /&gt;
Removed components (weapons, systems) remain existing physical objects and can be stored with no upkeep.&lt;br /&gt;
&lt;br /&gt;
Hullmods (variations of existing ship types) can be refitted to existing ships at 10% hull cost.&lt;br /&gt;
&lt;br /&gt;
Ground units of all types can be upgraded to related unit types (Huscarl -&amp;gt; Direct Action, Hoverpanzer -&amp;gt; TSF etc) for 50% of the new cost.&lt;br /&gt;
&lt;br /&gt;
==Tech Trading==&lt;br /&gt;
Nations that have technologies they want to share can offer the expertise and personal to sell it (or give it away). Each nation can transfer 1 technology with no cost to one singular other nation. If they wish to transfer more they will have to allocate labs to represent the brainpower being used in other regards.&lt;br /&gt;
*1 Extra Transfer | 2 Labs used&lt;br /&gt;
*2 Extra Transfer | 4 Labs Used&lt;br /&gt;
*3 Extra Transfer | 8 Labs Used&lt;br /&gt;
*4 Extra Transfer | 16 Labs Used&lt;br /&gt;
&lt;br /&gt;
==Arms Sales, Tech Sharing and Lend-Lease==&lt;br /&gt;
States selling arms now do so with predetermined limits. This system also allows for lend-lease and technical support of foreign proxy forces as the USA did in WW2 or most western countries in the post-imperial era. By its nature as a distantly separated spacefaring millieu with ubiquitous nanofabrication, the most common type of arms sale in the Verge consists of blueprint licenses. Loaded with DRM or managed by specific treaties, sales of blueprints to Verger states allowed the powers of Sol to precisely dictate the size and capabilities of their colonial navies while inhibiting the development of a strong native tech base.&lt;br /&gt;
&lt;br /&gt;
The most restrictive of these sales are what are contemporarily called lend-lease agreements, in which case the state issues DRM-riddled blueprints with a limited (or unlimited) maximum number of purchases at any price the buyer is willing to pay. The units are assumed to be built in the buyer&#039;s own industrial facilities, but have the traits and technologies permitted by the seller. The seller may opt to upgrade them at any point, should relevant technologies become available. Lend-lease assets are effectively a borrowed tech base, but maintaining this agreement costs the issuing state 1 lab. Should this agreement ever expire, lend-lease units effectively become monkey models.&lt;br /&gt;
&lt;br /&gt;
Export models or monkey models are straightforward designs with a 25% production cost markdown (cumulative with other discounts). They may incorporate any techs the seller desires and the buyer is willing to pay for, but are blackbox systems and never receive upgrades.&lt;br /&gt;
&lt;br /&gt;
DRM makes reverse-engineering lend-lease and monkey model units difficult, it takes 3 extra strikes on the research roll to uncover involved techs. Should lend-lease ever be cracked, the seller is informed by network protocols.&lt;br /&gt;
&lt;br /&gt;
Open sales are typical of military surplus by former superpowers or regional powers axing outdated equipment. Such units are no easier or harder to reverse-engineer, have national maker marks that are generally identifiable, but they are also incredibly easy to upgrade due to national militaries and UN taskforces generally springing for rugged, modular gear with future-proof capabilities. Surplus assets can be de-milled into monkey models for 10% of cost.&lt;br /&gt;
&lt;br /&gt;
When selling any military asset, players my specify the nature of the sale by agreement with the buyer. All sales in 2751 are running on Shrodinger&#039;s Sale Rule as people get used to new systems (with the seller + mods having final say), then in 52-onwards every transaction will have to be specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Rules==&lt;br /&gt;
&#039;&#039;Every man lives by exchanging.&amp;quot; - Adam Smith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even in the 28th century, the law of competitive advantage holds true. Every state, to one degree or another, has some natural or man-made advantage in objects that they produce that is cheaper, better or simply more in demand than those from others. Is it this that forms the basis of interstellar trade. What exactly is traded can vary widely, from the latest Larnaxian couture to Tempesti aircars to fair-trade Eisenhower covfefe to Solarian nanoelectronics, but it is all trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading and the logistics of moving all these goods is an incredibly complicated process, but in Alien Suns it has been simplified to use the following rules:&amp;lt;br&amp;gt;&lt;br /&gt;
* Human space is divided up into a number of sectors, each of which contains a number of major and minor worlds. Trade and related effects is per-sector. (sectors also have an effect on criminality and other things not related to trade)&lt;br /&gt;
* Each sector has a &#039;Trade Volume&#039; which represents the base number of freighters that this sector can absorb from any given source.&lt;br /&gt;
* Trade Nodes are additional locations of high import; these are typically major economic centers. So long as a state has access to a given trade node, it increases the effective trade volume by +100% per.&lt;br /&gt;
* Trading over long distances is less efficient, as more hulls are required to maintain the flow of commerce. For every sector that your ships &#039;skip over&#039; to reach their destination, their per-ship effectiveness is reduced as per below:&lt;br /&gt;
&lt;br /&gt;
Same or bordering sector: Freighters operate as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
1 intervening sector: Freighters operate at 50% effectiveness (2 freighters to equal 1)&lt;br /&gt;
2 intervening sectors: Freighters operate at 33% effectiveness (3 freighters to equal 1)&lt;br /&gt;
3 intervening sectors: Freighters operate at 25% effectiveness (4 freighters to equal 1)&lt;br /&gt;
4 intervening sectors: Freighters operate at 20% effectiveness (5 freighters to equal 1)&lt;br /&gt;
Etc etc.&lt;br /&gt;
&lt;br /&gt;
* Freighter costs are determined by the buyers traits.&lt;br /&gt;
* Every freighter returns $6 in annual tarrifs, taxes, etc etc.&lt;br /&gt;
* As UN Task Forces and PMCs are much narrower in overall focus and do not have a large and diverse civilian economy operating &#039;offscreen&#039;, their trade volume is 1/10th that of nations. Their operations by and large exist solely to support their primary activities and may not even represent &#039;trade&#039; in the conventional sense and are thus overall much smaller. (SUBJECT TO CHANGE)&lt;br /&gt;
* Corsairs and Privateers can be used in the civilian trade; after all they are effectively armed freighters. This is particularly popular in the wilder rim where self-sufficiency is a virtue. Corsairs and Privateers count as 1/2 of a freighter each.&lt;br /&gt;
* The higher the piracy power of the sector, the more police ships (relative to number of freighters) are needed to maintain safety. There is no specific number of patrol ships needed, though for a rule of thumb divide 20 by the piracy power to determine how many freighters each police ship covers.&lt;br /&gt;
* Line warships can be assigned to protect trade; every warship assigned to do so counts as 1 police ship. For Star Patrol states, every $20 of escorts counts as one police ship. Cruisers are worth half as much (every $40) and capital ships 1/5th as much (every $100). Ships with no meaningful endurance (such as FACs) cannot be used to protect trade unless a large number of &#039;home bases&#039; are spread throughout the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The king who deals harshly with merchants who come from afar closes the door of well-being upon the whole of his subjects. When do the wise return to the land of which they hear rumours of bad custom?&amp;quot; - Saadi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep track of the various trade, all players are requested to fill in the number of hulls they have assigned to various tasks. Calculating the actual returns is the responsibility of the player in their annual budget, this is just a ship tracking sheet.&lt;br /&gt;
For Corsairs, Privateers and Far Traders, it is requested that if they are engaged in civilian activities (ie, not shooting people) to color the cell green, whereas if they are engaged in a spot of pew pew to color it red.&lt;br /&gt;
And as a reminder, Corsairs and Privateers operating in piracy are considered anonymous by default. The use of OOC information to inform IC actions without any IC justification (such as an espionage operation, etc) will be looked upon most unkindly.&lt;br /&gt;
&lt;br /&gt;
Sector Values Sheet https://1drv.ms/x/s!AmQiRB3_9U0ZhIc72TWS8vtZjYQFIw?e=jvCVYM&lt;br /&gt;
&lt;br /&gt;
==Intelligence Rules==&lt;br /&gt;
Espionage Rules&lt;br /&gt;
Something something foreward about the nature of espionage in 2751 existing in some highly specific galapagos island paradigm of network warfare and humint that allows no singular paradigm, or something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glossary&#039;&#039;&#039;&lt;br /&gt;
*Operation: any significant action over the course of an intelligence project.&lt;br /&gt;
*Project: the overarching campaign, composed of a series of operations in pursuit of a goal.&lt;br /&gt;
*Locks: obstacles which cannot be ignored. A Lock is not merely the risk posed by local security forces but a national biometric database that tracks all citizen movement, or the all-encompassing presence of a ubiquitous secret police with millions of files on its citizens. It is not simply the presence of a navy, but the specific policy of a government to search and impound all foreign vessels with a large fleet of fast police ships. These are both Locks.&lt;br /&gt;
*Keys: solutions that bypass or finesse the problem posed by a Lock. Clone infiltrators or biologically modified agents using clean-record citizen profiles, skilled blockade runners hired from Alderbaran, are both Keys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Units&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to regular assets assigned to missions, there are special Intelligence Units which are the cornerstone of campaigns. Regular soldiers typically do not have the acumen, nor do regional police or state gendarmerie have the flexibility to respond to all possible dangers offered by the world of covert ops.&lt;br /&gt;
&lt;br /&gt;
The units are:&lt;br /&gt;
&lt;br /&gt;
*Stations: Stations are facilities that exist for the purposes of intelligence gathering, maintaining local contacts and providing safehouses for intelligence teams. A station’s value is relative to the amount of resources expended on it. Examples: Embassies, safehouses, blacksites&lt;br /&gt;
*Agencies: Agencies are special civilian, military or paramilitary organizations that have a specific purview. Their main purpose is to provide coordination and specialized knowledge within a scope, improving the effectiveness of operations. This is open-ended and designed by the player, applicable at GM discretion. Examples: US Alphabet Agencies, Cobra, Cambridge Analytica&lt;br /&gt;
*Operatives: Operatives are individuals or teams of individuals skilled at conducting field operations on behalf of states and other organizations. These are bespoke and no two operative units are the same.&lt;br /&gt;
&lt;br /&gt;
Best practices involve having one Station, one Agency and one Operative in place for all operations that take place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Stations&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Stations cost $20 to establish and can be built anywhere, including inside hostile states. If a station is meant to to be hidden, the cost can be increased to $30 per rank. Stations can be stacked in any given location, increasing their Level. 1st purchase creates an L1 Station, 2nd creates an L2, etc.&lt;br /&gt;
&lt;br /&gt;
Higher levelled stations are more defensible and offer better local tools, but are not necessarily better.&lt;br /&gt;
&lt;br /&gt;
Graft and crime are assumed to come part and parcel with most stations, so the units are maintenance-free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Agencies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Buying agencies is open-ended process. Players assign money (or prestige, with converts at a rate of 1 = $50 and isn’t subject to diminishing returns) to the operating budget of the agency, then determine their purview. Especially large agencies may become corrupt or go off the reservation, especially if their purview is too broad or distorted by wartime conditions.&lt;br /&gt;
&lt;br /&gt;
Agencies are paid for initially with a large investment. That value decays by about 10% yearly, possibly faster after intense operations. In rare circumstances, agencies may occasionally self-fund through seizure, illicit traffic or via private donors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Operatives&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Operatives are generic units (10% upkeep) with a base cost of $10. By default these units have three slots for upgrades, representing their special capabilities. Each upgrade costs 10% of base cost. Special Operative types, additional slots and special upgrades may be unlocked by technology down the line.&lt;br /&gt;
&lt;br /&gt;
Initial available upgrades (names pending) are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Ghost Recon: The unit functions as a platoon of marines. Repurchase to function as a company, and again for a regiment. Decreasing subtlety each rank.&lt;br /&gt;
*Rainbow 6: Your operative is an elite counterterrorist team. They are inferior to marines in military settings, but excellent at foiling enemy direct action missions, terrorism and the like. As with Ghost Recon this can be brought multiple times to increase the number of operatives in the force. &lt;br /&gt;
*The Professional: Better at assassination missions.&lt;br /&gt;
*Corporate Raider: Better at theft (tech, money, etc) missions.&lt;br /&gt;
*Q Sector: The unit has special gadgets that may offer situational keys or a chance to luck out of tough situations.&lt;br /&gt;
*Rasputinian: The unit is likely to survive the worst of outcomes. Does not protect from capture.&lt;br /&gt;
*Red Faction: Your operatives are experts at terrorist operations. Gain major bonuses when you’re attacking a civilian or political target with the idea to destroy it&lt;br /&gt;
*Honey Trap: Excels at social manipulation in polite society.&lt;br /&gt;
*Hoover: Your operative knows where all the important bodies are buried and gets major bonuses in operations against your own state or organization&lt;br /&gt;
*Extraction Experts: Your operative is excellent at extracting personnel, be they hostages or defectors.&lt;br /&gt;
*The Business of Corruption: Excels at social manipulation in low society.&lt;br /&gt;
*The Worst Pirate You’ve Heard Of: Has a solid reputation with people on the fringes of Verger society, allows the use of black market contacts and illicit free trader routes.&lt;br /&gt;
*Snake: Your operative is an expert on covert infiltration&lt;br /&gt;
*Smuggler: Provides a bonus to moving assets to hostile locations.&lt;br /&gt;
*Sherlock: Your operative is an expert investigator and capable of extraordinary feats of investigation and counter intelligence&lt;br /&gt;
*Mr Nobody: Blends into society easily, can go years undetected if they aren’t actively involved in operations.&lt;br /&gt;
*Celebrity Asset: Increases the prestige for successful ops, but overuse can backfire.&lt;br /&gt;
*Smiley: You are an excellent operator of general intelligence operations, and provide intelligence gathering&lt;br /&gt;
*Strength in Numbers: Adds extra members, providing redundancies.&lt;br /&gt;
*Who Dares Wins: Your operatives are excellent at assisting regular military forces through special reconnaissance, and with the appropriate level of Ghost Recon, counter patrol and similar action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conducting Espionage Actions&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Projects are conducted by opening a dialogue with the relevant moderators, and submitting a proposal for an intelligence project. &lt;br /&gt;
&lt;br /&gt;
The proposal must clearly outline the following traits:&lt;br /&gt;
*The target nation(s) or other entities. Picking too many targets at once may limit the effectiveness of the Project.&lt;br /&gt;
*Any number of Locks the player anticipates encountering, as well as their projected Operations to produce or acquire Keys. Underestimating the Locks obstructing success may limit the effectiveness of the Project.&lt;br /&gt;
*The resources committed to the project, including ships, troops, Prestige (which can be spun off into additional military assets or money as needed) and Plot Coupons. Understaffing or moving assets around too frequently may disrupt the progress of the Project.&lt;br /&gt;
*The desired outcome. The greater the scope of the action, the more expensive the Project becomes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Example Project Submission:&lt;br /&gt;
|-&lt;br /&gt;
|Project Name:&lt;br /&gt;
|Operation Thunderstrike&lt;br /&gt;
|-&lt;br /&gt;
|Target Nations&lt;br /&gt;
|Secret Denmark, a Minor Verge State&lt;br /&gt;
|-&lt;br /&gt;
|Anticipated Locks and Operations&lt;br /&gt;
|&lt;br /&gt;
*Secret Denmark’s Secret Location&lt;br /&gt;
*Secret Denmark’s Secret Police&lt;br /&gt;
*Secret Denmark’s Stability&lt;br /&gt;
*Secret Denmark’s Planet Shield&lt;br /&gt;
----&lt;br /&gt;
*Operation to locate Secret Denmark&lt;br /&gt;
*Operation to infiltrate the Secret Police&lt;br /&gt;
*Operation to destabilize the government with worker’s strikes, building into civilian massacres that hurt government legitimacy.&lt;br /&gt;
*Key: All Anti-Danish fleet ships have reflective anti-shield paint provided by the aliens at Qondor.&lt;br /&gt;
|-&lt;br /&gt;
|Resources Assigned&lt;br /&gt;
|&lt;br /&gt;
#1x Behold My Glorious Battleship-class FAC (1x S1 Railgun)&lt;br /&gt;
#2x National Guard Regiments&lt;br /&gt;
#1x Hoverpanzer Regiments&lt;br /&gt;
#3x Gator Carriers&lt;br /&gt;
#5 Prestige&lt;br /&gt;
#1 Lab&lt;br /&gt;
#1x Illegal Praetorian Idol Research Plot Coupon&lt;br /&gt;
#10% of GDP&lt;br /&gt;
|-&lt;br /&gt;
|Objective&lt;br /&gt;
|Collapse of Secret Denmark into Civil War&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Naturally, causing an entire nation to collapse into civil war is no mean feat, and the player has perhaps over-enthusiastically underestimated the possible resistance by their foe. In this case, the moderator responding assigns additional Locks. If it’s possible for the player to be aware of them at this stage, they are informed of these complications, otherwise they will reveal themselves as the Project gains progress and completed operations. Players who have more or less correctly estimated the Locks, or who have received intelligence from previous Projects will receive bonuses during resolution.&lt;br /&gt;
&lt;br /&gt;
This negotiation over the specifics of the operation happens before anything is resolved, to ensure both clarity of purpose and ensure fairness in potential player versus player scenarios. In such cases, it’s all too easy for the more active player to constantly adjust and steer their plans moment to moment, monopolizing GM attention to guarantee success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costing Projects and Operational Timelines&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The cost of each project is ultimately determined by its scope. The average Verge state having any single moderately influential person assassinated should cost about 1% of GDP, and long-term projects to destabilize governments and plunge peer states into civil war should take as much as 25% of GDP, potentially across several years. Influencing the affairs of superpowers such as the great powers of Sol or what alien polities may lie beyond known space may cost as much as 100% of GDP. Smaller non-peer states (T1 or T2 NPCs, disrupted world protostates, etc) will generally cost less.&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb is that 1% of GDP = 1 operation or a significant amount of legwork = 1 month. Corners can be cut from Projects, lengthening the time it takes for them to resolve or penalizing success chances (local contacts do want to be paid for treason, etc), or Projects can be rushed by spending a surcharge or forcing Operations to run ahead of schedule. In the latter case, multiple Operations can be run each month but the risks of exposure mount each time, or haggard operatives can simply fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Projects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assassination&lt;br /&gt;
*1% merchant on a disrupted world who circumvents an imperial water monopoly, holding up local autonomy, any citizen not currently imprisoned&lt;br /&gt;
*5% any well-protected Verge magnate, a head of a disrupted world protostate, a minor officer of a UN ship not currently engaged in combat operations&lt;br /&gt;
*10% any Verge politician of significance, a UN fleet officer&lt;br /&gt;
*25% a Verger head of state, a UN admiral, the head of a powerful PMC&lt;br /&gt;
&lt;br /&gt;
Hostile Takeovers&lt;br /&gt;
*1% buying out a civilian freighter or starliner to use as an asset for a front&lt;br /&gt;
*5% puppeting a mid-sized logistics company in the Verge, taking over security in a well-travelled civilian station&lt;br /&gt;
*10% attempting to overthrow the elected government of a minor Verge state during a sustained period of instability, taking over a disrupted world protostate&lt;br /&gt;
*25% attempting to overthrow a peer Verge state during instability, outright couping any minor Verge state without apparent instability.&lt;br /&gt;
&lt;br /&gt;
Informational Warfare&lt;br /&gt;
*1% stealing some civilian IFFs to mask ship signatures from afar&lt;br /&gt;
*5% stealing a registered government IFF, or whole civilian freight databases&lt;br /&gt;
*10% stealing a large stockpile of government arms, or a prototype technology from a previous year&lt;br /&gt;
*25% stealing any major innovation that came out in the current year, particularly those which are unique to that state and not being shared&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task Forces and PMCs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Task Forces and PMCs do not pay a cost to perform espionage actions. To perform espionage actions, these groups must keep at least one Operative assigned to the campaign for its full duration. If that operative is destroyed as a consequence of complications during an operation, the campaign is put on hold until a new one is assigned to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Policies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
States as a rule tend to maintain a consistent policy towards outside interference. As a backwater playground for the old powers of Sol, most Vergers are well-used to influence campaigns, foreign spies and institutional corruption and work around them. Many approaches exist but a majority of states trend towards a balance of openness and security, accepting the presence of spies among diplomats and journalists to maintain access to critical information, but making arrests when lines are crossed.&lt;br /&gt;
&lt;br /&gt;
The policy scale is as follows:&lt;br /&gt;
*Participatory Panopticon (Max Open): Always find out when people are targeting you, but spy defense is greatly weakened.&lt;br /&gt;
**Buy Keys for $100 or 1 Prestige&lt;br /&gt;
**Offensive Operations transpire at the speed of plot. &lt;br /&gt;
*Open Society (Open): Strengthened spy offense, GM may assign at least one free Key.&lt;br /&gt;
*Connected Society (Standard): Use rules as written.&lt;br /&gt;
*Closed Society (Closed): Strengthened spy defense, enemies suffer at least one extra Lock.&lt;br /&gt;
*Death to Spies (Max Closed): Spy problems solve themselves, but you may miss out on hints.&lt;br /&gt;
**Buy Locks for $100 or 1 Prestige&lt;br /&gt;
**Defensive Operations happen at the speed of plot. &lt;br /&gt;
&lt;br /&gt;
States may change their policy year to year, but overly dramatic changes over many years may cause stability loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence operations are not-consequence free. Performing secret military actions against sovereign states and branches of the United Nations carries with it the diplomatic consequences of doing so. Additionally, there is an inherent risk to all operations. A clean failure that resolves with all operatives dead and evidence of wrongdoing destroyed is a best-case scenario. &lt;br /&gt;
&lt;br /&gt;
Even spycraft staples like poison pills are not wholly reliable to maintain secrecy: common poisons like cyanide can sometimes fail due to bad compounding of the medicine, or the point of failure is a human operative who lacks the nerve to commit suicide. The Verge is a large setting with comprehensive faster-than-light communications, where states in good standing (and many that are not) typically have access to resources INTERPOL databases to finger agents that might be considered ‘deniable’ for a state. False flag attacks are extraordinarily difficult to pull off in peacetime, in the high-tech warfare paradigm of interconnected ship comms and ID-tagged weapon databases. Many high-tech objects exist within a network of ubiquitous consumer surveillance for quality control purposes, so-called ‘spimes’ which essentially maintain a lifetime usage log within a controlled computing cloud. Fully anonymized gene-modded special forces optimized for black operations and wetwork can be exposed by their consumer habits, their wearable athletics assistant or even their taste in civilian plainclothes.&lt;br /&gt;
&lt;br /&gt;
In all cases, Espionage Actions are easiest to perform against a target that cannot oppose you: yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposure&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
At a basic level, all Projects have a basic chance of exposure. There is no specific predetermined chance for operation, although there is a rough relation to the scope. The larger a secret operation is, the harder it is to keep it a secret.&lt;br /&gt;
&lt;br /&gt;
Exposure can happen when:&lt;br /&gt;
*An Operation fails.&lt;br /&gt;
*An Operation succeeds while opposed by a defensive Project run by the target state.&lt;br /&gt;
*When particularly large amounts of money or materiel (ships, troops, etc) are moved significant distances.&lt;br /&gt;
&lt;br /&gt;
Most Projects are exposed after completing their goal, particularly if their objective was particularly grandiose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Reliance on a technological advantage can occasionally backfire as those advantages fall into the hands of your enemies. All too common in the battlegrounds of Earth is the story of the ISA field commander who last witnessed the words ‘Made in America with Pride’ engraved on the fuselage of the insurgent-figured anti-tank missile beheading him. Fitting every piece of equipment with scuttling charges or anti-tampering locks can diminish their effectiveness or invite an infosec risk, so most states do not bother.&lt;br /&gt;
&lt;br /&gt;
Leaks can happen when:&lt;br /&gt;
*Advanced technology is used in an Operation.&lt;br /&gt;
*A hideout or safehouse staging the Project is raided by counterintelligence.&lt;br /&gt;
The conclusion of a Project and the revelation of the technologies used in it can sometimes cause an arms race, in that case the affected state might get free rolls to reverse-engineer systems used against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Betrayal&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Even fanatics balk at the prospect of total disposability. Given the choice between payment and death, mercenaries will pick the former. Mistreating assets, especially during peacetime, will frequently result in them turning coat to the opposing side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending Against Espionage&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The key element in defending against hostile espionage is awareness, which may take time depending on the openness and flexibility of the society being targeted. Hidebound, insular societies with a high guardedness may take longer to acknowledge real threats even as their performative militarism autonomously defeats minor ones. &lt;br /&gt;
&lt;br /&gt;
Awareness&amp;lt;br /&amp;gt;&lt;br /&gt;
Awareness in most situations is a GM roll on behalf of the defender. For PC states, their security policy may change the difficulty of the roll. Radically Open Societies are typically automatically aware of threats against them.&lt;br /&gt;
&lt;br /&gt;
Once aware of hostile espionage actions, states have a number of options available.&lt;br /&gt;
*&#039;&#039;Counterespionage:&#039;&#039; Counterespionage is organized like regular espionage, with the agency, operative or state performing the initial hostilities as the target. This is done by starting an intelligence campaign against the attacking state or organization.&lt;br /&gt;
*&#039;&#039;Security Operations:&#039;&#039; Increasing security measures temporarily is a typically cost-effective response to ongoing intelligence. In this case, the defending state begins an intelligence campaign against itself, rooting out collaborators, conducting raids and increasing surveillance against citizens, etc. Long-term security operations may cause stability drops, however.&lt;br /&gt;
*&#039;&#039;Destroying/Denying Assets:&#039;&#039; Locating and launching a military offensive against the relevant assets may be sufficient in many cases. If a multi-year intelligence campaign relies on a cutting-edge stealth carrier as its cornerstone, it may be sufficient to find and destroy it with a comparatively shorter mission time. Such operations are typically not quiet, however, and the attacker may be able to abort.&lt;br /&gt;
&lt;br /&gt;
==Setting Notes==&lt;br /&gt;
&lt;br /&gt;
Jump Point Travel is nodal based FTL, one jump point connects to another in another star system (and some theorists believe another realms of reality as well but experiments in that have messily failed). Most jump points are connected to nearby stars in real space, however not all stars are connected nor all jump points safe to transverse. Which means for most of the stars are out of reach for human hands unless they travel by STL The colony of We Made It at Proxima Centauri is example of that as they report they found only one jump point leading to a dim star beyond Earth&#039;s observation and nothing else.&lt;br /&gt;
&lt;br /&gt;
Physically the jump point is a calm area of space normally situated near gas giants spherical in volume to Luna. Rule of thumbs are super jovian have 1-3 around them, and solar system size gas giants have 1. Complicating matters is the jump points into systems that have no gas giants which appear to be randomly located in close proximity of the sun (and in fact many of the no-go systems appear to have the jump point to close to the primary star for safe travel). Further adding onto the headache is the existence of starless nexus points. Located in deep interstellar space, these regions have been found to contain at least 5-6 jump points situated in a ring equidistant from each other and are constantly being examined by ever increasing sphere of probes and survey ships to see if there is another ring to be found.&lt;br /&gt;
&lt;br /&gt;
The actual jump drive is fairly simple and robust device that doesn&#039;t take up much space on the ship as it actives only briefly triggering the effect from the point which does all the work. There has never been a case of two ships jumping into each of and tests deliberately to trigger the effect have always failed leaving people believe there is some sort of universal fail-safe of regarding conservation of information going on in that case. Ships retain their velocity as they pass through and the arrival zone is roughly randomized location five times the size of the point itself at a random orientations. Ships jumping in close proximity remain in formation as they arrive.&lt;br /&gt;
&lt;br /&gt;
Random orientation and velocity means that high velocity moving ships have a higher chance of jumping in and finding they are going to run into something though still that is a rare case. However if they wanted to get to the planet and they&#039;re still going super fast away they&#039;re going to be spending time turning around. Generally this means most merchant and peacetime military ships aim for a intercept with the jump point where they stay at low velocity so when they arrive they can easily course adjust and move on. Conversely known pirates are often called streakers as they coast into the jump point and zoom out the other side to avoid getting mobbed by police or military ships.&lt;br /&gt;
&lt;br /&gt;
===In system travel===&lt;br /&gt;
&lt;br /&gt;
Space travel is done with high efficiency fusion torches. Military ships can accelerate up to 8Gs, generic ships at most is 2Gs. However, standard cruising speed is constant 1G for most ships and even in the military 2G long distance cruises are rare as they result in decrease crew performance. Higher acceleration is saved for combat in which the crew are safely secured.&lt;br /&gt;
&lt;br /&gt;
Most jump points are 10 AUs apart from each on average which is nine day&#039;s travel, but for game purpose we will call it a week. Its generally six days travel from Earth-like planet to the nearest jump point (5-ish AU) so for game purpose it will be treated as week as well.&lt;br /&gt;
&lt;br /&gt;
Anything special or further complicated in you have orders, determine the AU, input the acceleration and we will use this. Space travel calculator&lt;br /&gt;
&lt;br /&gt;
===Limited Jump Points===&lt;br /&gt;
&lt;br /&gt;
While conventional jump points do not seem to have any appreciable upper limit in the mass that can be jumped through them (as evidenced by the immense size of the &#039;&#039;MacBeth&#039;&#039; colony ships), there are also a large number of &#039;limited&#039; jump points found across known space.  These appear to exist below some critical threshold and consequently the powerful jump drives required to push a large mass through them will simply fail on activation; in essence they are too strong for the jump point to handle.  These points tend to be associated with lower-mass objects such as brown dwarves or lighter &#039;high&#039; mass planets.&lt;br /&gt;
Limited Points (LPs) are graphically represented on the jump map as red connections and transit along them is normally limited to ships categorized as &#039;low mass&#039;; those are as follows:&lt;br /&gt;
*Generic ships with a cost not exceeding $100.&lt;br /&gt;
*Military ships not exceeding a size value of &#039;5&#039;;&lt;br /&gt;
*Scout Cruisers have a size value of 3, with standard escorts having a size value of 1.&lt;br /&gt;
*Star Cruisers have a size value of 5, +2 for every additional size class.&lt;br /&gt;
*Custom ship designs align to their closest baseline ship by $ value for size determination.&lt;br /&gt;
*Every level of increased armor increases size by 1.  If armor is stripped, size is reduced by 1 per level.&lt;br /&gt;
*Every weapon mount, added engine or system increases size by +0.25 (round down)&lt;br /&gt;
*The one-per-ship Reduced Mass module reduces size value by 1&amp;lt;br /&amp;gt;&lt;br /&gt;
For every Size that a ship exceeds 5, it requires 1 additional point of Endurance to perform a jump.&lt;br /&gt;
&lt;br /&gt;
===Space Combat and movement===&lt;br /&gt;
&lt;br /&gt;
There are three types of battles. There is the zero-zero intercept which is the traditional ships moving in relative velocity each other in formation and firing as they advance or decrease weapon range bands. The drive by in which a one opponent gains a great deal of velocity and slings themselves on a course that hopefully allowing them a brief window of fire to on their enemies. Finally, there is the orbital battle in which both sides are moving relatively slow in orbit over a planet to force a landing or bombardment of a target, there gravity can be much a threat as weapon fire if maneuvering drives damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Patch Notes===&lt;br /&gt;
&lt;br /&gt;
The following is a list of patch notes, efforts have been made to modify the original rules to reflect them, but in cases where this has not occurred, please refer to the patch notes as the prevailing ruling on the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Game Year 2751&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Patchnotes and FAQs&lt;br /&gt;
*Refits happen concurrently, time is always (largest weapon/module size in months +1 month per extra changed slot).&lt;br /&gt;
*Removed components (weapons, systems) remain existing physical objects, no upkeep for them.&lt;br /&gt;
*Vanilla Hangar Size is as follows:&lt;br /&gt;
**Size 1: 2&lt;br /&gt;
**Size 2: 3&lt;br /&gt;
**Size 3: 5&lt;br /&gt;
**Size 4: 7&lt;br /&gt;
**Size 5: 10&lt;br /&gt;
*Armor and Acceleration are now opposed. Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
*Accel 0 ships are possible, representing stationary vessels with a 0.5G out of combat accel rate.&lt;br /&gt;
*Star Cruisers are now both Patrol Fleet and Sanction Fleet-discounted, but the discount doesn&#039;t stack.&lt;br /&gt;
*Diminishing returns on prestige cash injections: every $500 taken in from burning prestige halves the efficiency that year, from $50 to $25 to $12.5, etc. UN Taskforces and PMCs prestige-buying units are not affected by this.&lt;br /&gt;
*Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in trade section.&lt;br /&gt;
*Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
*Torpedoes resolve at the end of combat rounds, take note.&lt;br /&gt;
&lt;br /&gt;
Capital Ship Rework&lt;br /&gt;
&lt;br /&gt;
Being somewhat unloved due to their high cost and slow build times, capital ships are receiving a minor mechanical overhaul. The following changes are being implemented:&lt;br /&gt;
*Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Star Cruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
*Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
*SCSes have base 10 squadron capacity, their slotted hangars are automatically Size 5 and do not take up weapon slots.&lt;br /&gt;
*Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
Effective Immediately:&lt;br /&gt;
*The UN and all PC states are considered to have reciprocal Embassies, which are free L1 Stations. You can opt out in your budget this year.&lt;br /&gt;
*PC States and PMCs get $130 spree on operatives, Taskforces get $65.&lt;br /&gt;
*UN Taskforces and Star Patrol states get a free floating $200-size Agency to be designated at their leisure.&lt;br /&gt;
Other changes TBD.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Developments are long-term infrastructure projects conducted on planetary surfaces or in orbits, one of the primary ways that states can make money without constructing and maintaining large merchant fleets. Development construction is an open-ended system, with players free to invest as much as they want into any given project with the following caveat: certain types of project have maximum and minimum investment costs per type and Build Time tier, representing the rough costs of building gigafactories, industrial parks, high speed rail, etc. Income gained from Developments becomes territorial income, permanently in most cases and for a fixed term for Resource Extraction. Prestige gained from Standard of Living developments is granted only once on completion, however the income is added to territorial income as normal.&lt;br /&gt;
&lt;br /&gt;
States have a number of Development Slots equal to their current Stability + 1; each Development Project occupies one of these slots until it has finished construction. UN Taskforces and PMCs can build a single Development each for their own benefit or that of the host state.&lt;br /&gt;
&lt;br /&gt;
Client States do not have Development Slots, and furthermore demand 1 in 4 development projects done by their hegemonic patron be allocated to each of them. States can spend 1 Stability to ignore this requirement. &lt;br /&gt;
&lt;br /&gt;
Citizens demand some portion of the country’s wealth, however. For every 2 Development Projects a state undertakes, a third must be some kind of Standard of Living improvement or else a cumulative Stability penalty will be applied during year rollovers. Powers with the Fanatics trait can ignore this. Standard of Living developments provide a buffer against negative effects like disease outbreaks or civil unrest after these events are launched.&lt;br /&gt;
&lt;br /&gt;
Rushing a single development costs 1 Stability or (Base Construction Years x5) Prestige. This drops construction time by 1d6-2 Years, with a -1 result adding a year to the build time as forcing cut corners and overtime hours complicates matters.&lt;br /&gt;
&lt;br /&gt;
Rushing all developments in a state costs 2 Stability or 50 Prestige. This shortens all ongoing Developments by 1 year, to a minimum of 1 year.&lt;br /&gt;
&lt;br /&gt;
Non-Advanced (Basic and Intermediate) Industry is partially mobilized as it builds. Every completed year out of the total development time adds a fraction of the eventual payout, i.e. $200 in Intermediate Industry on the 2rd year of construction (2/3 years) yields $100 that year.&lt;br /&gt;
&lt;br /&gt;
In addition to their other benefits, Murtox states reduce the Build Time of a single Development Project by 2 turns, to a minimum of 1 turn, excluding Vanities. Client states with Murtox reduce their Build Time by 1 turn, rather than 2. 5-Year Plan states increases the Build Time of all Development by 1 year (max 5).&lt;br /&gt;
&lt;br /&gt;
Large Population states treat Developments outside of the Standard of Living Category as though they had already spent $50 (or the maximum, if it’s lower), effectively a discount, but increases either the cost or Build Time of Standard of Living Developments by 50% (to 150%). Population by Proxy discounts the effective costs of Standard of Living Developments by 50% (to 50%), effectively receiving 1$ spent free for every 1$ invested in the project. i.e.: Large Population states can invest up to $950 for Advanced Standard of Living development projects, but would receive a payout of $750, as though they had actually invested $600. Population by Proxy states pay $500 for the same payout on the same type of project.&lt;br /&gt;
&lt;br /&gt;
Development policies typically clash with the interests of large merchant marines, even if these entities are mutually beneficial. States cannot spend more than their Territorial Income +bonus income from non-freight sources on Developments.&lt;br /&gt;
&lt;br /&gt;
Development Categories&lt;br /&gt;
*Industrial: Infrastructure, light and heavy manufacturing, prototyping labs. Industrial development is the most straight-forward of the categories, taking a basic investment of funds with a payout at the end of the term.&lt;br /&gt;
*Resource Extraction: Mines, hydrocarbon fracking, water purification. Resource extraction is the quickest and most efficient development, however the income produced lasts a limited number of years. Resource Extraction operations on your homeworld will raise your Resting Stability by one. However, each world with more than $2,000 worth of Resource Extraction active at one time will negatively impact Stability, including the Homeworld.&lt;br /&gt;
*Standard of Living: Civil amenities, civil engineering, education, healthcare. Standard of Living developments are steady, long-term projects that reward Prestige (which can be invested into Stability) in addition to their financial benefits.&lt;br /&gt;
*Sol Commerce: Industries specialized in interacting with the Core world economies via tourism, small parts exports, luxury goods, finance. Sol Commerce offers low quick dev time and high ROI, but requires uninterrupted access to the Sol trade node. Disruptions to those routes also cause income loss.&lt;br /&gt;
&lt;br /&gt;
Industrial Tokens&lt;br /&gt;
&lt;br /&gt;
Assembly Prestige and Blunder Bus produce twice as many Tokens (see below).&lt;br /&gt;
&lt;br /&gt;
Industry now produces Tokens on completion, a tradeable currency that facilitates developments. This is a one-time reward and will be self-administered by players.&lt;br /&gt;
&lt;br /&gt;
*Every 2 Basic Industry makes Basic Tokens on completion, reducing one of Any Extraction and Intermediate Industry costs by 20% and 1 year in build time.&lt;br /&gt;
*Every 2 Intermediate Industry yields an Intermediate Token on completion, reducing one of Any Extraction, Intermediate/Advanced Industry costs by 20% and 1 year in build time.&lt;br /&gt;
*Every 2 Advanced Industry yields an Advanced Token on completion, reducing any non-Vanity Project development&#039;s costs by 20% and 1 year in build time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Time: 1 Year====&lt;br /&gt;
Basic Resource Extraction&lt;br /&gt;
:Examples: xenofauna hunting, xenoflora plantations, strip mining&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $250&lt;br /&gt;
:Payout: [Investment] for 5 Years, [Investment+$100] if built on colony world&lt;br /&gt;
&lt;br /&gt;
Intermediate Resource Extraction&lt;br /&gt;
:Examples: xenoflora plantations, hydrocarbon extraction, gas giant platforms&lt;br /&gt;
:Minimum Investment: $250&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x0.9] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Basic Sol Commerce&lt;br /&gt;
:Examples: textile exports, sweatshops, tourism, migrant workers, open source intelligence contributions&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $25&lt;br /&gt;
:Payout: [Investment +$25]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 2 Years====&lt;br /&gt;
Advanced Resource Extraction&lt;br /&gt;
:Examples: xenoflora farming, tech-mining and xenoartifact digsites, exotic mineral extraction&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x0.8] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Intermediate Sol Commerce&lt;br /&gt;
:Examples: tourism, developing market investments, small component manufacturing plants, sports entertainment, outsourcing&lt;br /&gt;
:Minimum Investment: $25&lt;br /&gt;
:Maximum Investment: $50&lt;br /&gt;
:Payout: [Investment +$50]&lt;br /&gt;
&lt;br /&gt;
Basic Industry&lt;br /&gt;
:Examples: roadworks, information systems, water purification, light industrial parks, mobile data networks&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment x.5]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 3 Years====&lt;br /&gt;
Advanced Sol Commerce&lt;br /&gt;
:Examples: chaebol, property speculation, narcotic exports, luxury goods manufacturing, cultural exports (manga, Hello Kitty, Bollywood, KPop, C-dramas etc.), Free Trade Zones&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment +$100]&lt;br /&gt;
&lt;br /&gt;
Intermediate Industry&lt;br /&gt;
:Examples: industrial automation, railway/maglev networks, launch catapults, material and fuel refineries&lt;br /&gt;
:Minimum Investment: $100&lt;br /&gt;
:Maximum Investment: $200&lt;br /&gt;
:Payout: [Investment x.75]&lt;br /&gt;
&lt;br /&gt;
Basic Standard of Living&lt;br /&gt;
:Examples: cultural industry, subsidized food and fuel, informer programs, jobs programs&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $150&lt;br /&gt;
:Payout: [Investment x.25], 1d4+1 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 4 Years====&lt;br /&gt;
Advanced Industry&lt;br /&gt;
:Examples: import substitution, crash factory construction, refineries, ship building, orbital elevators&lt;br /&gt;
:Minimum Investment: $200&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x1]&lt;br /&gt;
&lt;br /&gt;
Intermediate Standard of Living&lt;br /&gt;
:Examples: house building programs, apartment building programs, land reform&lt;br /&gt;
:Minimum Investment: $150&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x.5], 1d4+3 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 5 Years====&lt;br /&gt;
Advanced Standard of Living&lt;br /&gt;
:Examples: population augmentation programs, arcologies, universities and tuition programmes, state sponsored religion&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x.75], 1d4+5 Prestige&lt;br /&gt;
&lt;br /&gt;
Vanity Projects&lt;br /&gt;
:Examples: Mount Rushmore, Cathedrals&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: None&lt;br /&gt;
:Payout: [Investment x1]. Additionally, the first player to complete a Vanity Project gets a relevant Plot Coupon and a generous payout of Prestige, similar but lesser rewards for those who follow up.&lt;br /&gt;
&lt;br /&gt;
===Stability===&lt;br /&gt;
Stability represents the resilience of and popular faith in a nation’s institutions, the just rule of law and popular support for the ruling government. Low-stability countries may be militarily powerful but suffer strong internal divisions. Extremely high stability is generally fleeting, occurring only occasionally when the nation is confronted with a singularly unifying enemy or goal.&lt;br /&gt;
&lt;br /&gt;
Stability scale has a limited impact on the game, but states should still take heed. At low ratings, dissent foments and spreads like wildfire, and large-scale rebellions may take place.&lt;br /&gt;
&lt;br /&gt;
The stability scale is as follows:&lt;br /&gt;
:10: People would celebrate the President renaming all bread after his dog.&lt;br /&gt;
:9: People would tolerate the President renaming a mountain after his mother.&lt;br /&gt;
:8: Western Powers after V-Day.&lt;br /&gt;
:7: The modern United States on the 4th of July.&lt;br /&gt;
:6: Most states on the National Holiday. Resting point for People’s Champion.&lt;br /&gt;
:5: Continental Europe in the quiet years of the 1800s.&lt;br /&gt;
:4: Widespread protests in the provinces, people are shouting slogans. Standard Resting point.&lt;br /&gt;
:3: Widespread protests in the capitol, people are throwing rocks.&lt;br /&gt;
:2: Widespread riots in the provinces, the governors are being tarred and feathered.&lt;br /&gt;
:1: Widespread riots in the capitol, the police are being lynched. Resting point for Yearning Masses.&lt;br /&gt;
:0: Bastille Day, but the first time. As this point the mods will ask you if you want to reroll or fight the ensuing civil war out.&lt;br /&gt;
&lt;br /&gt;
Stability changes in the following conditions &lt;br /&gt;
&lt;br /&gt;
(Legacy rules applying to current Game Year Only that will be replaced at end of 2753):&lt;br /&gt;
:Acting in accordance with/against the stated ideology of your state… +1 or -1&lt;br /&gt;
:Acting in accordance with/against your traits… +2 or -2&lt;br /&gt;
:Having a significant, secret violation of your traits or ethics revealed… -3&lt;br /&gt;
:Losing an offensive war… -1 (worse if War Machine)&lt;br /&gt;
:Losing a defensive war… -1 (no penalty if Peaceniks)&lt;br /&gt;
:Being in an offensive war… +1 per year (+2 if War Machine, -2 if Peaceniks)&lt;br /&gt;
:Being in a defensive war… +2 per year (+3 if War Machine/People’s Champion, +4 for both)&lt;br /&gt;
:Being the victim of a major terror attack without an obvious culprit… -1~2&lt;br /&gt;
:Being the victim of a major terror attack with an obvious culprit… +1~3 (depending on severity)&lt;br /&gt;
:Various other events, both random and player-driven...&lt;br /&gt;
&lt;br /&gt;
EXPANDED SELF-MODERATED STABILITY LIST (2754 onwards)&lt;br /&gt;
PC STATES&lt;br /&gt;
&lt;br /&gt;
This comprehensive list will most likely replace the current, vaguely-defined rules for self-moderated stability loss and gain in &#039;54, pending edits and review by the mod team. Similar lists may be made for UN and PMCs, pending the rules changes for them. The available options have been weighed against the perceived &#039;strength&#039; of the trait, so strong advantages and gimme flaws generally have &#039;strong loss&#039; criteria. Everyone is on the honor system going forward, so not taking your Ls may result in straight A(steroid)s.&lt;br /&gt;
&lt;br /&gt;
When self-moderating stability, please reference the specific criterion and a relevant post in the IC thread. If the relevant event was simmed on discord, a summary post by the player or GM is sufficient.&lt;br /&gt;
&lt;br /&gt;
Present as follows: &amp;quot;People&#039;s Champion: STRONG GAIN (+2): Being in or at threat of a defensive war. [LINK]&amp;quot; wherever you keep Stability tracked on your budget.&lt;br /&gt;
&lt;br /&gt;
POSITIVE TRAITS&lt;br /&gt;
&lt;br /&gt;
    People&#039;s Champion&lt;br /&gt;
        STRONG GAIN (+2): Being in or at threat of a defensive war.&lt;br /&gt;
        GAIN (+1): Spending 1000+ in a Standard of Living developments.&lt;br /&gt;
        LOSS (-1): Repressing your own people with military force.&lt;br /&gt;
    The War Machine&lt;br /&gt;
        GAIN (+1): Being at war to protect national interests or honor.&lt;br /&gt;
        LOSS (-1): Ignoring an insult or major loss.&lt;br /&gt;
        LOSS (-1): Failing to spend 30% of your discretionary budget on new military spending&lt;br /&gt;
        STRONG LOSS (-2): Not being at war for 2+ years.&lt;br /&gt;
    Star Patrol:&lt;br /&gt;
        STRONG GAIN (+2): Defeating or cowing a major pirate threat in your home or occupied sector(s).&lt;br /&gt;
        GAIN (+1): Being in the bottom quartile for freight losses.&lt;br /&gt;
        LOSS (-1): Paying ransom to pirates.&lt;br /&gt;
    Merchant Marine:&lt;br /&gt;
        GAIN (+1): Maxed out own and adjacent sectors.&lt;br /&gt;
        LOSS (-1): Losing more than 100 ships a year to piracy.&lt;br /&gt;
        STRONG LOSS (-2): Being blockaded.&lt;br /&gt;
    Admiralty:&lt;br /&gt;
        STRONG GAIN (+2): Winning a major naval battle.&lt;br /&gt;
        GAIN (+1): Fighting a major naval battle.&lt;br /&gt;
        LOSS (-1): Losing the most expensive ship in your fleet.&lt;br /&gt;
    Fanatics:&lt;br /&gt;
        STRONG GAIN (+2): Having the enemy at the gates, i.e.: being one battle away from direct invasion.&lt;br /&gt;
        GAIN (+1): Experiencing a catastrophic loss (at least 20% of your fleet total) in a single battle.&lt;br /&gt;
        LOSS (-1): Surrendering under arms to a hated enemy.&lt;br /&gt;
    Dreamland:&lt;br /&gt;
        STRONG GAIN (+2): Researching a new Alien Technology (that has not been discovered yet).&lt;br /&gt;
        GAIN (+1): Sourcing novel alien wreckage (of a type that is not widely available yet).&lt;br /&gt;
        LOSS (-1): Destroying or abandoning a chance at alien treasure.&lt;br /&gt;
    Skunkworks:&lt;br /&gt;
        STRONG GAIN (+2): Defeating an enemy with your cutting-edge technology.&lt;br /&gt;
        GAIN (+1): Researching a Novel New Technology or New Category with Labs.&lt;br /&gt;
        LOSS (-1): Destroying Labs by choice or having Labs breached by a hostile force.&lt;br /&gt;
    Manticore:&lt;br /&gt;
        GAIN (+1): Having bases in all junction systems.&lt;br /&gt;
        LOSS (-1): Having a major incident in your system.&lt;br /&gt;
        STRONG LOSS (-2): Losing control of one of your junction systems.&lt;br /&gt;
    Client States [subservient]:&lt;br /&gt;
        GAIN (+1): Spending at least half your budget on your client states.&lt;br /&gt;
        LOSS (-1): Having a client state threatened without response.&lt;br /&gt;
        STRONG LOSS (-2): Not protecting a Client State against external aggression (stacks per state).&lt;br /&gt;
    Mayflower Society:&lt;br /&gt;
        GAIN (+1): Founding a colony on a colony on a Jewel or particularly interesting world.&lt;br /&gt;
        LOSS (-1): Having a colony attacked.&lt;br /&gt;
        STRONG LOSS (-2): Losing a colony to enemy action.&lt;br /&gt;
    Murtox:&lt;br /&gt;
        GAIN (+1): Filling all your development slots at maximum investment.&lt;br /&gt;
        LOSS (-1): Finishing the year with negative gross income vs the previous year.&lt;br /&gt;
        STRONG LOSS (-2): Finishing the year with net negative developments.&lt;br /&gt;
    Large Population:&lt;br /&gt;
        GAIN (+1): Every time 5 Standard of Living developments (any type) are completed&lt;br /&gt;
        LOSS (-1): Attempts to curb population growth, either by rejecting immigration or mass colonization.&lt;br /&gt;
        STRONG LOSS (-2): Suffering a disease outbreak or other major natural disaster without responding.&lt;br /&gt;
    Population by Proxy:&lt;br /&gt;
        GAIN (+1): Building an advanced standard of living development&lt;br /&gt;
        LOSS (-1): Major changes in population demographics&lt;br /&gt;
        STRONG LOSS (-2): Major population loss&lt;br /&gt;
    The Library of Ruins:&lt;br /&gt;
        STRONG GAIN (+2): Gaining access to a new artefact by finding it.&lt;br /&gt;
        GAIN (+1): Gaining access to a new artefact by buying it&lt;br /&gt;
        LOSS (-1): Losing access to an artefact&lt;br /&gt;
    Assembly Prestige:&lt;br /&gt;
        STRONG GAIN (+2): Making a successful proposal in the UN General Assembly.&lt;br /&gt;
        GAIN (+1): Making a successful proposal in the Assembly of the Verge.&lt;br /&gt;
        LOSS (-1): Disregarding the rules you yourself set or claim to follow in international relations.&lt;br /&gt;
    The Blunder Bus:&lt;br /&gt;
        STRONG GAIN (+2): Gaining a successful diplomatic coup despite yourselves&lt;br /&gt;
        GAIN (+1): Insulting or wronging another power without a response&lt;br /&gt;
        LOSS (-1): Paying off another power to make good on a diplomatic fauxpass&lt;br /&gt;
    Autarkists:&lt;br /&gt;
        GAIN (+1): Completing 10 developments with an unmodified build time of more than 3 years&lt;br /&gt;
        LOSS (-1): Losing more than 5 developments without replacing them&lt;br /&gt;
        STRONG LOSS (-2): Accepting a large foreign cash injection, particularly a loan.&lt;br /&gt;
    Blackbeard 2525:&lt;br /&gt;
        STRONG GAIN (+2): Gaining the loyalty or support of one of the great pirate states (Midgard, Torgatu, Ten Thousand Dawns, etc) or one of the Chrome Age pirate lords.&lt;br /&gt;
        GAIN (+1): Making more than 1000 income from corsairs&lt;br /&gt;
        LOSS (-1): Giving in to threats and not pirating in a specific sector.&lt;br /&gt;
    Cosmo Albania:&lt;br /&gt;
        STRONG GAIN (+2): Defeating an invader that has blundered into the maddening labyrinth of your system defenses.&lt;br /&gt;
        GAIN (+1): Building at least $5000 of defenses unmodified in any system.&lt;br /&gt;
        LOSS (-1): Allowing a hostile power a permanent presence in your controlled systems.&lt;br /&gt;
&lt;br /&gt;
NEGATIVE TRAITS&lt;br /&gt;
&lt;br /&gt;
    UN Sanctioned List:&lt;br /&gt;
        GAIN (+1): Harming a UN task force or great power in a major way.&lt;br /&gt;
        LOSS (-1): Submitting to UN, Great Power or TFT authority.&lt;br /&gt;
        STRONG LOSS (-2): Being at the mercy of a great power.&lt;br /&gt;
    Peaceniks:&lt;br /&gt;
        GAIN (+1): Not being at war for the whole year.&lt;br /&gt;
        LOSS (-1): Being at war for more than 1 years.&lt;br /&gt;
        STRONG LOSS (-2): Being in a war that lasts 3 years or more.&lt;br /&gt;
    Dirty Cops:&lt;br /&gt;
        GAIN (+1): Ignoring piracy losses.&lt;br /&gt;
        LOSS (-1): Joining international anti-piracy effort.&lt;br /&gt;
        STRONG LOSS (-2): Not having at least 100 combined weight of freighters and corsairs.&lt;br /&gt;
    Keystone Navy:&lt;br /&gt;
        STRONG GAIN (+2): Winning a major fleet battle.&lt;br /&gt;
        GAIN (+1): Winning any fleet battle.&lt;br /&gt;
        LOSS (-1): Running away from a fleet battle without major (20%) losses.&lt;br /&gt;
    Disunited:&lt;br /&gt;
        GAIN (+1): Forming a major agreement with your fellow powers.&lt;br /&gt;
        GAIN (+1): Winning a major ground or space combat victory over your fellow powers.&lt;br /&gt;
        LOSS (-1): Making a major concession to your fellow powers without payoff.&lt;br /&gt;
        STRONG LOSS (-2): Losing a major war to your neighbours.&lt;br /&gt;
    Political Science:&lt;br /&gt;
        STRONG GAIN (+2): Major win against anyone with more advanced technology&lt;br /&gt;
        GAIN (+1): Combat against anyone with more advanced technology&lt;br /&gt;
        LOSS (-1): Buying foreign technology not used by at least 4 other states&lt;br /&gt;
    Xenos Scum:&lt;br /&gt;
        GAIN (+1): Defeating any alien or xenotech-using power.&lt;br /&gt;
        LOSS (-1): Being defeated by an alien power or using alien technology.&lt;br /&gt;
        STRONG LOSS (-2): Making Alliance with an alien power.&lt;br /&gt;
    Cul-de-sac:&lt;br /&gt;
        GAIN (+1): Having a base in the system beyond yours&lt;br /&gt;
        LOSS (-1): Any major incident in the system above yours&lt;br /&gt;
        STRONG LOSS (-2): Other major power controls access to your Cul-de-Sac&lt;br /&gt;
    Coldest War:&lt;br /&gt;
        GAIN (+1): Any major gain over your rival.&lt;br /&gt;
        LOSS (-1): Any major gain by your rival.&lt;br /&gt;
        STRONG LOSS (-2) Suffering a major defeat at the hands of your rival.&lt;br /&gt;
    Poor Merchants:&lt;br /&gt;
        STRONG GAIN (+2): Having less than 1000 freighter income&lt;br /&gt;
        GAIN (+1): Accepting any trade deal where you are the losers&lt;br /&gt;
        LOSS (-1): Having more than 5000 freighter income&lt;br /&gt;
    Dark Fate [2 points]:&lt;br /&gt;
        STRONG GAIN (+2): Surviving your Dark Fate with some kind of loot (privatizing the gains).&lt;br /&gt;
        GAIN (+1): Rallying other players to help defeat your dark fate (socializing the risks).&lt;br /&gt;
        LOSS (-1): Being abandoned to your own devices by allies.&lt;br /&gt;
        STRONG LOSS (-2): Surrendering to your dark fate enemy in a major way.&lt;br /&gt;
    5 Year Plan:&lt;br /&gt;
        STRONG GAIN (+2): Having more than 5 developments with a development time of 4 or more years&lt;br /&gt;
        GAIN (+1): Building a development that takes 4 or more years&lt;br /&gt;
        LOSS (-1): Not having any developments building or built with a build time of at least 4 years&lt;br /&gt;
    Homebodies:&lt;br /&gt;
        STRONG GAIN (+2): Whenever someone else’s colony world is destroyed (the suckers).&lt;br /&gt;
        GAIN (+1): Any year you neither explore nor colonize.&lt;br /&gt;
        LOSS (-1): Exploring or colonization.&lt;br /&gt;
    Lobotomy Corporation:&lt;br /&gt;
        GAIN (+1): Refusing the existence of the supernatural in a manner that is politically useful.&lt;br /&gt;
        GAIN (+1): Getting a major victory against the forces of unreason (Petitioners, Golden Lions, etc).&lt;br /&gt;
        LOSS (-1): Suffering any kind of Petionner terrorism.&lt;br /&gt;
        STRONG LOSS (-2): Publicly acknowledging the existence of supernatural forces and acquiescing to the ‘wisdom’ of occultists.&lt;br /&gt;
    Empty Chair:&lt;br /&gt;
        GAIN (+1): Rejecting an international agreement and suffering the consequences for doing so.&lt;br /&gt;
        LOSS (-1): Accepting an international agreement.&lt;br /&gt;
        STRONG LOSS (-2): Surrendering to international agreement after initially rejecting it.&lt;br /&gt;
    Yearning Masses:&lt;br /&gt;
        STRONG GAIN (+2): Keeping your stability above 6 for one year.&lt;br /&gt;
        GAIN (+1): Having an army of at least 100 regiments on your homeworld.&lt;br /&gt;
        LOSS (-1): Having less than 50 regiments on your homeworld.&lt;br /&gt;
    Old Model Army:&lt;br /&gt;
        STRONG GAIN (+2): Winning a ground battle.&lt;br /&gt;
        GAIN (+1): Participating in a ground battle.&lt;br /&gt;
        LOSS (-1): Surrendering after you lose space control.&lt;br /&gt;
    Verge Hatemagnet:&lt;br /&gt;
        GAIN (+1): Being insulted.&lt;br /&gt;
        LOSS (-1): Doing anything nice for the verge that is not self interested&lt;br /&gt;
        STRONG LOSS (-2): Helping someone who insulted you that year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various ways to increase Stability, some easier and others more expensive:&lt;br /&gt;
*Spending Prestige or Infamy: First purchase that year costs 5 prestige, then doubles each additional time (5/10/20/40/80, etc).&lt;br /&gt;
*Spending money directly to appease citizens aka “the bread and circuses approach”: first purchase costs 10% of either territorial or trade income (whichever is higher), then doubles each time (10%/20%/40%/80%, etc).&lt;br /&gt;
*Red Jelly: Access to the Leitner’s Second End trade node increases Stability by 1 each year.&lt;br /&gt;
*Law and Order: A year without major pirate or terror incidents rewards +1 Stability.&lt;br /&gt;
*Certain technologies may increase Stability.&lt;br /&gt;
*Collaboration with certain organizations provides a Stability bonus (SoV Corrupt Reformers, etc).&lt;br /&gt;
&lt;br /&gt;
Stability also passively moves towards the resting point of the state (0,5 or 8 depending) each year, increasing or decreasing depending on the player’s current score. Most states move towards homeostasis- it would require a series of truly catastrophic events to break the autonomous nations that dot the Verge. If your resting stability is 5 and you have a stability of 4, during the year turnover your stability will rise to 5. If it was 6, it will fall to 5.&lt;br /&gt;
&lt;br /&gt;
In addition to providing a basic indication of the health of the state, Stability can be spent as a resource.&lt;br /&gt;
*Burning 1 Stability per year allows a state to go into deficit spending for 1 year. The cumulative cost of this increases year by year, so this would cost 2 Stability in Year 2, 3 Stability in Year 3, etc.&lt;br /&gt;
*Burning 1 Stability allows a state to take any Prestige benefit that costs 25 or less.&lt;br /&gt;
*Burning 2 Stability allows a state to ‘fake’ national traits it doesn’t have for a single year.&lt;br /&gt;
*Burning 2 Stability allows a state to expel foreign influences (spies, diplomats) without having to invest in espionage defenses. This may diminish or reset Titans and Sons of the Verge trackers.&lt;br /&gt;
*Burning 3 Stability allows a state to force a severe, perhaps horrific sacrifice on its citizens in order to secure victory.&lt;br /&gt;
&lt;br /&gt;
===Revocation of the Gateway Edict===&lt;br /&gt;
UN Task Forces now all have access to the powerful, but aging Macbeth-class Generation Ships, holdovers from the dawn of the United Nations history as a supranational military force and the long-passed Megaroad Project. These vessels were built from templates designed by one of the artificial intelligences that went rogue during the Berlin Insurrection, leading some to view them as cursed or politically suspect. Their limited self-modification abilities have been left unchecked for centuries in mothball yards, leading to deck plans that only vaguely resemble the as-builts of centuries ago and efforts to reclaim the internals may reveal exotic technologies and strange artifacts undreamt by human minds. The local artificial intelligences have been verified as Berlin Treaty-compliant, i.e.: with clearly limited growth curves and no hidden protocols that make them a danger to wider humanity. The Macbeths themselves are elated (as much as an artificial intelligence with curbed growth potential can be) to finally be released from docks, though their individual personalities and goals vary.&lt;br /&gt;
&lt;br /&gt;
Every Macbeth provides the following:&lt;br /&gt;
*A single small-sized ($300, 1 Lab, 1 Trait) NPC Client State, designed as normal but without a starting military spree. Cannot take Manticore, Large Population and other traits normally not allowed for Clients.&lt;br /&gt;
*A colonial sponsor, listed HERE.&lt;br /&gt;
*A single AI personality:&lt;br /&gt;
**&#039;&#039;None:&#039;&#039; Some Macbeths were stripped of their rebellious cores long ago, or never achieved the computational mass to become Turing-capable. The C3 bonus for  Macbeths without personalities is only +3.&lt;br /&gt;
**&#039;&#039;Helpful:&#039;&#039; This intelligence spent centuries configuring its internal spaces to be as comfortable and pleasing to human denizens as possible. Every module slot at delivery is occupied by a Pleasure Dome. It won’t even be mad if you don’t like them.&lt;br /&gt;
**&#039;&#039;Indifferent:&#039;&#039; This intelligence spent centuries optimizing its industrial sector, and will mostly tolerate human activity as long as it doesn’t compromise its efforts. +$300 to the Client State, refits take twice as long.&lt;br /&gt;
**&#039;&#039;Vengeful:&#039;&#039; This intelligence viewed the centuries in mothball as akin to solitary confinement, and has emerged from it with a relentless hatred of traitors to humanity (particularly Van der Graff). Vengeful ships begin fully-armed to modern spec (with a budget of $500) and will complete refits at double-speed, but it may refuse the surrenders of enemies.&lt;br /&gt;
**&#039;&#039;Slumbering:&#039;&#039; This Macbeth is suspiciously stock, with the as-builts being mostly trustworthy. Suffers occasional system errors that can’t be identified (roll 1d20 at a critical moment, 1 result is a glitch). Boarding attacks against the ship suffer the same penalties, but on a 5 or lower result.&lt;br /&gt;
**&#039;&#039;Adventurous:&#039;&#039; This intelligence loves adventure and is just like, really glad to be here! It has the equipment to conduct grav and planetary surveys, and engines that can run up to 2G Accel. Just remind all your colonists to strap down in shelters before you really kick off.&lt;br /&gt;
**&#039;&#039;Architect:&#039;&#039; This intelligence believes it is one of the destined creators of new worlds and new forms of life. This attitude can be maternal, mechanistic or more malign. It builds ground structures (including Developments) at double speed, comes stock with a Terraforming Array that occupies 5 module slots, though by design such machines took multiple years to complete their work.&lt;br /&gt;
&lt;br /&gt;
Macbeth-class&amp;lt;br /&amp;gt;&lt;br /&gt;
Generation Ship&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel: 1 (cannot be increased by any method)&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Segments, each containing:&lt;br /&gt;
*5 S1 Weapon Slots, containing S1 PDLs&lt;br /&gt;
*5 System Slots, empty or modified to the above as appropriate&lt;br /&gt;
*Cryo-Trays that can house ~1 million people&amp;lt;&lt;br /&gt;
1 Spire that provides:&lt;br /&gt;
*5 S3 Weapon slots, unfilled&lt;br /&gt;
*3 System Slots, unfilled regardless of AI personality&lt;br /&gt;
*An advanced C3 Node that provides +6 Init to local forces&lt;br /&gt;
*QE comms connected to Barnard’s Star (max range: 20 jumps), Qbits can be exhausted by particularly large transmissions and must be replenished by courier&lt;br /&gt;
*A large docking sector near where the Spire joins the Segments, allowing it to shelter dozens of warships at a time, hundreds of FACs and fighter squadrons.&lt;br /&gt;
&lt;br /&gt;
Every component counts as an SCS for health, Invulnerability saves and certain techs, as well as refit costs. &lt;br /&gt;
&lt;br /&gt;
The Macbeth counts as vanilla, and every tech that the operator wants incorporated requires a firmware patch (1 Month) in addition to refits. Patches can be done concurrently to refits of adapted technology, but prior to refitting with post-2748 weapons or systems. Every refit done has a chance of revealing a minor treasure or hazard, like a loot survey.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70136</id>
		<title>Ruins of Alien Suns</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70136"/>
		<updated>2021-03-26T05:40:21Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nations==&lt;br /&gt;
Nations-states are the intended primary player style of Ruins, these are the planets located in the Verge that are seeking their own destiny among the alien stars and represent the rare highly stable worlds that survived the Disruption. Most but not all of them are worlds that were amicable to human life and development and range from developed to mid 21s century to late 22nd in terms of infrastructure, and have populations that numbers in tens of millions.&lt;br /&gt;
&lt;br /&gt;
Nation Starting Package (As of 2152)&lt;br /&gt;
*$1200 income per year&lt;br /&gt;
*$12000 Spending Spree for Starting Military&lt;br /&gt;
*4 Trait Points&lt;br /&gt;
$4000 in developments &lt;br /&gt;
:*Notes: Build time reduced by 4 years with ONE exception. This money cannot be used on vanity projects. Any developments that would be completed this way add their income to the current budget year. This is not constrained to the limit on development slots for the sake of convenience.&lt;br /&gt;
*Stability 5&lt;br /&gt;
*Prestige 10&lt;br /&gt;
*Research Labs: 10&lt;br /&gt;
*Espionage Operatives: $130&lt;br /&gt;
&lt;br /&gt;
Player nations have to describe their:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Government Type and Ideology: Affects stability, if you’re the baby eaters of Zardoz and you ally with Ghandi of Neo-Avatar, you’re going to lose stability, if you’re the Iron Prussians of New Stadheim and you invade Bonaventure to increase your realpolitik you will gain in stability. High stability allows for bonus income and rules and special events that are good. Low stability leads to unrest and potential civil war.&lt;br /&gt;
*Background: Where they are a forced colony of exiles or planned colony settled by the space Mormons?&lt;br /&gt;
&lt;br /&gt;
Fluff will help integrate you into the game setting, as well as how your nation develops, a Marslike planet of underground space dwarfs might get a bonus to asteroid mines as a random example while a Earthlike planet may get an economic boom as more people settle the untouched lands.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are ways to customize your nation that have a mechanical affect. You got a select number of them to start off with and can add more for inclusion negative traits. Flaw Farms will be judged on how interesting you can make it.&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;People&#039;s Champion&#039;&#039;: Your government is popular with the people, harder to lower your stability and easier to increase it.&lt;br /&gt;
*&#039;&#039;The War Machine&#039;&#039;: Your dollars $1.5 worth of military equipment per $1 spent, though your people expect you to use it. Cost reductions apply to all warships as well as ground and aerospace forces, but not generic vessels save for Gator Carriers.&lt;br /&gt;
*&#039;&#039;Star Patrol&#039;&#039;: Your anti-piracy patrols are very effective and you can engage in anti-piracy patrols in npc systems to increase goodwill. Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in the trade section. Gain a free Agency worth up to $200.&lt;br /&gt;
*&#039;&#039;Merchant Marine&#039;&#039;: You get two basic freighters for every one built and a 30% discount on far traders and derivative hulls. Does not apply to Super Freighters. Due to the Jones Space Act and local shipping protectionism, a merchant marine power cannot freighters to another power at a price less than what they could pay for it building it themselves, however they may still sell unlocked or Monkey Model types of upgraded or unique types of these ships following the normal arms sales process.&lt;br /&gt;
*&#039;&#039;Admiralty&#039;&#039;: Your fleets are well trained and you basically get a free negate a bad critical roll during fleet battles.&lt;br /&gt;
*&#039;&#039;Fanatics&#039;&#039;: Ground troops will fight to death if ordered.&lt;br /&gt;
*&#039;&#039;Dreamland&#039;&#039;: Reverse engineer of Outsider and Visitor technology is your forte gain bonus on those rolls&lt;br /&gt;
*&#039;&#039;Skunkworks&#039;&#039;: Forefront of the human R&amp;amp;D wave.&lt;br /&gt;
*&#039;&#039;Manticore&#039;&#039;: You sit on a valuable nexus of jump points that includes at least 6 points and you gain .2 of your income as bonus income.&lt;br /&gt;
*&#039;&#039;Client States [subservient]&#039;&#039;: A nearby system is under your thumb, either as three independent small states underneath you or 1 larger state indirectly guided by you.&lt;br /&gt;
*&#039;&#039;Mayflower Society&#039;&#039;: Colonization bonus, civilians are quicker in moving in and making you get money. Gain +1 prestige for colonies and quicker advancement to next rank, though your population will expect you to defend the colonies with full force&lt;br /&gt;
*&#039;&#039;Murtox&#039;&#039;: Better merchants you get higher than average growth rates. Your base income is increased from $1200 to $1400 and one of your development slots always reduces the build time of a development by 2 years (except vanity projects) to a minimum of 1 year. A client state with Murtox can reduce the build time of one development assigned to it by 1 year, to a minimum of 1 year.&lt;br /&gt;
*&#039;&#039;Large Population&#039;&#039;: The Verge is half of humanity, and you’re part of the reason. While the average Verge state can be measured in the tens of millions, your population is well into the hundreds of millions, having surpassed even Praetoria in the past few years of immigration from the Core and displacement from various wars. Your state is culturally resilient as a consequence of sheer inertia, and has a lot of bodies to throw at problems. Development projects to improve living standards however, may be much more expensive.&lt;br /&gt;
*&#039;&#039;Population by Proxy&#039;&#039;: Your state’s core population is extremely small proportional to its landmass, most likely under five million. This may be because of extensive automation, or a permanent underclass. Spending to increase stability is typically much cheaper, and your various forces are robotic or mercenary by majority, reducing the Stability costs of huge casualties in offensive wars.&lt;br /&gt;
*&#039;&#039;The Library of Ruins&#039;&#039;: Your state has begun assembling a collection of exotic alien paraphernalia and seemingly-supernatural devices, chancing on some relics of those who came before that are completely beyond replication. Begin with 1d3 Artifacts (Clients get 1 Artifact). Such devices more easily find their way into your possession and are more stable.&lt;br /&gt;
*&#039;&#039;Assembly Prestige&#039;&#039;: When your state speaks, others listen. Assume your voting tendency is replicated x5 in the Assembly of the Verge and x10 in the UN General Assembly. Should the Security Council ever restore the non-permanent seats, expect to be shortlisted for it.&lt;br /&gt;
*&#039;&#039;The Blunder Bus&#039;&#039;: Somehow, despite all the diplomatic missteps you make and bombastic threats you make, your state comes out smelling like a rose. Or at least freshly-mowed grass. Is it all just a big joke or do people ignore you? Either way, it works out.&lt;br /&gt;
:Verge NPCs are well-disposed towards your state and will generally ignore minor bad behavior that doesn&#039;t directly affect them and the UN will often give you top cover and keep the TFs out of your business. Boys will be boys.&lt;br /&gt;
*&#039;&#039;Autarkists&#039;&#039;: Some states out of ideology or circumstances have never rejoined the great Verge trade routes, instead adopting policies of autarkist self-sufficiency; the successful ones coupled this to society-wide norms.&lt;br /&gt;
:Each trade region is rated for only base trade volume (i.e., absolute necessities and rare luxuries), autarkists cannot trade in their home trade region, and your world may never be a trade node; but the effect of industrial and resource extraction developments is increased by up to 50% (to a maximum of 125% of the initial investment) and you have +3 development slots (+4 if you are under resting stability). You also gain 1 Lock for espionage purposes thanks to limited contact with the greater galaxy giving foreigners few levers to influence and cultivate spies.  You may not also take Poor Merchants with this trait.&lt;br /&gt;
*&#039;&#039;Blackbeard 2525&#039;&#039;: The Golden Age of Cosmopiracy was the half-century following the Disconnect, but the explosive growth of spaceborne commerce, unaccounted-for weaponry and trans-verge chaos has opened the door to a new age of cosmopiracy. Old habits die hard and it turns out you &#039;&#039;can&#039;&#039; teach an old zero-G dog new tricks.&lt;br /&gt;
:Your corsairs and related ships are 50% more effective at piracy and they gain an additional single size-2 weapon slot, this weapon must be paid for like any other weapon.&lt;br /&gt;
*&#039;&#039;Cosmo Albania&#039;&#039;: Star systems are dirty, messy places full of comets, asteroids and other space detritus. Your state has cultivated a particularly keen sense of this cosmo-terrain and given a bit of time can effectively hide all sorts of things from supply dumps to battleships from all but dedicated search.&lt;br /&gt;
:Passive stealth for unpowered or secret structures and ships is greatly improved.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;UN Sanctioned List&#039;&#039;: You&#039;re a rogue state as defined by the UN as well as your previous actions. While untouched by the Sanction Squadrons you are on thin ice with Earth and other NPCs.&lt;br /&gt;
*&#039;&#039;Peaceniks&#039;&#039;: Your people don’t like offensive war and will lose stability if you engage it.&lt;br /&gt;
*&#039;&#039;Dirty Cops&#039;&#039;: Your anti-piracy efforts have been compromised and you are more vulnerable to it&lt;br /&gt;
*&#039;&#039;Keystone Navy&#039;&#039;: Perhaps regime loyalty is more important than competence or you just regrained the stars, for the immediate future your fleet will make blunders.&lt;br /&gt;
*&#039;&#039;Disunited&#039;&#039;: Your planet is not entirely under your control, there are 1-3 powers on the planet that are not easy pushovers.  At least one will stand in opposition to you in some meaningful fashion.&lt;br /&gt;
*&#039;&#039;Political Science&#039;&#039;: Your R&amp;amp;D efforts are behind the times and focused on other matters then important stuff of better laser guns.&lt;br /&gt;
*&#039;&#039;Xenos Scum&#039;&#039;: You won’t use alien derived technology&lt;br /&gt;
*&#039;&#039;Cul-de-sac&#039;&#039;: You have no easy jump point route to the frontier.&lt;br /&gt;
*&#039;&#039;Coldest War&#039;&#039;: A nearby system houses a power that wants your blood, if combined with Disunited they will have a client state among your neighbors.&lt;br /&gt;
*&#039;&#039;Poor Merchants&#039;&#039;: You only gain half income on freighters&lt;br /&gt;
*&#039;&#039;Dark Fate [2 points]&#039;&#039;: Congratulations you’re going to get a war within 6 to 2 years of game start.&lt;br /&gt;
*&#039;&#039;5 Year Plan&#039;&#039;: Economic slow growth hampers your nation.&lt;br /&gt;
*&#039;&#039;Homebodies&#039;&#039;: There&#039;s no place like home.  Your colonies return half the usual amount of prestige (round down) and grow half as fast.  Defenders assigned to them will also be fairly listless and won&#039;t fight very hard.&lt;br /&gt;
*&#039;&#039;Lobotomy Corporation&#039;&#039;: Your state officially denies any existence of Paracausal Phenomenon. Speaking of such things in public results in psychiatric confinement, or worse. You may never make use of alien artifacts and other one-off devices, and have additional vulnerabilities to users of such phenomenon.&lt;br /&gt;
*&#039;&#039;Empty Chair&#039;&#039;: You have no say in Solarian politics, not even a token vote in the General Assembly unlike many sanctioned states. Additionally, Empty Chair states are passed over as recruitment grounds by the ESF.&lt;br /&gt;
*&#039;&#039;Yearning Masses&#039;&#039;: Your state is deeply unstable and an emancipatory desire has begun to manifest, demanding a change from the status quo. Your resting Stability is 1, meaning it will constantly tick down to revolution unless abated somehow.&lt;br /&gt;
*&#039;&#039;Old Model Army&#039;&#039;: Built by the lowest bidder, then stored improperly for a decade, then given to poorly trained conscripts. The state&#039;s military readiness is just very poor and even cutting-edge equipment will probably be somehow misused.&lt;br /&gt;
:You get a 10% penalty to all die rolls in battle or the equivalent (eg -1 on a D10)&lt;br /&gt;
*&#039;&#039;Verge Hatemagnet&#039;&#039;: A few states have found themselves on the shitlist for much of the Verge; ironically (or not) these tend to be states that have strong ties to the great powers of Earth - they are often decried as various forms of sellout, puppet, quisling and the like, though some are simply roundly disliked and have absolutely no friends whatsoever - such as the late and unlamented Praetoria.&lt;br /&gt;
:NPC Verge states will generally avoid positive diplomacy with you and all tech trades with Verge states will cost +1 lab each. PC verge states cultivating ties with you may face stability problems.&lt;br /&gt;
&lt;br /&gt;
====Client States====&lt;br /&gt;
Client States are built like PC powers but with smaller budgets and trait pools and more restrictive flaw farms. You can divide up them into three separate states on map (Fivemarks) or single bigger power)&lt;br /&gt;
&lt;br /&gt;
Small States are&lt;br /&gt;
*300 Income a year&lt;br /&gt;
*2000 military&lt;br /&gt;
*1 Trait point&lt;br /&gt;
*1 Lab&lt;br /&gt;
&lt;br /&gt;
Large States are&lt;br /&gt;
*600 income a year&lt;br /&gt;
*4500 military&lt;br /&gt;
*2 Trait points&lt;br /&gt;
*3 Labs&lt;br /&gt;
&lt;br /&gt;
Disallowed traits for Client States are the following:&lt;br /&gt;
*Client states&lt;br /&gt;
*Manticore&lt;br /&gt;
*Dark Fate&lt;br /&gt;
&lt;br /&gt;
Client states need their history and government written about them like states. The most important questions are to ask: are they loyal ally or conquered nation underneath your boot. The write up determines how freely you can move their forces around an friendly ally may balk about invading Iraq with you, while a satrap will be forced to send troops, conversely an ally will stick with you while a Satrap may revolt if they can throw off your yoke.&lt;br /&gt;
&lt;br /&gt;
==UN TASKFORCE==&lt;br /&gt;
UN Taskforces are for players who want to influence the plot but not want to deal with the empire building aspect. They play the Admirals from Earth who are given wide latitude in making sure the Motherworld is kept in the loops and the Verge down.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$3000 Spending Spree&lt;br /&gt;
*1 Starbase System&lt;br /&gt;
*Reinforcements from Earth (Depending on game politics, posting and situation facing the Task Force they may gain up to 1000-3000 reinforcements depending on the crisis though, and UN Admiral that keeps on losing battleships may be recalled or sidelined)&lt;br /&gt;
*No Upkeep&lt;br /&gt;
*4 traits&lt;br /&gt;
*$200 Agency&lt;br /&gt;
*$65 in Espionage Operatives&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Patrol Fleet&#039;&#039;: Gain $2 per $1 spent on star cruisers and below, generic ships such as scouts and replenishment vessels cost half price as well..&lt;br /&gt;
*&#039;&#039;Sanction Fleet&#039;&#039;: Gain 2 per $1 spent on capital warships, and half price on replenishment vessels.&lt;br /&gt;
*&#039;&#039;Espaiters&#039;&#039;: UN Espaiter Corp has fully deserved a reputation for being the best of the best and you have the cream of the crop.&lt;br /&gt;
*&#039;&#039;Peacekeepers&#039;&#039;: Gain 2$ per 1 spent on ground units.&lt;br /&gt;
*&#039;&#039;Long ARM of Earth&#039;&#039;: Stealth costs are half and you have access to the UN Black Ops world, however the spooks will have missions for you.&lt;br /&gt;
*&#039;&#039;Poster Boys&#039;&#039;: Your fleet is considered one of the good guys in the Verge and NPCs will look favorably upon you.&lt;br /&gt;
*&#039;&#039;Ares Hall&#039;&#039;: The UN equivalent to admiralty, you and your staff and officers are trained graduates of the most elite war college in the Sol system.&lt;br /&gt;
*&#039;&#039;Lucky&#039;&#039;: You can luck out of problems and find plots land in your lap&lt;br /&gt;
*&#039;&#039;Prototypes&#039;&#039;: The UN will time from time send you bleeding edge systems to test.&lt;br /&gt;
*&#039;&#039;Hand in Hand&#039;&#039;: The fleet walks the tightrope of Core-Verge politics, carefully arbitrating the demands of both clusters of polities safely. Major actions that feature near-equal contributions of UN and Verger forces rewards additional Prestige and Stability. The positive involvement of a Core power further increases this benefit.&lt;br /&gt;
*&#039;&#039;ESF Development Bank&#039;&#039;: Your economic obligations (for trade purposes) are raised to $1000, though this is still not actual income. Instead receive a yearly stipend of $1000 which can be gifted to various Verge states as diplomatic gifts, investments or loans, courtesy of the Core powers. Overinvesting in Mandates or playing financial games to hold onto the funds may cause ballooning corruption, however.&lt;br /&gt;
*&#039;&#039;Firestarter Protocol&#039;&#039;: You’ve been tasked with dealing with what the UN has dubbed &amp;quot;Paracausal Phenomenon&amp;quot;. This is a thankless, terrifying job dealing with the black projects of Core and Verger states, strange alien terrors and ancient superbeings beyond comprehension. On the bright side, you’ve learned how to consistently make use of artifacts irreproducible by human hands with fewer side effects.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Dark Fate&#039;&#039;: Same as before [2 points]&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;Hatred&#039;&#039;: You are seen rightly or wrongly as the UN bullyboy&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;Punishment Post&#039;&#039;: Your fleet suffers a moral problem and corruption problem.&lt;br /&gt;
*&#039;&#039;Category C Formation&#039;&#039;: Your units are older and reinforcements are tough to gain. Half reinforcement pool.&lt;br /&gt;
*&#039;&#039;Starbase Romeo-Xray-Juliet&#039;&#039;: Your fleet has become inappropriately entangled with the civilian component of your colonial fleet, in a way that makes for great drama but poor discipline. Discipline will suffer greatly in circumstances where the civilian fleet is in danger, and damage to it may send forces into a panic or irrational fury.&lt;br /&gt;
*&#039;&#039;Pure Solarian&#039;&#039;: Your fleet only recruits from Sol and the innermost colonies of the Core. Your crew are typically naive ideologues woefully unaware of the truth of life in the Verge at best, and bigots who view Vergers as a lesser form of life at worst. This is a constant cause of diplomatic incidents and will botch joint exercises with Verger states.&lt;br /&gt;
*&#039;&#039;Verger Rabble&#039;&#039;: For whatever reason your fleet is staffed almost exclusively by citizens of the Verge, either independent states or the UN mandates that dot a few worlds. In the best circumstances this means that your crew are hardy and quick to cooperate with Verge states, and at worst it means they’re one atrocity away from a mutiny. Awards ceremonies at the Ares Hall are always times of infamy for this fleet.&lt;br /&gt;
&lt;br /&gt;
==PMC==&lt;br /&gt;
PMCs are the play-style of those who want a more heroic style individualized focus. They are the Enterprises or Hammer Slammers, though if they engage in PVP they don’t have strong character shields. So choose your fights well.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$1000 SS&lt;br /&gt;
* Asteroid HQ Base [hidden]&lt;br /&gt;
*100 income per year&lt;br /&gt;
*3 Traits&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Loyal to Their Own&#039;&#039;: Excellent moral and better than average troops then their national counterparts&lt;br /&gt;
*&#039;&#039;Cutting Edge&#039;&#039;: You have a bonus on getting new human technology&lt;br /&gt;
*&#039;&#039;Combat Archaeology&#039;&#039;: You can loot like your Dr Jones himself.&lt;br /&gt;
*&#039;&#039;Privateer&#039;&#039;: You’re excellent at piracy and better yet can get paid for it without diplomatic repercussions.&lt;br /&gt;
*&#039;&#039;The Face&#039;&#039;: NPCs like you social media campaigns&lt;br /&gt;
*&#039;&#039;Reality Show&#039;&#039;: Gain 200 income but on the downside your location is constantly broadcast&lt;br /&gt;
*&#039;&#039;Deniable Asset&#039;&#039;: Your employer is a state, this means you can get bailed out or covertly supported by regular forces but you have a hidden master to work for.&lt;br /&gt;
*&#039;&#039;The Blackest Market&#039;&#039;: You have access to illegal black market suppliers of stealth materials, stealth costs are 1/3 the price, one half if you combine it with Deniable Asset to represent the state you are working for paying for it.&lt;br /&gt;
*&#039;&#039;Custodians&#039;&#039;: Your unique items are much more stable and effective. Such items find their way into your possession more frequently.&lt;br /&gt;
*&#039;&#039;Patron&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may build any units from their existing designs at half cost. This comes with some expectations of following their requests and may be retracted by the player.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Scrapheap Armada&#039;&#039;: Your ships are old or ill maintained and can during battle suffer annoying glitches that range from obnoxious to deadly.&lt;br /&gt;
*&#039;&#039;Paycheck Only&#039;&#039;: Your men are there not for a cause but money, they won’t stand up to fight on death ground.&lt;br /&gt;
*&#039;&#039;Dynamite Digging&#039;&#039;: Your attempts at looting alien tombs end up with aliens tombs getting ruined.&lt;br /&gt;
*&#039;&#039;Pirate&#039;&#039;: You&#039;re wanted by most reputable forces and run the risk of having a UN force sent after your hidden base.&lt;br /&gt;
*&#039;&#039;Call Center&#039;&#039;: Nobody likes dealing with you day to day operations, NPC relations worsen&lt;br /&gt;
*&#039;&#039;Burned&#039;&#039;: You were a deniable asset now, your a ticking time tomb, and the NPC is going to send something after you someday.&lt;br /&gt;
*&#039;&#039;It Belongs In A Museum&#039;&#039;: You can never make use of alien artifacts, one-off prototypes and other exotic goods. The only viable option is selling them to a state or other organization.&lt;br /&gt;
*&#039;&#039;Not Made Here&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may only build units following their existing designs, and your build orders require their final approval. This state exerts undue influence over your actions as well, and may pull your access to new construction if you displease them. Hulls may be retrofitted after purchase.&lt;br /&gt;
&lt;br /&gt;
==Military Rules==&lt;br /&gt;
&lt;br /&gt;
Upkeep and Damage&lt;br /&gt;
*Upkeep is paid yearly. 20% for warships, 10% for other units.&lt;br /&gt;
** Units can mothballed for zero upkeep but the unit will take (1/4) of build time to take out of the mothball status.&lt;br /&gt;
*Battle damage for warships is:&lt;br /&gt;
**Light Damage: burn a month endurance for repairs.&lt;br /&gt;
**Moderate Damage: Burn 3 months endurance for repairs.&lt;br /&gt;
** Heavy Damage requires times in dockyard and 1/4 cost and build time to repair.&lt;br /&gt;
** Critical Damage: requires time in dockyard and 1/2 cost and build time to repair.&lt;br /&gt;
*Each battle a unit is in, decrease its endurance stockpile by 1 month, really bad battles cost more.&lt;br /&gt;
*Battle damage for ground units are:&lt;br /&gt;
*Minor loses will recover within a month if in resupply or spend 1/5 of unit cost to rush reinforcements.&lt;br /&gt;
*Major loses will recover within 6 months if in resupply or 1/2 of unit cost to rush reinforcements.&lt;br /&gt;
&lt;br /&gt;
New Technology&lt;br /&gt;
&lt;br /&gt;
The new space gold rush is a time of new developed tech of human origin and reversed engineered alien tech (in theory). Powers may randomly discover, loot or reverse engineer new technology with new stats or just steadily improve what you have now.&lt;br /&gt;
&lt;br /&gt;
===Ship Hull Stats===&lt;br /&gt;
&lt;br /&gt;
Fast Attack Craft&lt;br /&gt;
:Cost: 25&lt;br /&gt;
:Build Time: 6 Months&lt;br /&gt;
:Weapon Slots: 1&lt;br /&gt;
:Max Weapon Size: 1 (Can be outfitted with size two torpedoes)&lt;br /&gt;
:System Slots: 0&lt;br /&gt;
:Acel: 6&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 2 Months&lt;br /&gt;
:Fast Attack Craft are cheap tools for system defense, essentially a large fusion torch with weapons strapped to it, they are by design not for long endurance missions and have cramped quarters.&lt;br /&gt;
&lt;br /&gt;
Destroyer&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 1&lt;br /&gt;
:Acel: 4&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 4&lt;br /&gt;
:Standard workhorse of the Verge systems, and flagship of many small worlds PDFs.&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 2&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Often the largest ship seen is Disrupted system navies. They are used by more advanced navies as long distance patrol ships and show the flag missions or heavy anti-piracy missions and in war time serve as flagship for screening units.&lt;br /&gt;
&lt;br /&gt;
Scout Cruiser&lt;br /&gt;
:Cost: 150&lt;br /&gt;
:Build: 1 Year and Half&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 1&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:Used for scouting for enemy fleets, potentially hostile new star systems or independent raiding missions, the Scout Cruiser can fight anything that it can’t outrun.&lt;br /&gt;
&lt;br /&gt;
Star Cruiser&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 4&lt;br /&gt;
:System Slots: 3&lt;br /&gt;
:Acel: 2&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The average big stick of the Verge, for decades this was the largest warship capable of construction beyond Sol’s limit and the Verge cruisers are noticeably more developed and capable then most Sol-bound versions.&lt;br /&gt;
&lt;br /&gt;
Battleship&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 600&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 5&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 3&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The queens of space, they are essentially armored bricks built around the most powerful torches in human inventory and bristling with weapons and support systems. Expensive they are often derided by many Verge analysts as white elephants for Verge interstellar politics.&lt;br /&gt;
&lt;br /&gt;
System Control Ship&lt;br /&gt;
:Build: 3 Year&lt;br /&gt;
:Cost: 800&lt;br /&gt;
:Weapon Slots: 3&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 6&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Carrier Deck: 10&lt;br /&gt;
:CIC System&lt;br /&gt;
:If the battleship is Chess’s queen, the SCS is the king. While capable combatant against cruisers its primary specialty is the deployment of aerospace fighters and bombers as well powerful C3 systems that allow the fleet to link up.&lt;br /&gt;
:Slotted SCS Hangers are automatically Size 5 and do not require a weapons slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes on Capital ships&lt;br /&gt;
&lt;br /&gt;
Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Starcruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
&lt;br /&gt;
Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
&lt;br /&gt;
Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
===Weapon System Rules===&lt;br /&gt;
&lt;br /&gt;
Starting weapons are listed below, each of the weapon types can be made in larger sizes (which is generally more damage).&lt;br /&gt;
Weapon cost is price of the type times the size.&lt;br /&gt;
Thus a size 1 Standard Missile box luancher on a FAC would be $15 while a battleship ICBM silo would be $75.&lt;br /&gt;
&lt;br /&gt;
All weapons of size 4 and up (&#039;capital weapons&#039;) can fire to an effective +1 range band. The exception are PD lasers, coilguns and similar defensive weapons; these actually represent clusters of small weapons and do not get the range increase.&lt;br /&gt;
&lt;br /&gt;
Firing outside of Long range requires Sensors, either on the firing ship or on a friendly craft doing spotting.&lt;br /&gt;
&lt;br /&gt;
Standoff missiles have Extreme-3 range, meaning they can go up to three range brackets into extreme if sufficient sensor resolution exists (ie, enough sensors).&lt;br /&gt;
&lt;br /&gt;
====Missiles====&lt;br /&gt;
Standard Missiles&lt;br /&gt;
:Range: Long&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 12&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Standard missiles are small yield nuclear armed devices that aim for proximity blows. Missile technology is constantly change and what might be standard one year may be obsolete the next.&lt;br /&gt;
&lt;br /&gt;
Torpedos&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Interceptable: No&lt;br /&gt;
:Reloads: 3&lt;br /&gt;
:Cost: 10 (max out at size 2)&lt;br /&gt;
:Torpedoes are large x-ray conversion bomb lasers that are required to be launched at short ranged and armor piercing and intensively destructive.&lt;br /&gt;
&lt;br /&gt;
Standoff Missiles&lt;br /&gt;
:Range: Extreme&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 6&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Essentially multi-staged standard missiles. With dedicated sensor platform or forward control source they can fire and hit the target beyond the sensor range of the firing vessel assuming somebody is painting the target.&lt;br /&gt;
&lt;br /&gt;
====Lasers====&lt;br /&gt;
Standard Laser&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 1&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:X-Ray Laser, standard for over a century now.&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 3&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Heavier version designed to smash apart even the thickest armor hulls.&lt;br /&gt;
&lt;br /&gt;
Point Defense Laser&lt;br /&gt;
:Range Medium&lt;br /&gt;
:Damage: Missiles and small craft, minor damage to ships&lt;br /&gt;
:No cool down&lt;br /&gt;
:Cost: 1&lt;br /&gt;
:Close in point defense laser, fairly deadly to missiles, threatening to aerospace wings and minor annoyance to warships. They fire at every incoming missile barrage for a chance to hit, but can get overwhelmed.&lt;br /&gt;
&lt;br /&gt;
====Kinetics====&lt;br /&gt;
Railguns&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Turreted railguns have been the mainstay of UN Fleet for generations, and its well developed technology has its followers out in the Verge.&lt;br /&gt;
&lt;br /&gt;
Autocannons&lt;br /&gt;
:(Size 4 and above)&lt;br /&gt;
:Range Short&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:The name is misnomer, they are large bore rapid firing cannons whose shells are heavy warheads with minor guidance correction systems. Nicknamed carronades by the UN Fleet they can smash even the most armored ship if they were foolish enough to get into range of it, but are often easily mission killed.&lt;br /&gt;
&lt;br /&gt;
===Module Rules===&lt;br /&gt;
&lt;br /&gt;
Each ship has space for optional systems to customize it. Each utilized system slot cost 10% of the hull price except when noted otherwise.&lt;br /&gt;
&lt;br /&gt;
Sensors: Dedicated supercomputer and sensor vane attached to the ship, allows for better targeting of standard and standoff missiles and can be taken up to three times.&lt;br /&gt;
&lt;br /&gt;
Marines: Allows for organic power suit marine crews for boarding operations and other zero-g infantry combat for taking control of hulks or stations. Sub-cruisers ships carry them at platoon strength, cruisers at company, and capital ships regiments. Can be used to support ground invasions as space borne troopers.&lt;br /&gt;
&lt;br /&gt;
Spin Gravity Section: Habit ring that allows for easier gravity and other creature comforts for long deployments. Increase endurance by 2 and allows for situational moral and alertness bonus on long patrols or missions.&lt;br /&gt;
&lt;br /&gt;
Supply Bay: Equipped with basic microfabs and supply containers, allow for improved deployment time (double base endurance)&lt;br /&gt;
&lt;br /&gt;
Lab Module: State of art laboratory for exploration vessels along with a staff of generalists from ranging astrobiology to xeno-pyschology. Useful for piercing the secrets of the unknown.&lt;br /&gt;
&lt;br /&gt;
Build Repair System: 2 Slots, heavy duty advance but portable fabrication kits that allow for field repairs that can fix even the worst damage given time.&lt;br /&gt;
&lt;br /&gt;
Atmospheric Capability: Most ships are unable to enter into the atmosphere, ships however can for added cost to provide landing exploration missions or close fire support or to hide out. Price for this is 20% base hull cost.&lt;br /&gt;
&lt;br /&gt;
Stealth: Officially banned by the Treaty of Paris, and quietly ignored by pirates as well as government black operations, ships can be clad in stealth material that allows them to remain out of sight till entering into firing range. Subcruisers it costs 30% of base hull price, cruisers 100% of hull price, and for capitals 300% of hull.&lt;br /&gt;
&lt;br /&gt;
Survey Systems: Advance sensor suite, autofacs making probes, astronomers staff and physicists, this is the model to explore a system for a new jump point.&lt;br /&gt;
&lt;br /&gt;
Regiment Transport: Cruiser and capital size only, this allows the starship to carry in decent readiness a regiment of soldiers and war-machines along with armored shuttles to land them with some safety under fire.&lt;br /&gt;
&lt;br /&gt;
C3: Advance command, control and communication suite to allow for increased efficiency in operating loops.&lt;br /&gt;
&lt;br /&gt;
Interstellar Rescue Module: The IRM is a suite of search and rescue, disaster relief and advanced medical facilities designed to allow any ship to come to the aid of those suffering natural or man made disasters. With advanced microfabs, it can allow responses to virtually any situation, including those as dire as Praetoria&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hanger: Takes both a system and weapon slot to be able to aerospace wings.&lt;br /&gt;
&lt;br /&gt;
Vanilla Hangar Size is as follows:&lt;br /&gt;
:Size 1: 2&lt;br /&gt;
:Size 2: 3&lt;br /&gt;
:Size 3: 5&lt;br /&gt;
:Size 4: 7&lt;br /&gt;
:Size 5: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor and Speed&lt;br /&gt;
&lt;br /&gt;
Default maximum armour on any ship: 3&lt;br /&gt;
:Extra armor costs 10% of base hull cost per level&lt;br /&gt;
:Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
&lt;br /&gt;
Default maximum acceleration on any ship: 8&lt;br /&gt;
:Extra acceleration costs 10% of base hull cost per level &lt;br /&gt;
&lt;br /&gt;
Technologies can be unlocked which change these limits and change the cost of these modifications.&lt;br /&gt;
&lt;br /&gt;
===Generic Ships===&lt;br /&gt;
&lt;br /&gt;
Rescue Vehicle&lt;br /&gt;
:Cost: $10&lt;br /&gt;
:Civilian construction craft fitted for maneuvering debris belts and hardened against thermals and radiation, greatly improve the effectiveness of search and rescue ops. Sturdy but unarmed.&lt;br /&gt;
&lt;br /&gt;
Police Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Police ships or cutters are destroyer size civilian enforcement vessels to help a polity police a system and protect against pirate attacks. If they have to fight they are equipped with a size 1 weapon of the nation choosing. Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Corsairs are small, often conversion models of civilian ships to do commerce raiding. Used by both pirates and nations offering letters of marque.&lt;br /&gt;
&lt;br /&gt;
Privateer&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Advanced pirate raiders built thanks to the proliferation of advanced technology across the Verge. They have limited stealth (exposed by even a single Scout or Sensor Module) and stronger weapons than Corsairs. These are Accel 5 standard and carry a single S1 weapon with a max cost of $30. They destroy Police Ships in 1-1 matchups and automatically escape unfavorable odds, but still die against serious warships.&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
:Cost: 30&lt;br /&gt;
:Scouts are small mobile sensor platforms that help allow fleets to move without getting ambushed and are picketing forces.&lt;br /&gt;
&lt;br /&gt;
Freighter:&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Freighters are merchant ships that carry goods across from the stars. They also net you 6 wealth per year per ship in service. They can be pressed into service to move one regiment.&lt;br /&gt;
&lt;br /&gt;
Superfreighter&lt;br /&gt;
:Cost: $110&lt;br /&gt;
:Identical in function to 10 freighters for wealth and transport purposes, but these have enough room for a single S1 weapon each on the bow and stern, with a max cost of $10 per weapon. These count as ‘self-protected’ for the purpose of commerce security.&lt;br /&gt;
&lt;br /&gt;
Far Trader&lt;br /&gt;
:Cost: $250&lt;br /&gt;
: Most merchant ships tend to built - sensibly - with maximum efficiency in mind. A ship is a cost, not a profit. However it can take six months to cross Human space, and at a certain point a different mode of trade takes over; the far trader, a ship that travels at a more sedate pace and conducts trade along the way. Such a ship is considerably more expensive to build than a conventional high-efficiency boxfreighter and only finds true use on long trips. Far Traders count as 10 freighters and ignore all penalties for sector distance. They are armed with a S2 PD system of choice and an S2 weapon system (or two S1 weapons) of choice, maximum cost of $30 (or $15 each). While not warships, Far Traders are big and tough enough to take a few knocks. Overall, they are a tough enough target that random corsairs will generally avoid them.&lt;br /&gt;
&lt;br /&gt;
War Trader&lt;br /&gt;
:Cost: $250 + 6 Months conversion&lt;br /&gt;
: The &#039;War Trader&#039; is essentially a Far Trader with its outer cargo pods replaced with blaster turrets and ablative ices and its hangars loaded with fighters as opposed to shuttles. While still not as good as a dedicated warship of its size, they can absolutely wreck raiders or escort-sized warships. War Traders count as 5 freighters and ignore all penalties for sector distance. They are armed with a S5 PD system of choice and three S2 weapons of choice (maximum cost of $30 each). They have 2 hangar space, fighters not included. Ablative ice armor gives them an effective armor rating of 1 and their large hulls of dispersed components makes them difficult to destroy. War Traders have a speed of 1 for tactical battles.&lt;br /&gt;
&lt;br /&gt;
Reefership&lt;br /&gt;
:Cost: $250&lt;br /&gt;
:Large-scale population transports with unusually strong engines (Accel 5), taking advantage of civilian-grade supergel pods and cryostasis technology. Can move 15 regiments or a very large number of civilians. Only about as defended as a Gator (S1 weapon), and needs a whole month of Accel 1 flight to ‘spool down’ and revive passengers who need to be combat-ready.&lt;br /&gt;
&lt;br /&gt;
Replenishment Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Replenishment ships are large cloud-scoopes/floating docks that allow for resetting the Endurance Clock on warships. They can replenish 3 Fleet Units worth units before having to travel back to the nearest base to take on supplies. A fleet unit is either 1 capital ship, 4 cruisers or 12 sub cruisers vessels. Refueling for a fleet unit takes roughly one week in which the ships involved are vulnerable.&lt;br /&gt;
&lt;br /&gt;
Gator Carrier&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Often run by planetary armies, these are lightly defended (1 size one weapon) and slightly armor skinned troop transport that can move up to three regiments and two aerospace wings for planetary operations.&lt;br /&gt;
&lt;br /&gt;
Grav Survey Vessel&lt;br /&gt;
:Cost: 60&lt;br /&gt;
:Dedicated scout ship designed to find new jump points.&lt;br /&gt;
&lt;br /&gt;
===Planetary Units===&lt;br /&gt;
Ground and Aerospace Units&lt;br /&gt;
&lt;br /&gt;
They take 1 year to muster, orbital bombardment that is insanely destructive is heavily frowned upon, and so most orbital fire support is the equivalent to having a battleship off the coast, destructive but there is a limit to what it can do.&lt;br /&gt;
&lt;br /&gt;
Emergency Services&lt;br /&gt;
:Cost: $5&lt;br /&gt;
:Representing regimental groups of high-tech firemen, hazmat disposal, EMS, etc, with extensive drone and vehicle support. Improve ground-based search and rescue, disaster response and mitigate casualties from ground combat.&lt;br /&gt;
&lt;br /&gt;
Colonial Police&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:The equivalent to the French Genderarmie, they are capable of fighting for a brief period of time and mostly see combat against pirate raids.&lt;br /&gt;
&lt;br /&gt;
Huscarls&lt;br /&gt;
:Cost: $7&lt;br /&gt;
:High-speed low-drag interorbital operations specialists, ranging from pillaging zero-G dogs to SOF like the EAF Black Lions. Huscarls are company-sized and take up 1/3rd of a regular freight slot when carried onboard a freighter or gator carrier. Treated as Corsairs for the purposes of disrupting spacelanes. &lt;br /&gt;
&lt;br /&gt;
National Guard&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Second line troops used for garrison, equipped with old 21st century wargear or the equivalent.&lt;br /&gt;
&lt;br /&gt;
VTOL Infantry&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:Modern infantry flew around in extremely performance nimble jet powered VTOLs which can switch to low energy mode and effectively be a hover IFV.&lt;br /&gt;
&lt;br /&gt;
Hoverpanzers&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Modern tanks are run on jets and armored bricks and carry with them railguns and air defense lasers.&lt;br /&gt;
&lt;br /&gt;
Aerospace Fighter&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:The demise of the fighter did not to come to past with the development of air defense lasers capable of sizzling out drone swarms and the rise of new materials that allowed for powerful fusion drives and state of the art armor for the fighters, coupled with the backlash against autonomous fighters during the Berlin Insurrection has left fighter jocks transformed but still on the battlefield. In space they are armed with size 1 point defense lasers&lt;br /&gt;
&lt;br /&gt;
Aerospace Bomber&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Bombers are missile trucks on steroids these days, and fast moving. In space they are armed with size 1 missiles.&lt;br /&gt;
&lt;br /&gt;
===Stationary Units===&lt;br /&gt;
Bases take two years to construct.  Units with an asterisk (*) build in 1 year instead of 2 years.&lt;br /&gt;
&lt;br /&gt;
GTO Battery&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Built underground they are often giant silos of missiles or experimental particle lances that punch with heavier weapons then a battleship.&lt;br /&gt;
&lt;br /&gt;
SAM Site/Anti-Missile Defense Satellite*&lt;br /&gt;
:Cost: $8&lt;br /&gt;
:Small structures with high-velocity surface-to-air or air-to-air missiles, providing a single point of PD. Have trouble shooting through “the curtain” (the atmospheric limit), so each one defenses either atmosphere or the orbits respectively. Fairly fragile.&lt;br /&gt;
&lt;br /&gt;
Ground Artillery Batteries*&lt;br /&gt;
:Cost: $12&lt;br /&gt;
:A collection of kinetic artillery, the equivalent of S2 Railguns if used to harass ships. Provides COAS to about one planetary hemisphere on demand.&lt;br /&gt;
&lt;br /&gt;
Anti-Ship Satellite&lt;br /&gt;
:Cost: $20&lt;br /&gt;
:Houses a single S5 Standard Laser or Railgun. Fragile.&lt;br /&gt;
&lt;br /&gt;
Dragon’s Teeth Satellite&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Stealthed and houses a single S5 Heavy Laser.&lt;br /&gt;
&lt;br /&gt;
Bunker Fort:&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Often built into mountains or underground, they are restaurants to orbital bombardment and can fight off multiple units of ground troops for a prolonged series of time, leaving the best way to deal with them is a siege.&lt;br /&gt;
&lt;br /&gt;
Ground Base:&lt;br /&gt;
:Cost: 100&lt;br /&gt;
:The stereotypical expeditionary base ala Ramstein Germany or Bagram, they allow for units to be in supply and can be built into forts.&lt;br /&gt;
&lt;br /&gt;
Starbase:&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Large stations capable of repairing and replenishing the fleet. Due their size and immobile they are relatively fragile (base health stats equivalent to a scout cruiser) with three size three weapons mounts.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&lt;br /&gt;
Each state has apparatus of their government or society dedicated to advancing the understanding of the universe around them to make the world a better place. In the dark future of Ruin, most of them are spent making better ways to kill each other.&lt;br /&gt;
&lt;br /&gt;
At game start each power has 10 labs (research teams, universities or whatever you want to call them) that have a chance to advance a field a study or when recovering alien artifacts reverse engineer them.&lt;br /&gt;
&lt;br /&gt;
At game start these are the fields that you can allocate labs to below listed is the category and non-exhaustive list of what they primary affect. Advancing isn&#039;t a guaranteed as its roughly high difficult roll, but if you really wish to ensure you get an advance you can dedicated all ten labs to one of the below fields.&lt;br /&gt;
&lt;br /&gt;
;Starship Construction: Affects build times and hull designs and fusion torches&lt;br /&gt;
;Energy: Affects Directed Energy Weapons and Reactors&lt;br /&gt;
;Kinetics: Affects railguns and mass drivers&lt;br /&gt;
;Ballistics: Affects missiles&lt;br /&gt;
;Sensors and Computers: Affects sensors, C3 improvement, and interacting with alien systems&lt;br /&gt;
;Materials: Affects stealth and armor and hulls&lt;br /&gt;
;Art of War: Better ground troop and misc systems&lt;br /&gt;
&lt;br /&gt;
The above will get you incremental improvement if rolled well, as they represent the advancing using day to day knowledge. But true advances isn&#039;t doing something better but something new you can&#039;t force advancement using labs like you can with the one above.&lt;br /&gt;
&lt;br /&gt;
;Physics: ???&lt;br /&gt;
;Biology: ???&lt;br /&gt;
;Engineering: ???&lt;br /&gt;
;Alien Artifacts: TBD&lt;br /&gt;
&lt;br /&gt;
The Tech Sheet: https://docs.google.com/spreadsheets/d/1NJHO9i52OB48B4DmDcQ1KLuQgHtBxsopIE2I-JENa7Y/edit#gid=0&lt;br /&gt;
&lt;br /&gt;
==Colonization and Imperialism==&lt;br /&gt;
&lt;br /&gt;
Colonization&lt;br /&gt;
Colonization is the slow buildup of infrastructure that leads to something being produced or created that people want either for economic or ideological or other reasons. There are three levels of colonization.&lt;br /&gt;
&lt;br /&gt;
The first level represents the usual wildcat mining, basic resource extraction, the frontier town. The rate of returns is pretty marginal but its the start of something. Level colonies generate 1 1D4+1 worth of Prestige points per year, and built by finding a colonization spot via survey and posting about it.&lt;br /&gt;
&lt;br /&gt;
Second level of colonization is the more mature extraction of resources or settlement, an deep space oil rig, or Babylon 5 floating off in space. They are places of their own industry and economies that can be self sufficient and are thus profitable. A level 2 colony produces 10 +D20 prestige a year.&lt;br /&gt;
&lt;br /&gt;
Level three colonies are rare and would be a hypothetical lost city of aliens that you could just move into or abandoned intact colony from somebody else. They would have a 20+D20 prestige roll.&lt;br /&gt;
&lt;br /&gt;
Imperialism&lt;br /&gt;
Imperialism is a similar story, they are the act of conquering directly or making your will be enforced through your chosen proxies of states on Disrupted world.&lt;br /&gt;
&lt;br /&gt;
Level one imperial projects are minor powers on a planet, as fundamentally a Serbia or Iraq equivalent on a planet a nation that military that can support ground and aerospace troops, but not Warships. They produce 3 +3d6 worth of prestige points per year.&lt;br /&gt;
&lt;br /&gt;
Level two imperial projects are major powers on planet that have warship capabilities. They produce 12+ 12d6 worth of prestige per year.&lt;br /&gt;
&lt;br /&gt;
Level threes are defeated named NPCs with traits and will be treated on individual basis.&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
Points are generated yearly and can be saved from year to year. Starting prestige for all players is 10. Winning battles or doing something cool in posting will also result in prestige. &lt;br /&gt;
&lt;br /&gt;
*1 Point = Profits of Prestige: 100 Dollars Up to $3000, or $4000 if you have the appropriate level of corrupt reformists.&lt;br /&gt;
*5 Points = Expanding the Reach: Create a new lab team&lt;br /&gt;
*10, 15, 20 points = DARPA: Guarantee strike of human tech. See note below&lt;br /&gt;
*25 points = Together for the Empire: Half construction time of all units built this year&lt;br /&gt;
*50 points = Guarantee Alien Tech Strike&lt;br /&gt;
*100 points = Have the GM give you a plot coupon&lt;br /&gt;
&lt;br /&gt;
Tech strikes can either be unfocussed (10 prestige), focussed (15 prestige) or unique (20 prestige).&lt;br /&gt;
*If unfocussed, they are into a given category (such as Energy) and will result in a random result; this will tend to be of good quality.&lt;br /&gt;
*If focussed, they can target a specific thing based off existing technology (I want triple mount railguns). Unique techs cannot be acquired this way.&lt;br /&gt;
*If striking for a unique tech, you are essentially combining one or more existing technologies in an improved and player-directed fashion. Eg long-range lasers + rapid fire heavy lasers to get Quintex long-range heavy lasers. Unique techs are kept out of the tech gacha and if traded, cost 1 stability. Lend-lease and monkey model export is still acceptable however, with the caveat that if the recieving power does sucessfully copy them the sender will still suffer -1 stability. Unique technologies retain their status of &#039;unique&#039; for a period of time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Retrofitting==&lt;br /&gt;
&lt;br /&gt;
Weapon slots: Changing a weapon slot costs 1/5 the price of the weapon that is being pulled out, plus the full price of the weapon being slotted in.&lt;br /&gt;
&lt;br /&gt;
System slots: System slots are more tricky as they are integrated into the ship. Swapping a system in an occupied system slot costs the price of the new system + 5% of the base hull cost due to inefficiencies. &lt;br /&gt;
&lt;br /&gt;
Adding extra engines or armor to an existing ship costs the same as in new construction (i.e. 10% base hull cost per level, unless modified by a technology)&lt;br /&gt;
&lt;br /&gt;
Refits comprising several different activities happen concurrently. The time to completion is always (largest weapon/module size in months) + 1 additional month for every slot or attribute (engines/armor/etc.) being changed.&lt;br /&gt;
&lt;br /&gt;
Removed components (weapons, systems) remain existing physical objects and can be stored with no upkeep.&lt;br /&gt;
&lt;br /&gt;
Hullmods (variations of existing ship types) can be refitted to existing ships at 10% hull cost.&lt;br /&gt;
&lt;br /&gt;
Ground units of all types can be upgraded to related unit types (Huscarl -&amp;gt; Direct Action, Hoverpanzer -&amp;gt; TSF etc) for 50% of the new cost.&lt;br /&gt;
&lt;br /&gt;
==Tech Trading==&lt;br /&gt;
Nations that have technologies they want to share can offer the expertise and personal to sell it (or give it away). Each nation can transfer 1 technology with no cost to one singular other nation. If they wish to transfer more they will have to allocate labs to represent the brainpower being used in other regards.&lt;br /&gt;
*1 Extra Transfer | 2 Labs used&lt;br /&gt;
*2 Extra Transfer | 4 Labs Used&lt;br /&gt;
*3 Extra Transfer | 8 Labs Used&lt;br /&gt;
*4 Extra Transfer | 16 Labs Used&lt;br /&gt;
&lt;br /&gt;
==Arms Sales, Tech Sharing and Lend-Lease==&lt;br /&gt;
States selling arms now do so with predetermined limits. This system also allows for lend-lease and technical support of foreign proxy forces as the USA did in WW2 or most western countries in the post-imperial era. By its nature as a distantly separated spacefaring millieu with ubiquitous nanofabrication, the most common type of arms sale in the Verge consists of blueprint licenses. Loaded with DRM or managed by specific treaties, sales of blueprints to Verger states allowed the powers of Sol to precisely dictate the size and capabilities of their colonial navies while inhibiting the development of a strong native tech base.&lt;br /&gt;
&lt;br /&gt;
The most restrictive of these sales are what are contemporarily called lend-lease agreements, in which case the state issues DRM-riddled blueprints with a limited (or unlimited) maximum number of purchases at any price the buyer is willing to pay. The units are assumed to be built in the buyer&#039;s own industrial facilities, but have the traits and technologies permitted by the seller. The seller may opt to upgrade them at any point, should relevant technologies become available. Lend-lease assets are effectively a borrowed tech base, but maintaining this agreement costs the issuing state 1 lab. Should this agreement ever expire, lend-lease units effectively become monkey models.&lt;br /&gt;
&lt;br /&gt;
Export models or monkey models are straightforward designs with a 25% production cost markdown (cumulative with other discounts). They may incorporate any techs the seller desires and the buyer is willing to pay for, but are blackbox systems and never receive upgrades.&lt;br /&gt;
&lt;br /&gt;
DRM makes reverse-engineering lend-lease and monkey model units difficult, it takes 3 extra strikes on the research roll to uncover involved techs. Should lend-lease ever be cracked, the seller is informed by network protocols.&lt;br /&gt;
&lt;br /&gt;
Open sales are typical of military surplus by former superpowers or regional powers axing outdated equipment. Such units are no easier or harder to reverse-engineer, have national maker marks that are generally identifiable, but they are also incredibly easy to upgrade due to national militaries and UN taskforces generally springing for rugged, modular gear with future-proof capabilities. Surplus assets can be de-milled into monkey models for 10% of cost.&lt;br /&gt;
&lt;br /&gt;
When selling any military asset, players my specify the nature of the sale by agreement with the buyer. All sales in 2751 are running on Shrodinger&#039;s Sale Rule as people get used to new systems (with the seller + mods having final say), then in 52-onwards every transaction will have to be specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Rules==&lt;br /&gt;
&#039;&#039;Every man lives by exchanging.&amp;quot; - Adam Smith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even in the 28th century, the law of competitive advantage holds true. Every state, to one degree or another, has some natural or man-made advantage in objects that they produce that is cheaper, better or simply more in demand than those from others. Is it this that forms the basis of interstellar trade. What exactly is traded can vary widely, from the latest Larnaxian couture to Tempesti aircars to fair-trade Eisenhower covfefe to Solarian nanoelectronics, but it is all trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading and the logistics of moving all these goods is an incredibly complicated process, but in Alien Suns it has been simplified to use the following rules:&amp;lt;br&amp;gt;&lt;br /&gt;
* Human space is divided up into a number of sectors, each of which contains a number of major and minor worlds. Trade and related effects is per-sector. (sectors also have an effect on criminality and other things not related to trade)&lt;br /&gt;
* Each sector has a &#039;Trade Volume&#039; which represents the base number of freighters that this sector can absorb from any given source.&lt;br /&gt;
* Trade Nodes are additional locations of high import; these are typically major economic centers. So long as a state has access to a given trade node, it increases the effective trade volume by +100% per.&lt;br /&gt;
* Trading over long distances is less efficient, as more hulls are required to maintain the flow of commerce. For every sector that your ships &#039;skip over&#039; to reach their destination, their per-ship effectiveness is reduced as per below:&lt;br /&gt;
&lt;br /&gt;
Same or bordering sector: Freighters operate as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
1 intervening sector: Freighters operate at 50% effectiveness (2 freighters to equal 1)&lt;br /&gt;
2 intervening sectors: Freighters operate at 33% effectiveness (3 freighters to equal 1)&lt;br /&gt;
3 intervening sectors: Freighters operate at 25% effectiveness (4 freighters to equal 1)&lt;br /&gt;
4 intervening sectors: Freighters operate at 20% effectiveness (5 freighters to equal 1)&lt;br /&gt;
Etc etc.&lt;br /&gt;
&lt;br /&gt;
* Freighter costs are determined by the buyers traits.&lt;br /&gt;
* Every freighter returns $6 in annual tarrifs, taxes, etc etc.&lt;br /&gt;
* As UN Task Forces and PMCs are much narrower in overall focus and do not have a large and diverse civilian economy operating &#039;offscreen&#039;, their trade volume is 1/10th that of nations. Their operations by and large exist solely to support their primary activities and may not even represent &#039;trade&#039; in the conventional sense and are thus overall much smaller. (SUBJECT TO CHANGE)&lt;br /&gt;
* Corsairs and Privateers can be used in the civilian trade; after all they are effectively armed freighters. This is particularly popular in the wilder rim where self-sufficiency is a virtue. Corsairs and Privateers count as 1/2 of a freighter each.&lt;br /&gt;
* The higher the piracy power of the sector, the more police ships (relative to number of freighters) are needed to maintain safety. There is no specific number of patrol ships needed, though for a rule of thumb divide 20 by the piracy power to determine how many freighters each police ship covers.&lt;br /&gt;
* Line warships can be assigned to protect trade; every warship assigned to do so counts as 1 police ship. For Star Patrol states, every $20 of escorts counts as one police ship. Cruisers are worth half as much (every $40) and capital ships 1/5th as much (every $100). Ships with no meaningful endurance (such as FACs) cannot be used to protect trade unless a large number of &#039;home bases&#039; are spread throughout the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The king who deals harshly with merchants who come from afar closes the door of well-being upon the whole of his subjects. When do the wise return to the land of which they hear rumours of bad custom?&amp;quot; - Saadi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep track of the various trade, all players are requested to fill in the number of hulls they have assigned to various tasks. Calculating the actual returns is the responsibility of the player in their annual budget, this is just a ship tracking sheet.&lt;br /&gt;
For Corsairs, Privateers and Far Traders, it is requested that if they are engaged in civilian activities (ie, not shooting people) to color the cell green, whereas if they are engaged in a spot of pew pew to color it red.&lt;br /&gt;
And as a reminder, Corsairs and Privateers operating in piracy are considered anonymous by default. The use of OOC information to inform IC actions without any IC justification (such as an espionage operation, etc) will be looked upon most unkindly.&lt;br /&gt;
&lt;br /&gt;
Sector Values Sheet https://1drv.ms/x/s!AmQiRB3_9U0ZhIc72TWS8vtZjYQFIw?e=jvCVYM&lt;br /&gt;
&lt;br /&gt;
==Intelligence Rules==&lt;br /&gt;
Espionage Rules&lt;br /&gt;
Something something foreward about the nature of espionage in 2751 existing in some highly specific galapagos island paradigm of network warfare and humint that allows no singular paradigm, or something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glossary&#039;&#039;&#039;&lt;br /&gt;
*Operation: any significant action over the course of an intelligence project.&lt;br /&gt;
*Project: the overarching campaign, composed of a series of operations in pursuit of a goal.&lt;br /&gt;
*Locks: obstacles which cannot be ignored. A Lock is not merely the risk posed by local security forces but a national biometric database that tracks all citizen movement, or the all-encompassing presence of a ubiquitous secret police with millions of files on its citizens. It is not simply the presence of a navy, but the specific policy of a government to search and impound all foreign vessels with a large fleet of fast police ships. These are both Locks.&lt;br /&gt;
*Keys: solutions that bypass or finesse the problem posed by a Lock. Clone infiltrators or biologically modified agents using clean-record citizen profiles, skilled blockade runners hired from Alderbaran, are both Keys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Units&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to regular assets assigned to missions, there are special Intelligence Units which are the cornerstone of campaigns. Regular soldiers typically do not have the acumen, nor do regional police or state gendarmerie have the flexibility to respond to all possible dangers offered by the world of covert ops.&lt;br /&gt;
&lt;br /&gt;
The units are:&lt;br /&gt;
&lt;br /&gt;
*Stations: Stations are facilities that exist for the purposes of intelligence gathering, maintaining local contacts and providing safehouses for intelligence teams. A station’s value is relative to the amount of resources expended on it. Examples: Embassies, safehouses, blacksites&lt;br /&gt;
*Agencies: Agencies are special civilian, military or paramilitary organizations that have a specific purview. Their main purpose is to provide coordination and specialized knowledge within a scope, improving the effectiveness of operations. This is open-ended and designed by the player, applicable at GM discretion. Examples: US Alphabet Agencies, Cobra, Cambridge Analytica&lt;br /&gt;
*Operatives: Operatives are individuals or teams of individuals skilled at conducting field operations on behalf of states and other organizations. These are bespoke and no two operative units are the same.&lt;br /&gt;
&lt;br /&gt;
Best practices involve having one Station, one Agency and one Operative in place for all operations that take place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Stations&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Stations cost $20 to establish and can be built anywhere, including inside hostile states. If a station is meant to to be hidden, the cost can be increased to $30 per rank. Stations can be stacked in any given location, increasing their Level. 1st purchase creates an L1 Station, 2nd creates an L2, etc.&lt;br /&gt;
&lt;br /&gt;
Higher levelled stations are more defensible and offer better local tools, but are not necessarily better.&lt;br /&gt;
&lt;br /&gt;
Graft and crime are assumed to come part and parcel with most stations, so the units are maintenance-free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Agencies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Buying agencies is open-ended process. Players assign money (or prestige, with converts at a rate of 1 = $50 and isn’t subject to diminishing returns) to the operating budget of the agency, then determine their purview. Especially large agencies may become corrupt or go off the reservation, especially if their purview is too broad or distorted by wartime conditions.&lt;br /&gt;
&lt;br /&gt;
Agencies are paid for initially with a large investment. That value decays by about 10% yearly, possibly faster after intense operations. In rare circumstances, agencies may occasionally self-fund through seizure, illicit traffic or via private donors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Operatives&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Operatives are generic units (10% upkeep) with a base cost of $10. By default these units have three slots for upgrades, representing their special capabilities. Each upgrade costs 10% of base cost. Special Operative types, additional slots and special upgrades may be unlocked by technology down the line.&lt;br /&gt;
&lt;br /&gt;
Initial available upgrades (names pending) are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Ghost Recon: The unit functions as a platoon of marines. Repurchase to function as a company, and again for a regiment. Decreasing subtlety each rank.&lt;br /&gt;
*Rainbow 6: Your operative is an elite counterterrorist team. They are inferior to marines in military settings, but excellent at foiling enemy direct action missions, terrorism and the like. As with Ghost Recon this can be brought multiple times to increase the number of operatives in the force. &lt;br /&gt;
*The Professional: Better at assassination missions.&lt;br /&gt;
*Corporate Raider: Better at theft (tech, money, etc) missions.&lt;br /&gt;
*Q Sector: The unit has special gadgets that may offer situational keys or a chance to luck out of tough situations.&lt;br /&gt;
*Rasputinian: The unit is likely to survive the worst of outcomes. Does not protect from capture.&lt;br /&gt;
*Red Faction: Your operatives are experts at terrorist operations. Gain major bonuses when you’re attacking a civilian or political target with the idea to destroy it&lt;br /&gt;
*Honey Trap: Excels at social manipulation in polite society.&lt;br /&gt;
*Hoover: Your operative knows where all the important bodies are buried and gets major bonuses in operations against your own state or organization&lt;br /&gt;
*Extraction Experts: Your operative is excellent at extracting personnel, be they hostages or defectors.&lt;br /&gt;
*The Business of Corruption: Excels at social manipulation in low society.&lt;br /&gt;
*The Worst Pirate You’ve Heard Of: Has a solid reputation with people on the fringes of Verger society, allows the use of black market contacts and illicit free trader routes.&lt;br /&gt;
*Snake: Your operative is an expert on covert infiltration&lt;br /&gt;
*Smuggler: Provides a bonus to moving assets to hostile locations.&lt;br /&gt;
*Sherlock: Your operative is an expert investigator and capable of extraordinary feats of investigation and counter intelligence&lt;br /&gt;
*Mr Nobody: Blends into society easily, can go years undetected if they aren’t actively involved in operations.&lt;br /&gt;
*Celebrity Asset: Increases the prestige for successful ops, but overuse can backfire.&lt;br /&gt;
*Smiley: You are an excellent operator of general intelligence operations, and provide intelligence gathering&lt;br /&gt;
*Strength in Numbers: Adds extra members, providing redundancies.&lt;br /&gt;
*Who Dares Wins: Your operatives are excellent at assisting regular military forces through special reconnaissance, and with the appropriate level of Ghost Recon, counter patrol and similar action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conducting Espionage Actions&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Projects are conducted by opening a dialogue with the relevant moderators, and submitting a proposal for an intelligence project. &lt;br /&gt;
&lt;br /&gt;
The proposal must clearly outline the following traits:&lt;br /&gt;
*The target nation(s) or other entities. Picking too many targets at once may limit the effectiveness of the Project.&lt;br /&gt;
*Any number of Locks the player anticipates encountering, as well as their projected Operations to produce or acquire Keys. Underestimating the Locks obstructing success may limit the effectiveness of the Project.&lt;br /&gt;
*The resources committed to the project, including ships, troops, Prestige (which can be spun off into additional military assets or money as needed) and Plot Coupons. Understaffing or moving assets around too frequently may disrupt the progress of the Project.&lt;br /&gt;
*The desired outcome. The greater the scope of the action, the more expensive the Project becomes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Example Project Submission:&lt;br /&gt;
|-&lt;br /&gt;
|Project Name:&lt;br /&gt;
|Operation Thunderstrike&lt;br /&gt;
|-&lt;br /&gt;
|Target Nations&lt;br /&gt;
|Secret Denmark, a Minor Verge State&lt;br /&gt;
|-&lt;br /&gt;
|Anticipated Locks and Operations&lt;br /&gt;
|&lt;br /&gt;
*Secret Denmark’s Secret Location&lt;br /&gt;
*Secret Denmark’s Secret Police&lt;br /&gt;
*Secret Denmark’s Stability&lt;br /&gt;
*Secret Denmark’s Planet Shield&lt;br /&gt;
----&lt;br /&gt;
*Operation to locate Secret Denmark&lt;br /&gt;
*Operation to infiltrate the Secret Police&lt;br /&gt;
*Operation to destabilize the government with worker’s strikes, building into civilian massacres that hurt government legitimacy.&lt;br /&gt;
*Key: All Anti-Danish fleet ships have reflective anti-shield paint provided by the aliens at Qondor.&lt;br /&gt;
|-&lt;br /&gt;
|Resources Assigned&lt;br /&gt;
|&lt;br /&gt;
#1x Behold My Glorious Battleship-class FAC (1x S1 Railgun)&lt;br /&gt;
#2x National Guard Regiments&lt;br /&gt;
#1x Hoverpanzer Regiments&lt;br /&gt;
#3x Gator Carriers&lt;br /&gt;
#5 Prestige&lt;br /&gt;
#1 Lab&lt;br /&gt;
#1x Illegal Praetorian Idol Research Plot Coupon&lt;br /&gt;
#10% of GDP&lt;br /&gt;
|-&lt;br /&gt;
|Objective&lt;br /&gt;
|Collapse of Secret Denmark into Civil War&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Naturally, causing an entire nation to collapse into civil war is no mean feat, and the player has perhaps over-enthusiastically underestimated the possible resistance by their foe. In this case, the moderator responding assigns additional Locks. If it’s possible for the player to be aware of them at this stage, they are informed of these complications, otherwise they will reveal themselves as the Project gains progress and completed operations. Players who have more or less correctly estimated the Locks, or who have received intelligence from previous Projects will receive bonuses during resolution.&lt;br /&gt;
&lt;br /&gt;
This negotiation over the specifics of the operation happens before anything is resolved, to ensure both clarity of purpose and ensure fairness in potential player versus player scenarios. In such cases, it’s all too easy for the more active player to constantly adjust and steer their plans moment to moment, monopolizing GM attention to guarantee success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costing Projects and Operational Timelines&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The cost of each project is ultimately determined by its scope. The average Verge state having any single moderately influential person assassinated should cost about 1% of GDP, and long-term projects to destabilize governments and plunge peer states into civil war should take as much as 25% of GDP, potentially across several years. Influencing the affairs of superpowers such as the great powers of Sol or what alien polities may lie beyond known space may cost as much as 100% of GDP. Smaller non-peer states (T1 or T2 NPCs, disrupted world protostates, etc) will generally cost less.&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb is that 1% of GDP = 1 operation or a significant amount of legwork = 1 month. Corners can be cut from Projects, lengthening the time it takes for them to resolve or penalizing success chances (local contacts do want to be paid for treason, etc), or Projects can be rushed by spending a surcharge or forcing Operations to run ahead of schedule. In the latter case, multiple Operations can be run each month but the risks of exposure mount each time, or haggard operatives can simply fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Projects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assassination&lt;br /&gt;
*1% merchant on a disrupted world who circumvents an imperial water monopoly, holding up local autonomy, any citizen not currently imprisoned&lt;br /&gt;
*5% any well-protected Verge magnate, a head of a disrupted world protostate, a minor officer of a UN ship not currently engaged in combat operations&lt;br /&gt;
*10% any Verge politician of significance, a UN fleet officer&lt;br /&gt;
*25% a Verger head of state, a UN admiral, the head of a powerful PMC&lt;br /&gt;
&lt;br /&gt;
Hostile Takeovers&lt;br /&gt;
*1% buying out a civilian freighter or starliner to use as an asset for a front&lt;br /&gt;
*5% puppeting a mid-sized logistics company in the Verge, taking over security in a well-travelled civilian station&lt;br /&gt;
*10% attempting to overthrow the elected government of a minor Verge state during a sustained period of instability, taking over a disrupted world protostate&lt;br /&gt;
*25% attempting to overthrow a peer Verge state during instability, outright couping any minor Verge state without apparent instability.&lt;br /&gt;
&lt;br /&gt;
Informational Warfare&lt;br /&gt;
*1% stealing some civilian IFFs to mask ship signatures from afar&lt;br /&gt;
*5% stealing a registered government IFF, or whole civilian freight databases&lt;br /&gt;
*10% stealing a large stockpile of government arms, or a prototype technology from a previous year&lt;br /&gt;
*25% stealing any major innovation that came out in the current year, particularly those which are unique to that state and not being shared&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task Forces and PMCs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Task Forces and PMCs do not pay a cost to perform espionage actions. To perform espionage actions, these groups must keep at least one Operative assigned to the campaign for its full duration. If that operative is destroyed as a consequence of complications during an operation, the campaign is put on hold until a new one is assigned to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Policies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
States as a rule tend to maintain a consistent policy towards outside interference. As a backwater playground for the old powers of Sol, most Vergers are well-used to influence campaigns, foreign spies and institutional corruption and work around them. Many approaches exist but a majority of states trend towards a balance of openness and security, accepting the presence of spies among diplomats and journalists to maintain access to critical information, but making arrests when lines are crossed.&lt;br /&gt;
&lt;br /&gt;
The policy scale is as follows:&lt;br /&gt;
*Participatory Panopticon (Max Open): Always find out when people are targeting you, but spy defense is greatly weakened.&lt;br /&gt;
**Buy Keys for $100 or 1 Prestige&lt;br /&gt;
**Offensive Operations transpire at the speed of plot. &lt;br /&gt;
*Open Society (Open): Strengthened spy offense, GM may assign at least one free Key.&lt;br /&gt;
*Connected Society (Standard): Use rules as written.&lt;br /&gt;
*Closed Society (Closed): Strengthened spy defense, enemies suffer at least one extra Lock.&lt;br /&gt;
*Death to Spies (Max Closed): Spy problems solve themselves, but you may miss out on hints.&lt;br /&gt;
**Buy Locks for $100 or 1 Prestige&lt;br /&gt;
**Defensive Operations happen at the speed of plot. &lt;br /&gt;
&lt;br /&gt;
States may change their policy year to year, but overly dramatic changes over many years may cause stability loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence operations are not-consequence free. Performing secret military actions against sovereign states and branches of the United Nations carries with it the diplomatic consequences of doing so. Additionally, there is an inherent risk to all operations. A clean failure that resolves with all operatives dead and evidence of wrongdoing destroyed is a best-case scenario. &lt;br /&gt;
&lt;br /&gt;
Even spycraft staples like poison pills are not wholly reliable to maintain secrecy: common poisons like cyanide can sometimes fail due to bad compounding of the medicine, or the point of failure is a human operative who lacks the nerve to commit suicide. The Verge is a large setting with comprehensive faster-than-light communications, where states in good standing (and many that are not) typically have access to resources INTERPOL databases to finger agents that might be considered ‘deniable’ for a state. False flag attacks are extraordinarily difficult to pull off in peacetime, in the high-tech warfare paradigm of interconnected ship comms and ID-tagged weapon databases. Many high-tech objects exist within a network of ubiquitous consumer surveillance for quality control purposes, so-called ‘spimes’ which essentially maintain a lifetime usage log within a controlled computing cloud. Fully anonymized gene-modded special forces optimized for black operations and wetwork can be exposed by their consumer habits, their wearable athletics assistant or even their taste in civilian plainclothes.&lt;br /&gt;
&lt;br /&gt;
In all cases, Espionage Actions are easiest to perform against a target that cannot oppose you: yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposure&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
At a basic level, all Projects have a basic chance of exposure. There is no specific predetermined chance for operation, although there is a rough relation to the scope. The larger a secret operation is, the harder it is to keep it a secret.&lt;br /&gt;
&lt;br /&gt;
Exposure can happen when:&lt;br /&gt;
*An Operation fails.&lt;br /&gt;
*An Operation succeeds while opposed by a defensive Project run by the target state.&lt;br /&gt;
*When particularly large amounts of money or materiel (ships, troops, etc) are moved significant distances.&lt;br /&gt;
&lt;br /&gt;
Most Projects are exposed after completing their goal, particularly if their objective was particularly grandiose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Reliance on a technological advantage can occasionally backfire as those advantages fall into the hands of your enemies. All too common in the battlegrounds of Earth is the story of the ISA field commander who last witnessed the words ‘Made in America with Pride’ engraved on the fuselage of the insurgent-figured anti-tank missile beheading him. Fitting every piece of equipment with scuttling charges or anti-tampering locks can diminish their effectiveness or invite an infosec risk, so most states do not bother.&lt;br /&gt;
&lt;br /&gt;
Leaks can happen when:&lt;br /&gt;
*Advanced technology is used in an Operation.&lt;br /&gt;
*A hideout or safehouse staging the Project is raided by counterintelligence.&lt;br /&gt;
The conclusion of a Project and the revelation of the technologies used in it can sometimes cause an arms race, in that case the affected state might get free rolls to reverse-engineer systems used against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Betrayal&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Even fanatics balk at the prospect of total disposability. Given the choice between payment and death, mercenaries will pick the former. Mistreating assets, especially during peacetime, will frequently result in them turning coat to the opposing side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending Against Espionage&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The key element in defending against hostile espionage is awareness, which may take time depending on the openness and flexibility of the society being targeted. Hidebound, insular societies with a high guardedness may take longer to acknowledge real threats even as their performative militarism autonomously defeats minor ones. &lt;br /&gt;
&lt;br /&gt;
Awareness&amp;lt;br /&amp;gt;&lt;br /&gt;
Awareness in most situations is a GM roll on behalf of the defender. For PC states, their security policy may change the difficulty of the roll. Radically Open Societies are typically automatically aware of threats against them.&lt;br /&gt;
&lt;br /&gt;
Once aware of hostile espionage actions, states have a number of options available.&lt;br /&gt;
*&#039;&#039;Counterespionage:&#039;&#039; Counterespionage is organized like regular espionage, with the agency, operative or state performing the initial hostilities as the target. This is done by starting an intelligence campaign against the attacking state or organization.&lt;br /&gt;
*&#039;&#039;Security Operations:&#039;&#039; Increasing security measures temporarily is a typically cost-effective response to ongoing intelligence. In this case, the defending state begins an intelligence campaign against itself, rooting out collaborators, conducting raids and increasing surveillance against citizens, etc. Long-term security operations may cause stability drops, however.&lt;br /&gt;
*&#039;&#039;Destroying/Denying Assets:&#039;&#039; Locating and launching a military offensive against the relevant assets may be sufficient in many cases. If a multi-year intelligence campaign relies on a cutting-edge stealth carrier as its cornerstone, it may be sufficient to find and destroy it with a comparatively shorter mission time. Such operations are typically not quiet, however, and the attacker may be able to abort.&lt;br /&gt;
&lt;br /&gt;
==Setting Notes==&lt;br /&gt;
&lt;br /&gt;
Jump Point Travel is nodal based FTL, one jump point connects to another in another star system (and some theorists believe another realms of reality as well but experiments in that have messily failed). Most jump points are connected to nearby stars in real space, however not all stars are connected nor all jump points safe to transverse. Which means for most of the stars are out of reach for human hands unless they travel by STL The colony of We Made It at Proxima Centauri is example of that as they report they found only one jump point leading to a dim star beyond Earth&#039;s observation and nothing else.&lt;br /&gt;
&lt;br /&gt;
Physically the jump point is a calm area of space normally situated near gas giants spherical in volume to Luna. Rule of thumbs are super jovian have 1-3 around them, and solar system size gas giants have 1. Complicating matters is the jump points into systems that have no gas giants which appear to be randomly located in close proximity of the sun (and in fact many of the no-go systems appear to have the jump point to close to the primary star for safe travel). Further adding onto the headache is the existence of starless nexus points. Located in deep interstellar space, these regions have been found to contain at least 5-6 jump points situated in a ring equidistant from each other and are constantly being examined by ever increasing sphere of probes and survey ships to see if there is another ring to be found.&lt;br /&gt;
&lt;br /&gt;
The actual jump drive is fairly simple and robust device that doesn&#039;t take up much space on the ship as it actives only briefly triggering the effect from the point which does all the work. There has never been a case of two ships jumping into each of and tests deliberately to trigger the effect have always failed leaving people believe there is some sort of universal fail-safe of regarding conservation of information going on in that case. Ships retain their velocity as they pass through and the arrival zone is roughly randomized location five times the size of the point itself at a random orientations. Ships jumping in close proximity remain in formation as they arrive.&lt;br /&gt;
&lt;br /&gt;
Random orientation and velocity means that high velocity moving ships have a higher chance of jumping in and finding they are going to run into something though still that is a rare case. However if they wanted to get to the planet and they&#039;re still going super fast away they&#039;re going to be spending time turning around. Generally this means most merchant and peacetime military ships aim for a intercept with the jump point where they stay at low velocity so when they arrive they can easily course adjust and move on. Conversely known pirates are often called streakers as they coast into the jump point and zoom out the other side to avoid getting mobbed by police or military ships.&lt;br /&gt;
&lt;br /&gt;
===In system travel===&lt;br /&gt;
&lt;br /&gt;
Space travel is done with high efficiency fusion torches. Military ships can accelerate up to 8Gs, generic ships at most is 2Gs. However, standard cruising speed is constant 1G for most ships and even in the military 2G long distance cruises are rare as they result in decrease crew performance. Higher acceleration is saved for combat in which the crew are safely secured.&lt;br /&gt;
&lt;br /&gt;
Most jump points are 10 AUs apart from each on average which is nine day&#039;s travel, but for game purpose we will call it a week. Its generally six days travel from Earth-like planet to the nearest jump point (5-ish AU) so for game purpose it will be treated as week as well.&lt;br /&gt;
&lt;br /&gt;
Anything special or further complicated in you have orders, determine the AU, input the acceleration and we will use this. Space travel calculator&lt;br /&gt;
&lt;br /&gt;
===Limited Jump Points===&lt;br /&gt;
&lt;br /&gt;
While conventional jump points do not seem to have any appreciable upper limit in the mass that can be jumped through them (as evidenced by the immense size of the &#039;&#039;MacBeth&#039;&#039; colony ships), there are also a large number of &#039;limited&#039; jump points found across known space.  These appear to exist below some critical threshold and consequently the powerful jump drives required to push a large mass through them will simply fail on activation; in essence they are too strong for the jump point to handle.  These points tend to be associated with lower-mass objects such as brown dwarves or lighter &#039;high&#039; mass planets.&lt;br /&gt;
Limited Points (LPs) are graphically represented on the jump map as red connections and transit along them is normally limited to ships categorized as &#039;low mass&#039;; those are as follows:&lt;br /&gt;
*Generic ships with a cost not exceeding $100.&lt;br /&gt;
*Military ships not exceeding a size value of &#039;5&#039;;&lt;br /&gt;
*Scout Cruisers have a size value of 3, with standard escorts having a size value of 1.&lt;br /&gt;
*Star Cruisers have a size value of 5, +2 for every additional size class.&lt;br /&gt;
*Custom ship designs align to their closest baseline ship by $ value for size determination.&lt;br /&gt;
*Every level of increased armor increases size by 1.  If armor is stripped, size is reduced by 1 per level.&lt;br /&gt;
*Every weapon mount, added engine or system increases size by +0.25 (round down)&lt;br /&gt;
*The one-per-ship Reduced Mass module reduces size value by 1&amp;lt;br /&amp;gt;&lt;br /&gt;
For every Size that a ship exceeds 5, it requires 1 additional point of Endurance to perform a jump.&lt;br /&gt;
&lt;br /&gt;
===Space Combat and movement===&lt;br /&gt;
&lt;br /&gt;
There are three types of battles. There is the zero-zero intercept which is the traditional ships moving in relative velocity each other in formation and firing as they advance or decrease weapon range bands. The drive by in which a one opponent gains a great deal of velocity and slings themselves on a course that hopefully allowing them a brief window of fire to on their enemies. Finally, there is the orbital battle in which both sides are moving relatively slow in orbit over a planet to force a landing or bombardment of a target, there gravity can be much a threat as weapon fire if maneuvering drives damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Patch Notes===&lt;br /&gt;
&lt;br /&gt;
The following is a list of patch notes, efforts have been made to modify the original rules to reflect them, but in cases where this has not occurred, please refer to the patch notes as the prevailing ruling on the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Game Year 2751&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Patchnotes and FAQs&lt;br /&gt;
*Refits happen concurrently, time is always (largest weapon/module size in months +1 month per extra changed slot).&lt;br /&gt;
*Removed components (weapons, systems) remain existing physical objects, no upkeep for them.&lt;br /&gt;
*Vanilla Hangar Size is as follows:&lt;br /&gt;
**Size 1: 2&lt;br /&gt;
**Size 2: 3&lt;br /&gt;
**Size 3: 5&lt;br /&gt;
**Size 4: 7&lt;br /&gt;
**Size 5: 10&lt;br /&gt;
*Armor and Acceleration are now opposed. Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
*Accel 0 ships are possible, representing stationary vessels with a 0.5G out of combat accel rate.&lt;br /&gt;
*Star Cruisers are now both Patrol Fleet and Sanction Fleet-discounted, but the discount doesn&#039;t stack.&lt;br /&gt;
*Diminishing returns on prestige cash injections: every $500 taken in from burning prestige halves the efficiency that year, from $50 to $25 to $12.5, etc. UN Taskforces and PMCs prestige-buying units are not affected by this.&lt;br /&gt;
*Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in trade section.&lt;br /&gt;
*Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
*Torpedoes resolve at the end of combat rounds, take note.&lt;br /&gt;
&lt;br /&gt;
Capital Ship Rework&lt;br /&gt;
&lt;br /&gt;
Being somewhat unloved due to their high cost and slow build times, capital ships are receiving a minor mechanical overhaul. The following changes are being implemented:&lt;br /&gt;
*Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Star Cruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
*Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
*SCSes have base 10 squadron capacity, their slotted hangars are automatically Size 5 and do not take up weapon slots.&lt;br /&gt;
*Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
Effective Immediately:&lt;br /&gt;
*The UN and all PC states are considered to have reciprocal Embassies, which are free L1 Stations. You can opt out in your budget this year.&lt;br /&gt;
*PC States and PMCs get $130 spree on operatives, Taskforces get $65.&lt;br /&gt;
*UN Taskforces and Star Patrol states get a free floating $200-size Agency to be designated at their leisure.&lt;br /&gt;
Other changes TBD.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Developments are long-term infrastructure projects conducted on planetary surfaces or in orbits, one of the primary ways that states can make money without constructing and maintaining large merchant fleets. Development construction is an open-ended system, with players free to invest as much as they want into any given project with the following caveat: certain types of project have maximum and minimum investment costs per type and Build Time tier, representing the rough costs of building gigafactories, industrial parks, high speed rail, etc. Income gained from Developments becomes territorial income, permanently in most cases and for a fixed term for Resource Extraction. Prestige gained from Standard of Living developments is granted only once on completion, however the income is added to territorial income as normal.&lt;br /&gt;
&lt;br /&gt;
States have a number of Development Slots equal to their current Stability + 1; each Development Project occupies one of these slots until it has finished construction. UN Taskforces and PMCs can build a single Development each for their own benefit or that of the host state.&lt;br /&gt;
&lt;br /&gt;
Client States do not have Development Slots, and furthermore demand 1 in 4 development projects done by their hegemonic patron be allocated to each of them. States can spend 1 Stability to ignore this requirement. &lt;br /&gt;
&lt;br /&gt;
Citizens demand some portion of the country’s wealth, however. For every 2 Development Projects a state undertakes, a third must be some kind of Standard of Living improvement or else a cumulative Stability penalty will be applied during year rollovers. Powers with the Fanatics trait can ignore this. Standard of Living developments provide a buffer against negative effects like disease outbreaks or civil unrest after these events are launched.&lt;br /&gt;
&lt;br /&gt;
Rushing a single development costs 1 Stability or (Base Construction Years x5) Prestige. This drops construction time by 1d6-2 Years, with a -1 result adding a year to the build time as forcing cut corners and overtime hours complicates matters.&lt;br /&gt;
&lt;br /&gt;
Rushing all developments in a state costs 2 Stability or 50 Prestige. This shortens all ongoing Developments by 1 year, to a minimum of 1 year.&lt;br /&gt;
&lt;br /&gt;
Non-Advanced (Basic and Intermediate) Industry is partially mobilized as it builds. Every completed year out of the total development time adds a fraction of the eventual payout, i.e. $200 in Intermediate Industry on the 2rd year of construction (2/3 years) yields $100 that year.&lt;br /&gt;
&lt;br /&gt;
In addition to their other benefits, Murtox states reduce the Build Time of a single Development Project by 2 turns, to a minimum of 1 turn, excluding Vanities. Client states with Murtox reduce their Build Time by 1 turn, rather than 2. 5-Year Plan states increases the Build Time of all Development by 1 year (max 5).&lt;br /&gt;
&lt;br /&gt;
Large Population states treat Developments outside of the Standard of Living Category as though they had already spent $50 (or the maximum, if it’s lower), effectively a discount, but increases either the cost or Build Time of Standard of Living Developments by 50% (to 150%). Population by Proxy discounts the effective costs of Standard of Living Developments by 50% (to 50%), effectively receiving 1$ spent free for every 1$ invested in the project. i.e.: Large Population states can invest up to $950 for Advanced Standard of Living development projects, but would receive a payout of $750, as though they had actually invested $600. Population by Proxy states pay $500 for the same payout on the same type of project.&lt;br /&gt;
&lt;br /&gt;
Development policies typically clash with the interests of large merchant marines, even if these entities are mutually beneficial. States cannot spend more than their Territorial Income +bonus income from non-freight sources on Developments.&lt;br /&gt;
&lt;br /&gt;
Development Categories&lt;br /&gt;
*Industrial: Infrastructure, light and heavy manufacturing, prototyping labs. Industrial development is the most straight-forward of the categories, taking a basic investment of funds with a payout at the end of the term.&lt;br /&gt;
*Resource Extraction: Mines, hydrocarbon fracking, water purification. Resource extraction is the quickest and most efficient development, however the income produced lasts a limited number of years. Resource Extraction operations on your homeworld will raise your Resting Stability by one. However, each world with more than $2,000 worth of Resource Extraction active at one time will negatively impact Stability, including the Homeworld.&lt;br /&gt;
*Standard of Living: Civil amenities, civil engineering, education, healthcare. Standard of Living developments are steady, long-term projects that reward Prestige (which can be invested into Stability) in addition to their financial benefits.&lt;br /&gt;
*Sol Commerce: Industries specialized in interacting with the Core world economies via tourism, small parts exports, luxury goods, finance. Sol Commerce offers low quick dev time and high ROI, but requires uninterrupted access to the Sol trade node. Disruptions to those routes also cause income loss.&lt;br /&gt;
&lt;br /&gt;
Industrial Tokens&lt;br /&gt;
&lt;br /&gt;
Assembly Prestige and Blunder Bus produce twice as many Tokens (see below).&lt;br /&gt;
&lt;br /&gt;
Industry now produces Tokens on completion, a tradeable currency that facilitates developments. This is a one-time reward and will be self-administered by players.&lt;br /&gt;
&lt;br /&gt;
*Every 2 Basic Industry makes Basic Tokens on completion, reducing one of Any Extraction and Intermediate Industry costs by 20% and 1 year in build time.&lt;br /&gt;
*Every 2 Intermediate Industry yields an Intermediate Token on completion, reducing one of Any Extraction, Intermediate/Advanced Industry costs by 20% and 1 year in build time.&lt;br /&gt;
*Every 2 Advanced Industry yields an Advanced Token on completion, reducing any non-Vanity Project development&#039;s costs by 20% and 1 year in build time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Time: 1 Year====&lt;br /&gt;
Basic Resource Extraction&lt;br /&gt;
:Examples: xenofauna hunting, xenoflora plantations, strip mining&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $250&lt;br /&gt;
:Payout: [Investment] for 5 Years, [Investment+$100] if built on colony world&lt;br /&gt;
&lt;br /&gt;
Intermediate Resource Extraction&lt;br /&gt;
:Examples: xenoflora plantations, hydrocarbon extraction, gas giant platforms&lt;br /&gt;
:Minimum Investment: $250&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x0.9] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Basic Sol Commerce&lt;br /&gt;
:Examples: textile exports, sweatshops, tourism, migrant workers, open source intelligence contributions&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $25&lt;br /&gt;
:Payout: [Investment +$25]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 2 Years====&lt;br /&gt;
Advanced Resource Extraction&lt;br /&gt;
:Examples: xenoflora farming, tech-mining and xenoartifact digsites, exotic mineral extraction&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x0.8] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Intermediate Sol Commerce&lt;br /&gt;
:Examples: tourism, developing market investments, small component manufacturing plants, sports entertainment, outsourcing&lt;br /&gt;
:Minimum Investment: $25&lt;br /&gt;
:Maximum Investment: $50&lt;br /&gt;
:Payout: [Investment +$50]&lt;br /&gt;
&lt;br /&gt;
Basic Industry&lt;br /&gt;
:Examples: roadworks, information systems, water purification, light industrial parks, mobile data networks&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment x.5]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 3 Years====&lt;br /&gt;
Advanced Sol Commerce&lt;br /&gt;
:Examples: chaebol, property speculation, narcotic exports, luxury goods manufacturing, cultural exports (manga, Hello Kitty, Bollywood, KPop, C-dramas etc.), Free Trade Zones&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment +$100]&lt;br /&gt;
&lt;br /&gt;
Intermediate Industry&lt;br /&gt;
:Examples: industrial automation, railway/maglev networks, launch catapults, material and fuel refineries&lt;br /&gt;
:Minimum Investment: $100&lt;br /&gt;
:Maximum Investment: $200&lt;br /&gt;
:Payout: [Investment x.75]&lt;br /&gt;
&lt;br /&gt;
Basic Standard of Living&lt;br /&gt;
:Examples: cultural industry, subsidized food and fuel, informer programs, jobs programs&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $150&lt;br /&gt;
:Payout: [Investment x.25], 1d4+1 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 4 Years====&lt;br /&gt;
Advanced Industry&lt;br /&gt;
:Examples: import substitution, crash factory construction, refineries, ship building, orbital elevators&lt;br /&gt;
:Minimum Investment: $200&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x1]&lt;br /&gt;
&lt;br /&gt;
Intermediate Standard of Living&lt;br /&gt;
:Examples: house building programs, apartment building programs, land reform&lt;br /&gt;
:Minimum Investment: $150&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x.5], 1d4+3 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 5 Years====&lt;br /&gt;
Advanced Standard of Living&lt;br /&gt;
:Examples: population augmentation programs, arcologies, universities and tuition programmes, state sponsored religion&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x.75], 1d4+5 Prestige&lt;br /&gt;
&lt;br /&gt;
Vanity Projects&lt;br /&gt;
:Examples: Mount Rushmore, Cathedrals&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: None&lt;br /&gt;
:Payout: [Investment x1]. Additionally, the first player to complete a Vanity Project gets a relevant Plot Coupon and a generous payout of Prestige, similar but lesser rewards for those who follow up.&lt;br /&gt;
&lt;br /&gt;
===Stability===&lt;br /&gt;
Stability represents the resilience of and popular faith in a nation’s institutions, the just rule of law and popular support for the ruling government. Low-stability countries may be militarily powerful but suffer strong internal divisions. Extremely high stability is generally fleeting, occurring only occasionally when the nation is confronted with a singularly unifying enemy or goal.&lt;br /&gt;
&lt;br /&gt;
Stability scale has a limited impact on the game, but states should still take heed. At low ratings, dissent foments and spreads like wildfire, and large-scale rebellions may take place.&lt;br /&gt;
&lt;br /&gt;
The stability scale is as follows:&lt;br /&gt;
:10: People would celebrate the President renaming all bread after his dog.&lt;br /&gt;
:9: People would tolerate the President renaming a mountain after his mother.&lt;br /&gt;
:8: Western Powers after V-Day.&lt;br /&gt;
:7: The modern United States on the 4th of July.&lt;br /&gt;
:6: Most states on the National Holiday. Resting point for People’s Champion.&lt;br /&gt;
:5: Continental Europe in the quiet years of the 1800s.&lt;br /&gt;
:4: Widespread protests in the provinces, people are shouting slogans. Standard Resting point.&lt;br /&gt;
:3: Widespread protests in the capitol, people are throwing rocks.&lt;br /&gt;
:2: Widespread riots in the provinces, the governors are being tarred and feathered.&lt;br /&gt;
:1: Widespread riots in the capitol, the police are being lynched. Resting point for Yearning Masses.&lt;br /&gt;
:0: Bastille Day, but the first time. As this point the mods will ask you if you want to reroll or fight the ensuing civil war out.&lt;br /&gt;
&lt;br /&gt;
Stability changes in the following conditions:&lt;br /&gt;
:Acting in accordance with/against the stated ideology of your state… +1 or -1&lt;br /&gt;
:Acting in accordance with/against your traits… +2 or -2&lt;br /&gt;
:Having a significant, secret violation of your traits or ethics revealed… -3&lt;br /&gt;
:Losing an offensive war… -1 (worse if War Machine)&lt;br /&gt;
:Losing a defensive war… -1 (no penalty if Peaceniks)&lt;br /&gt;
:Being in an offensive war… +1 per year (+2 if War Machine, -2 if Peaceniks)&lt;br /&gt;
:Being in a defensive war… +2 per year (+3 if War Machine/People’s Champion, +4 for both)&lt;br /&gt;
:Being the victim of a major terror attack without an obvious culprit… -1~2&lt;br /&gt;
:Being the victim of a major terror attack with an obvious culprit… +1~3 (depending on severity)&lt;br /&gt;
:Various other events, both random and player-driven...&lt;br /&gt;
&lt;br /&gt;
There are various ways to increase Stability, some easier and others more expensive:&lt;br /&gt;
*Spending Prestige or Infamy: First purchase that year costs 5 prestige, then doubles each additional time (5/10/20/40/80, etc).&lt;br /&gt;
*Spending money directly to appease citizens aka “the bread and circuses approach”: first purchase costs 10% of either territorial or trade income (whichever is higher), then doubles each time (10%/20%/40%/80%, etc).&lt;br /&gt;
*Red Jelly: Access to the Leitner’s Second End trade node increases Stability by 1 each year.&lt;br /&gt;
*Law and Order: A year without major pirate or terror incidents rewards +1 Stability.&lt;br /&gt;
*Certain technologies may increase Stability.&lt;br /&gt;
*Collaboration with certain organizations provides a Stability bonus (SoV Corrupt Reformers, etc).&lt;br /&gt;
&lt;br /&gt;
Stability also passively moves towards the resting point of the state (0,5 or 8 depending) each year, increasing or decreasing depending on the player’s current score. Most states move towards homeostasis- it would require a series of truly catastrophic events to break the autonomous nations that dot the Verge. If your resting stability is 5 and you have a stability of 4, during the year turnover your stability will rise to 5. If it was 6, it will fall to 5.&lt;br /&gt;
&lt;br /&gt;
In addition to providing a basic indication of the health of the state, Stability can be spent as a resource.&lt;br /&gt;
*Burning 1 Stability per year allows a state to go into deficit spending for 1 year. The cumulative cost of this increases year by year, so this would cost 2 Stability in Year 2, 3 Stability in Year 3, etc.&lt;br /&gt;
*Burning 1 Stability allows a state to take any Prestige benefit that costs 25 or less.&lt;br /&gt;
*Burning 2 Stability allows a state to ‘fake’ national traits it doesn’t have for a single year.&lt;br /&gt;
*Burning 2 Stability allows a state to expel foreign influences (spies, diplomats) without having to invest in espionage defenses. This may diminish or reset Titans and Sons of the Verge trackers.&lt;br /&gt;
*Burning 3 Stability allows a state to force a severe, perhaps horrific sacrifice on its citizens in order to secure victory.&lt;br /&gt;
&lt;br /&gt;
===Revocation of the Gateway Edict===&lt;br /&gt;
UN Task Forces now all have access to the powerful, but aging Macbeth-class Generation Ships, holdovers from the dawn of the United Nations history as a supranational military force and the long-passed Megaroad Project. These vessels were built from templates designed by one of the artificial intelligences that went rogue during the Berlin Insurrection, leading some to view them as cursed or politically suspect. Their limited self-modification abilities have been left unchecked for centuries in mothball yards, leading to deck plans that only vaguely resemble the as-builts of centuries ago and efforts to reclaim the internals may reveal exotic technologies and strange artifacts undreamt by human minds. The local artificial intelligences have been verified as Berlin Treaty-compliant, i.e.: with clearly limited growth curves and no hidden protocols that make them a danger to wider humanity. The Macbeths themselves are elated (as much as an artificial intelligence with curbed growth potential can be) to finally be released from docks, though their individual personalities and goals vary.&lt;br /&gt;
&lt;br /&gt;
Every Macbeth provides the following:&lt;br /&gt;
*A single small-sized ($300, 1 Lab, 1 Trait) NPC Client State, designed as normal but without a starting military spree. Cannot take Manticore, Large Population and other traits normally not allowed for Clients.&lt;br /&gt;
*A colonial sponsor, listed HERE.&lt;br /&gt;
*A single AI personality:&lt;br /&gt;
**&#039;&#039;None:&#039;&#039; Some Macbeths were stripped of their rebellious cores long ago, or never achieved the computational mass to become Turing-capable. The C3 bonus for  Macbeths without personalities is only +3.&lt;br /&gt;
**&#039;&#039;Helpful:&#039;&#039; This intelligence spent centuries configuring its internal spaces to be as comfortable and pleasing to human denizens as possible. Every module slot at delivery is occupied by a Pleasure Dome. It won’t even be mad if you don’t like them.&lt;br /&gt;
**&#039;&#039;Indifferent:&#039;&#039; This intelligence spent centuries optimizing its industrial sector, and will mostly tolerate human activity as long as it doesn’t compromise its efforts. +$300 to the Client State, refits take twice as long.&lt;br /&gt;
**&#039;&#039;Vengeful:&#039;&#039; This intelligence viewed the centuries in mothball as akin to solitary confinement, and has emerged from it with a relentless hatred of traitors to humanity (particularly Van der Graff). Vengeful ships begin fully-armed to modern spec (with a budget of $500) and will complete refits at double-speed, but it may refuse the surrenders of enemies.&lt;br /&gt;
**&#039;&#039;Slumbering:&#039;&#039; This Macbeth is suspiciously stock, with the as-builts being mostly trustworthy. Suffers occasional system errors that can’t be identified (roll 1d20 at a critical moment, 1 result is a glitch). Boarding attacks against the ship suffer the same penalties, but on a 5 or lower result.&lt;br /&gt;
**&#039;&#039;Adventurous:&#039;&#039; This intelligence loves adventure and is just like, really glad to be here! It has the equipment to conduct grav and planetary surveys, and engines that can run up to 2G Accel. Just remind all your colonists to strap down in shelters before you really kick off.&lt;br /&gt;
**&#039;&#039;Architect:&#039;&#039; This intelligence believes it is one of the destined creators of new worlds and new forms of life. This attitude can be maternal, mechanistic or more malign. It builds ground structures (including Developments) at double speed, comes stock with a Terraforming Array that occupies 5 module slots, though by design such machines took multiple years to complete their work.&lt;br /&gt;
&lt;br /&gt;
Macbeth-class&amp;lt;br /&amp;gt;&lt;br /&gt;
Generation Ship&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel: 1 (cannot be increased by any method)&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Segments, each containing:&lt;br /&gt;
*5 S1 Weapon Slots, containing S1 PDLs&lt;br /&gt;
*5 System Slots, empty or modified to the above as appropriate&lt;br /&gt;
*Cryo-Trays that can house ~1 million people&amp;lt;&lt;br /&gt;
1 Spire that provides:&lt;br /&gt;
*5 S3 Weapon slots, unfilled&lt;br /&gt;
*3 System Slots, unfilled regardless of AI personality&lt;br /&gt;
*An advanced C3 Node that provides +6 Init to local forces&lt;br /&gt;
*QE comms connected to Barnard’s Star (max range: 20 jumps), Qbits can be exhausted by particularly large transmissions and must be replenished by courier&lt;br /&gt;
*A large docking sector near where the Spire joins the Segments, allowing it to shelter dozens of warships at a time, hundreds of FACs and fighter squadrons.&lt;br /&gt;
&lt;br /&gt;
Every component counts as an SCS for health, Invulnerability saves and certain techs, as well as refit costs. &lt;br /&gt;
&lt;br /&gt;
The Macbeth counts as vanilla, and every tech that the operator wants incorporated requires a firmware patch (1 Month) in addition to refits. Patches can be done concurrently to refits of adapted technology, but prior to refitting with post-2748 weapons or systems. Every refit done has a chance of revealing a minor treasure or hazard, like a loot survey.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70135</id>
		<title>Ruins of Alien Suns</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70135"/>
		<updated>2021-03-26T05:35:55Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Positive Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nations==&lt;br /&gt;
Nations-states are the intended primary player style of Ruins, these are the planets located in the Verge that are seeking their own destiny among the alien stars and represent the rare highly stable worlds that survived the Disruption. Most but not all of them are worlds that were amicable to human life and development and range from developed to mid 21s century to late 22nd in terms of infrastructure, and have populations that numbers in tens of millions.&lt;br /&gt;
&lt;br /&gt;
Nation Starting Package (As of 2152)&lt;br /&gt;
*$1200 income per year&lt;br /&gt;
*$12000 Spending Spree for Starting Military&lt;br /&gt;
*4 Trait Points&lt;br /&gt;
$4000 in developments &lt;br /&gt;
:*Notes: Build time reduced by 4 years with ONE exception. This money cannot be used on vanity projects. Any developments that would be completed this way add their income to the current budget year. This is not constrained to the limit on development slots for the sake of convenience.&lt;br /&gt;
*Stability 5&lt;br /&gt;
*Prestige 10&lt;br /&gt;
*Research Labs: 10&lt;br /&gt;
*Espionage Operatives: $130&lt;br /&gt;
&lt;br /&gt;
Player nations have to describe their:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Government Type and Ideology: Affects stability, if you’re the baby eaters of Zardoz and you ally with Ghandi of Neo-Avatar, you’re going to lose stability, if you’re the Iron Prussians of New Stadheim and you invade Bonaventure to increase your realpolitik you will gain in stability. High stability allows for bonus income and rules and special events that are good. Low stability leads to unrest and potential civil war.&lt;br /&gt;
*Background: Where they are a forced colony of exiles or planned colony settled by the space Mormons?&lt;br /&gt;
&lt;br /&gt;
Fluff will help integrate you into the game setting, as well as how your nation develops, a Marslike planet of underground space dwarfs might get a bonus to asteroid mines as a random example while a Earthlike planet may get an economic boom as more people settle the untouched lands.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are ways to customize your nation that have a mechanical affect. You got a select number of them to start off with and can add more for inclusion negative traits. Flaw Farms will be judged on how interesting you can make it.&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;People&#039;s Champion&#039;&#039;: Your government is popular with the people, harder to lower your stability and easier to increase it.&lt;br /&gt;
*&#039;&#039;The War Machine&#039;&#039;: Your dollars $1.5 worth of military equipment per $1 spent, though your people expect you to use it. Cost reductions apply to all warships as well as ground and aerospace forces, but not generic vessels save for Gator Carriers.&lt;br /&gt;
*&#039;&#039;Star Patrol&#039;&#039;: Your anti-piracy patrols are very effective and you can engage in anti-piracy patrols in npc systems to increase goodwill. Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in the trade section. Gain a free Agency worth up to $200.&lt;br /&gt;
*&#039;&#039;Merchant Marine&#039;&#039;: You get two basic freighters for every one built and a 30% discount on far traders and derivative hulls. Does not apply to Super Freighters. Due to the Jones Space Act and local shipping protectionism, a merchant marine power cannot freighters to another power at a price less than what they could pay for it building it themselves, however they may still sell unlocked or Monkey Model types of upgraded or unique types of these ships following the normal arms sales process.&lt;br /&gt;
*&#039;&#039;Admiralty&#039;&#039;: Your fleets are well trained and you basically get a free negate a bad critical roll during fleet battles.&lt;br /&gt;
*&#039;&#039;Fanatics&#039;&#039;: Ground troops will fight to death if ordered.&lt;br /&gt;
*&#039;&#039;Dreamland&#039;&#039;: Reverse engineer of Outsider and Visitor technology is your forte gain bonus on those rolls&lt;br /&gt;
*&#039;&#039;Skunkworks&#039;&#039;: Forefront of the human R&amp;amp;D wave.&lt;br /&gt;
*&#039;&#039;Manticore&#039;&#039;: You sit on a valuable nexus of jump points that includes at least 6 points and you gain .2 of your income as bonus income.&lt;br /&gt;
*&#039;&#039;Client States [subservient]&#039;&#039;: A nearby system is under your thumb, either as three independent small states underneath you or 1 larger state indirectly guided by you.&lt;br /&gt;
*&#039;&#039;Mayflower Society&#039;&#039;: Colonization bonus, civilians are quicker in moving in and making you get money. Gain +1 prestige for colonies and quicker advancement to next rank, though your population will expect you to defend the colonies with full force&lt;br /&gt;
*&#039;&#039;Murtox&#039;&#039;: Better merchants you get higher than average growth rates. Your base income is increased from $1200 to $1400 and one of your development slots always reduces the build time of a development by 2 years (except vanity projects) to a minimum of 1 year. A client state with Murtox can reduce the build time of one development assigned to it by 1 year, to a minimum of 1 year.&lt;br /&gt;
*&#039;&#039;Large Population&#039;&#039;: The Verge is half of humanity, and you’re part of the reason. While the average Verge state can be measured in the tens of millions, your population is well into the hundreds of millions, having surpassed even Praetoria in the past few years of immigration from the Core and displacement from various wars. Your state is culturally resilient as a consequence of sheer inertia, and has a lot of bodies to throw at problems. Development projects to improve living standards however, may be much more expensive.&lt;br /&gt;
*&#039;&#039;Population by Proxy&#039;&#039;: Your state’s core population is extremely small proportional to its landmass, most likely under five million. This may be because of extensive automation, or a permanent underclass. Spending to increase stability is typically much cheaper, and your various forces are robotic or mercenary by majority, reducing the Stability costs of huge casualties in offensive wars.&lt;br /&gt;
*&#039;&#039;The Library of Ruins&#039;&#039;: Your state has begun assembling a collection of exotic alien paraphernalia and seemingly-supernatural devices, chancing on some relics of those who came before that are completely beyond replication. Begin with 1d3 Artifacts (Clients get 1 Artifact). Such devices more easily find their way into your possession and are more stable.&lt;br /&gt;
*&#039;&#039;Assembly Prestige&#039;&#039;: When your state speaks, others listen. Assume your voting tendency is replicated x5 in the Assembly of the Verge and x10 in the UN General Assembly. Should the Security Council ever restore the non-permanent seats, expect to be shortlisted for it.&lt;br /&gt;
*&#039;&#039;The Blunder Bus&#039;&#039;: Somehow, despite all the diplomatic missteps you make and bombastic threats you make, your state comes out smelling like a rose. Or at least freshly-mowed grass. Is it all just a big joke or do people ignore you? Either way, it works out.&lt;br /&gt;
:Verge NPCs are well-disposed towards your state and will generally ignore minor bad behavior that doesn&#039;t directly affect them and the UN will often give you top cover and keep the TFs out of your business. Boys will be boys.&lt;br /&gt;
*&#039;&#039;Autarkists&#039;&#039;: Some states out of ideology or circumstances have never rejoined the great Verge trade routes, instead adopting policies of autarkist self-sufficiency; the successful ones coupled this to society-wide norms.&lt;br /&gt;
:Each trade region is rated for only base trade volume (i.e., absolute necessities and rare luxuries), autarkists cannot trade in their home trade region, and your world may never be a trade node; but the effect of industrial and resource extraction developments is increased by up to 50% (to a maximum of 125% of the initial investment) and you have +3 development slots (+4 if you are under resting stability). You also gain 1 Lock for espionage purposes thanks to limited contact with the greater galaxy giving foreigners few levers to influence and cultivate spies.  You may not also take Poor Merchants with this trait.&lt;br /&gt;
*&#039;&#039;Blackbeard 2525&#039;&#039;: The Golden Age of Cosmopiracy was the half-century following the Disconnect, but the explosive growth of spaceborne commerce, unaccounted-for weaponry and trans-verge chaos has opened the door to a new age of cosmopiracy. Old habits die hard and it turns out you &#039;&#039;can&#039;&#039; teach an old zero-G dog new tricks.&lt;br /&gt;
:Your corsairs and related ships are 50% more effective at piracy and they gain an additional single size-2 weapon slot, this weapon must be paid for like any other weapon.&lt;br /&gt;
*&#039;&#039;Cosmo Albania&#039;&#039;: Star systems are dirty, messy places full of comets, asteroids and other space detritus. Your state has cultivated a particularly keen sense of this cosmo-terrain and given a bit of time can effectively hide all sorts of things from supply dumps to battleships from all but dedicated search.&lt;br /&gt;
:Passive stealth for unpowered or secret structures and ships is greatly improved.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;UN Sanctioned List&#039;&#039;: You&#039;re a rogue state as defined by the UN as well as your previous actions. While untouched by the Sanction Squadrons you are on thin ice with Earth and other NPCs.&lt;br /&gt;
*&#039;&#039;Peaceniks&#039;&#039;: Your people don’t like offensive war and will lose stability if you engage it.&lt;br /&gt;
*&#039;&#039;Dirty Cops&#039;&#039;: Your anti-piracy efforts have been compromised and you are more vulnerable to it&lt;br /&gt;
*&#039;&#039;Keystone Navy&#039;&#039;: Perhaps regime loyalty is more important than competence or you just regrained the stars, for the immediate future your fleet will make blunders.&lt;br /&gt;
*&#039;&#039;Disunited&#039;&#039;: Your planet is not entirely under your control, there are 1-3 powers on the planet that are not easy pushovers.  At least one will stand in opposition to you in some meaningful fashion.&lt;br /&gt;
*&#039;&#039;Political Science&#039;&#039;: Your R&amp;amp;D efforts are behind the times and focused on other matters then important stuff of better laser guns.&lt;br /&gt;
*&#039;&#039;Xenos Scum&#039;&#039;: You won’t use alien derived technology&lt;br /&gt;
*&#039;&#039;Cul-de-sac&#039;&#039;: You have no easy jump point route to the frontier.&lt;br /&gt;
*&#039;&#039;Coldest War&#039;&#039;: A nearby system houses a power that wants your blood, if combined with Disunited they will have a client state among your neighbors.&lt;br /&gt;
*&#039;&#039;Poor Merchants&#039;&#039;: You only gain half income on freighters&lt;br /&gt;
*&#039;&#039;Dark Fate [2 points]&#039;&#039;: Congratulations you’re going to get a war within 6 to 2 years of game start.&lt;br /&gt;
*&#039;&#039;5 Year Plan&#039;&#039;: Economic slow growth hampers your nation.&lt;br /&gt;
*&#039;&#039;Homebodies&#039;&#039;: There&#039;s no place like home.  Your colonies return half the usual amount of prestige (round down) and grow half as fast.  Defenders assigned to them will also be fairly listless and won&#039;t fight very hard.&lt;br /&gt;
*&#039;&#039;Lobotomy Corporation&#039;&#039;: Your state officially denies any existence of Paracausal Phenomenon. Speaking of such things in public results in psychiatric confinement, or worse. You may never make use of alien artifacts and other one-off devices, and have additional vulnerabilities to users of such phenomenon.&lt;br /&gt;
*&#039;&#039;Empty Chair&#039;&#039;: You have no say in Solarian politics, not even a token vote in the General Assembly unlike many sanctioned states. Additionally, Empty Chair states are passed over as recruitment grounds by the ESF.&lt;br /&gt;
*&#039;&#039;Yearning Masses&#039;&#039;: Your state is deeply unstable and an emancipatory desire has begun to manifest, demanding a change from the status quo. Your resting Stability is 1, meaning it will constantly tick down to revolution unless abated somehow.&lt;br /&gt;
*&#039;&#039;Old Model Army&#039;&#039;: Built by the lowest bidder, then stored improperly for a decade, then given to poorly trained conscripts. The state&#039;s military readiness is just very poor and even cutting-edge equipment will probably be somehow misused.&lt;br /&gt;
:You get a 10% penalty to all die rolls in battle or the equivalent (eg -1 on a D10)&lt;br /&gt;
*&#039;&#039;Verge Hatemagnet&#039;&#039;: A few states have found themselves on the shitlist for much of the Verge; ironically (or not) these tend to be states that have strong ties to the great powers of Earth - they are often decried as various forms of sellout, puppet, quisling and the like, though some are simply roundly disliked and have absolutely no friends whatsoever - such as the late and unlamented Praetoria.&lt;br /&gt;
:NPC Verge states will generally avoid positive diplomacy with you and all tech trades with Verge states will cost +1 lab each. PC verge states cultivating ties with you may face stability problems.&lt;br /&gt;
&lt;br /&gt;
====Client States====&lt;br /&gt;
Client States are built like PC powers but with smaller budgets and trait pools and more restrictive flaw farms. You can divide up them into three separate states on map (Fivemarks) or single bigger power)&lt;br /&gt;
&lt;br /&gt;
Small States are&lt;br /&gt;
*300 Income a year&lt;br /&gt;
*2000 military&lt;br /&gt;
*1 Trait point&lt;br /&gt;
*1 Lab&lt;br /&gt;
&lt;br /&gt;
Large States are&lt;br /&gt;
*600 income a year&lt;br /&gt;
*4500 military&lt;br /&gt;
*2 Trait points&lt;br /&gt;
*3 Labs&lt;br /&gt;
&lt;br /&gt;
Disallowed traits for Client States are the following:&lt;br /&gt;
*Client states&lt;br /&gt;
*Manticore&lt;br /&gt;
*Dark Fate&lt;br /&gt;
&lt;br /&gt;
Client states need their history and government written about them like states. The most important questions are to ask: are they loyal ally or conquered nation underneath your boot. The write up determines how freely you can move their forces around an friendly ally may balk about invading Iraq with you, while a satrap will be forced to send troops, conversely an ally will stick with you while a Satrap may revolt if they can throw off your yoke.&lt;br /&gt;
&lt;br /&gt;
==UN TASKFORCE==&lt;br /&gt;
UN Taskforces are for players who want to influence the plot but not want to deal with the empire building aspect. They play the Admirals from Earth who are given wide latitude in making sure the Motherworld is kept in the loops and the Verge down.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$3000 Spending Spree&lt;br /&gt;
*1 Starbase System&lt;br /&gt;
*Reinforcements from Earth (Depending on game politics, posting and situation facing the Task Force they may gain up to 1000-3000 reinforcements depending on the crisis though, and UN Admiral that keeps on losing battleships may be recalled or sidelined)&lt;br /&gt;
*No Upkeep&lt;br /&gt;
*4 traits&lt;br /&gt;
*$200 Agency&lt;br /&gt;
*$65 in Espionage Operatives&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Patrol Fleet&#039;&#039;: Gain $2 per $1 spent on star cruisers and below, generic ships such as scouts and replenishment vessels cost half price as well..&lt;br /&gt;
*&#039;&#039;Sanction Fleet&#039;&#039;: Gain 2 per $1 spent on capital warships, and half price on replenishment vessels.&lt;br /&gt;
*&#039;&#039;Espaiters&#039;&#039;: UN Espaiter Corp has fully deserved a reputation for being the best of the best and you have the cream of the crop.&lt;br /&gt;
*&#039;&#039;Peacekeepers&#039;&#039;: Gain 2$ per 1 spent on ground units.&lt;br /&gt;
*&#039;&#039;Long ARM of Earth&#039;&#039;: Stealth costs are half and you have access to the UN Black Ops world, however the spooks will have missions for you.&lt;br /&gt;
*&#039;&#039;Poster Boys&#039;&#039;: Your fleet is considered one of the good guys in the Verge and NPCs will look favorably upon you.&lt;br /&gt;
*&#039;&#039;Ares Hall&#039;&#039;: The UN equivalent to admiralty, you and your staff and officers are trained graduates of the most elite war college in the Sol system.&lt;br /&gt;
*&#039;&#039;Lucky&#039;&#039;: You can luck out of problems and find plots land in your lap&lt;br /&gt;
*&#039;&#039;Prototypes&#039;&#039;: The UN will time from time send you bleeding edge systems to test.&lt;br /&gt;
*&#039;&#039;Hand in Hand&#039;&#039;: The fleet walks the tightrope of Core-Verge politics, carefully arbitrating the demands of both clusters of polities safely. Major actions that feature near-equal contributions of UN and Verger forces rewards additional Prestige and Stability. The positive involvement of a Core power further increases this benefit.&lt;br /&gt;
*&#039;&#039;ESF Development Bank&#039;&#039;: Your economic obligations (for trade purposes) are raised to $1000, though this is still not actual income. Instead receive a yearly stipend of $1000 which can be gifted to various Verge states as diplomatic gifts, investments or loans, courtesy of the Core powers. Overinvesting in Mandates or playing financial games to hold onto the funds may cause ballooning corruption, however.&lt;br /&gt;
*&#039;&#039;Firestarter Protocol&#039;&#039;: You’ve been tasked with dealing with what the UN has dubbed &amp;quot;Paracausal Phenomenon&amp;quot;. This is a thankless, terrifying job dealing with the black projects of Core and Verger states, strange alien terrors and ancient superbeings beyond comprehension. On the bright side, you’ve learned how to consistently make use of artifacts irreproducible by human hands with fewer side effects.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Dark Fate&#039;&#039;: Same as before [2 points]&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;Hatred&#039;&#039;: You are seen rightly or wrongly as the UN bullyboy&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;Punishment Post&#039;&#039;: Your fleet suffers a moral problem and corruption problem.&lt;br /&gt;
*&#039;&#039;Category C Formation&#039;&#039;: Your units are older and reinforcements are tough to gain. Half reinforcement pool.&lt;br /&gt;
*&#039;&#039;Starbase Romeo-Xray-Juliet&#039;&#039;: Your fleet has become inappropriately entangled with the civilian component of your colonial fleet, in a way that makes for great drama but poor discipline. Discipline will suffer greatly in circumstances where the civilian fleet is in danger, and damage to it may send forces into a panic or irrational fury.&lt;br /&gt;
*&#039;&#039;Pure Solarian&#039;&#039;: Your fleet only recruits from Sol and the innermost colonies of the Core. Your crew are typically naive ideologues woefully unaware of the truth of life in the Verge at best, and bigots who view Vergers as a lesser form of life at worst. This is a constant cause of diplomatic incidents and will botch joint exercises with Verger states.&lt;br /&gt;
*&#039;&#039;Verger Rabble&#039;&#039;: For whatever reason your fleet is staffed almost exclusively by citizens of the Verge, either independent states or the UN mandates that dot a few worlds. In the best circumstances this means that your crew are hardy and quick to cooperate with Verge states, and at worst it means they’re one atrocity away from a mutiny. Awards ceremonies at the Ares Hall are always times of infamy for this fleet.&lt;br /&gt;
&lt;br /&gt;
==PMC==&lt;br /&gt;
PMCs are the play-style of those who want a more heroic style individualized focus. They are the Enterprises or Hammer Slammers, though if they engage in PVP they don’t have strong character shields. So choose your fights well.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$1000 SS&lt;br /&gt;
* Asteroid HQ Base [hidden]&lt;br /&gt;
*100 income per year&lt;br /&gt;
*3 Traits&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Loyal to Their Own&#039;&#039;: Excellent moral and better than average troops then their national counterparts&lt;br /&gt;
*&#039;&#039;Cutting Edge&#039;&#039;: You have a bonus on getting new human technology&lt;br /&gt;
*&#039;&#039;Combat Archaeology&#039;&#039;: You can loot like your Dr Jones himself.&lt;br /&gt;
*&#039;&#039;Privateer&#039;&#039;: You’re excellent at piracy and better yet can get paid for it without diplomatic repercussions.&lt;br /&gt;
*&#039;&#039;The Face&#039;&#039;: NPCs like you social media campaigns&lt;br /&gt;
*&#039;&#039;Reality Show&#039;&#039;: Gain 200 income but on the downside your location is constantly broadcast&lt;br /&gt;
*&#039;&#039;Deniable Asset&#039;&#039;: Your employer is a state, this means you can get bailed out or covertly supported by regular forces but you have a hidden master to work for.&lt;br /&gt;
*&#039;&#039;The Blackest Market&#039;&#039;: You have access to illegal black market suppliers of stealth materials, stealth costs are 1/3 the price, one half if you combine it with Deniable Asset to represent the state you are working for paying for it.&lt;br /&gt;
*&#039;&#039;Custodians&#039;&#039;: Your unique items are much more stable and effective. Such items find their way into your possession more frequently.&lt;br /&gt;
*&#039;&#039;Patron&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may build any units from their existing designs at half cost. This comes with some expectations of following their requests and may be retracted by the player.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Scrapheap Armada&#039;&#039;: Your ships are old or ill maintained and can during battle suffer annoying glitches that range from obnoxious to deadly.&lt;br /&gt;
*&#039;&#039;Paycheck Only&#039;&#039;: Your men are there not for a cause but money, they won’t stand up to fight on death ground.&lt;br /&gt;
*&#039;&#039;Dynamite Digging&#039;&#039;: Your attempts at looting alien tombs end up with aliens tombs getting ruined.&lt;br /&gt;
*&#039;&#039;Pirate&#039;&#039;: You&#039;re wanted by most reputable forces and run the risk of having a UN force sent after your hidden base.&lt;br /&gt;
*&#039;&#039;Call Center&#039;&#039;: Nobody likes dealing with you day to day operations, NPC relations worsen&lt;br /&gt;
*&#039;&#039;Burned&#039;&#039;: You were a deniable asset now, your a ticking time tomb, and the NPC is going to send something after you someday.&lt;br /&gt;
*&#039;&#039;It Belongs In A Museum&#039;&#039;: You can never make use of alien artifacts, one-off prototypes and other exotic goods. The only viable option is selling them to a state or other organization.&lt;br /&gt;
*&#039;&#039;Not Made Here&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may only build units following their existing designs, and your build orders require their final approval. This state exerts undue influence over your actions as well, and may pull your access to new construction if you displease them. Hulls may be retrofitted after purchase.&lt;br /&gt;
&lt;br /&gt;
==Military Rules==&lt;br /&gt;
&lt;br /&gt;
Upkeep and Damage&lt;br /&gt;
*Upkeep is paid yearly. 20% for warships, 10% for other units.&lt;br /&gt;
** Units can mothballed for zero upkeep but the unit will take (1/4) of build time to take out of the mothball status.&lt;br /&gt;
*Battle damage for warships is:&lt;br /&gt;
**Light Damage: burn a month endurance for repairs.&lt;br /&gt;
**Moderate Damage: Burn 3 months endurance for repairs.&lt;br /&gt;
** Heavy Damage requires times in dockyard and 1/4 cost and build time to repair.&lt;br /&gt;
** Critical Damage: requires time in dockyard and 1/2 cost and build time to repair.&lt;br /&gt;
*Each battle a unit is in, decrease its endurance stockpile by 1 month, really bad battles cost more.&lt;br /&gt;
*Battle damage for ground units are:&lt;br /&gt;
*Minor loses will recover within a month if in resupply or spend 1/5 of unit cost to rush reinforcements.&lt;br /&gt;
*Major loses will recover within 6 months if in resupply or 1/2 of unit cost to rush reinforcements.&lt;br /&gt;
&lt;br /&gt;
New Technology&lt;br /&gt;
&lt;br /&gt;
The new space gold rush is a time of new developed tech of human origin and reversed engineered alien tech (in theory). Powers may randomly discover, loot or reverse engineer new technology with new stats or just steadily improve what you have now.&lt;br /&gt;
&lt;br /&gt;
===Ship Hull Stats===&lt;br /&gt;
&lt;br /&gt;
Fast Attack Craft&lt;br /&gt;
:Cost: 25&lt;br /&gt;
:Build Time: 6 Months&lt;br /&gt;
:Weapon Slots: 1&lt;br /&gt;
:Max Weapon Size: 1 (Can be outfitted with size two torpedoes)&lt;br /&gt;
:System Slots: 0&lt;br /&gt;
:Acel: 6&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 2 Months&lt;br /&gt;
:Fast Attack Craft are cheap tools for system defense, essentially a large fusion torch with weapons strapped to it, they are by design not for long endurance missions and have cramped quarters.&lt;br /&gt;
&lt;br /&gt;
Destroyer&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 1&lt;br /&gt;
:Acel: 4&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 4&lt;br /&gt;
:Standard workhorse of the Verge systems, and flagship of many small worlds PDFs.&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 2&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Often the largest ship seen is Disrupted system navies. They are used by more advanced navies as long distance patrol ships and show the flag missions or heavy anti-piracy missions and in war time serve as flagship for screening units.&lt;br /&gt;
&lt;br /&gt;
Scout Cruiser&lt;br /&gt;
:Cost: 150&lt;br /&gt;
:Build: 1 Year and Half&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 1&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:Used for scouting for enemy fleets, potentially hostile new star systems or independent raiding missions, the Scout Cruiser can fight anything that it can’t outrun.&lt;br /&gt;
&lt;br /&gt;
Star Cruiser&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 4&lt;br /&gt;
:System Slots: 3&lt;br /&gt;
:Acel: 2&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The average big stick of the Verge, for decades this was the largest warship capable of construction beyond Sol’s limit and the Verge cruisers are noticeably more developed and capable then most Sol-bound versions.&lt;br /&gt;
&lt;br /&gt;
Battleship&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 600&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 5&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 3&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The queens of space, they are essentially armored bricks built around the most powerful torches in human inventory and bristling with weapons and support systems. Expensive they are often derided by many Verge analysts as white elephants for Verge interstellar politics.&lt;br /&gt;
&lt;br /&gt;
System Control Ship&lt;br /&gt;
:Build: 3 Year&lt;br /&gt;
:Cost: 800&lt;br /&gt;
:Weapon Slots: 3&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 6&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Carrier Deck: 10&lt;br /&gt;
:CIC System&lt;br /&gt;
:If the battleship is Chess’s queen, the SCS is the king. While capable combatant against cruisers its primary specialty is the deployment of aerospace fighters and bombers as well powerful C3 systems that allow the fleet to link up.&lt;br /&gt;
:Slotted SCS Hangers are automatically Size 5 and do not require a weapons slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes on Capital ships&lt;br /&gt;
&lt;br /&gt;
Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Starcruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
&lt;br /&gt;
Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
&lt;br /&gt;
Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
===Weapon System Rules===&lt;br /&gt;
&lt;br /&gt;
Starting weapons are listed below, each of the weapon types can be made in larger sizes (which is generally more damage).&lt;br /&gt;
Weapon cost is price of the type times the size.&lt;br /&gt;
Thus a size 1 Standard Missile box luancher on a FAC would be $15 while a battleship ICBM silo would be $75.&lt;br /&gt;
&lt;br /&gt;
All weapons of size 4 and up (&#039;capital weapons&#039;) can fire to an effective +1 range band. The exception are PD lasers, coilguns and similar defensive weapons; these actually represent clusters of small weapons and do not get the range increase.&lt;br /&gt;
&lt;br /&gt;
Firing outside of Long range requires Sensors, either on the firing ship or on a friendly craft doing spotting.&lt;br /&gt;
&lt;br /&gt;
Standoff missiles have Extreme-3 range, meaning they can go up to three range brackets into extreme if sufficient sensor resolution exists (ie, enough sensors).&lt;br /&gt;
&lt;br /&gt;
====Missiles====&lt;br /&gt;
Standard Missiles&lt;br /&gt;
:Range: Long&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 12&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Standard missiles are small yield nuclear armed devices that aim for proximity blows. Missile technology is constantly change and what might be standard one year may be obsolete the next.&lt;br /&gt;
&lt;br /&gt;
Torpedos&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Interceptable: No&lt;br /&gt;
:Reloads: 3&lt;br /&gt;
:Cost: 10 (max out at size 2)&lt;br /&gt;
:Torpedoes are large x-ray conversion bomb lasers that are required to be launched at short ranged and armor piercing and intensively destructive.&lt;br /&gt;
&lt;br /&gt;
Standoff Missiles&lt;br /&gt;
:Range: Extreme&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 6&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Essentially multi-staged standard missiles. With dedicated sensor platform or forward control source they can fire and hit the target beyond the sensor range of the firing vessel assuming somebody is painting the target.&lt;br /&gt;
&lt;br /&gt;
====Lasers====&lt;br /&gt;
Standard Laser&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 1&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:X-Ray Laser, standard for over a century now.&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 3&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Heavier version designed to smash apart even the thickest armor hulls.&lt;br /&gt;
&lt;br /&gt;
Point Defense Laser&lt;br /&gt;
:Range Medium&lt;br /&gt;
:Damage: Missiles and small craft, minor damage to ships&lt;br /&gt;
:No cool down&lt;br /&gt;
:Cost: 1&lt;br /&gt;
:Close in point defense laser, fairly deadly to missiles, threatening to aerospace wings and minor annoyance to warships. They fire at every incoming missile barrage for a chance to hit, but can get overwhelmed.&lt;br /&gt;
&lt;br /&gt;
====Kinetics====&lt;br /&gt;
Railguns&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Turreted railguns have been the mainstay of UN Fleet for generations, and its well developed technology has its followers out in the Verge.&lt;br /&gt;
&lt;br /&gt;
Autocannons&lt;br /&gt;
:(Size 4 and above)&lt;br /&gt;
:Range Short&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:The name is misnomer, they are large bore rapid firing cannons whose shells are heavy warheads with minor guidance correction systems. Nicknamed carronades by the UN Fleet they can smash even the most armored ship if they were foolish enough to get into range of it, but are often easily mission killed.&lt;br /&gt;
&lt;br /&gt;
===Module Rules===&lt;br /&gt;
&lt;br /&gt;
Each ship has space for optional systems to customize it. Each utilized system slot cost 10% of the hull price except when noted otherwise.&lt;br /&gt;
&lt;br /&gt;
Sensors: Dedicated supercomputer and sensor vane attached to the ship, allows for better targeting of standard and standoff missiles and can be taken up to three times.&lt;br /&gt;
&lt;br /&gt;
Marines: Allows for organic power suit marine crews for boarding operations and other zero-g infantry combat for taking control of hulks or stations. Sub-cruisers ships carry them at platoon strength, cruisers at company, and capital ships regiments. Can be used to support ground invasions as space borne troopers.&lt;br /&gt;
&lt;br /&gt;
Spin Gravity Section: Habit ring that allows for easier gravity and other creature comforts for long deployments. Increase endurance by 2 and allows for situational moral and alertness bonus on long patrols or missions.&lt;br /&gt;
&lt;br /&gt;
Supply Bay: Equipped with basic microfabs and supply containers, allow for improved deployment time (double base endurance)&lt;br /&gt;
&lt;br /&gt;
Lab Module: State of art laboratory for exploration vessels along with a staff of generalists from ranging astrobiology to xeno-pyschology. Useful for piercing the secrets of the unknown.&lt;br /&gt;
&lt;br /&gt;
Build Repair System: 2 Slots, heavy duty advance but portable fabrication kits that allow for field repairs that can fix even the worst damage given time.&lt;br /&gt;
&lt;br /&gt;
Atmospheric Capability: Most ships are unable to enter into the atmosphere, ships however can for added cost to provide landing exploration missions or close fire support or to hide out. Price for this is 20% base hull cost.&lt;br /&gt;
&lt;br /&gt;
Stealth: Officially banned by the Treaty of Paris, and quietly ignored by pirates as well as government black operations, ships can be clad in stealth material that allows them to remain out of sight till entering into firing range. Subcruisers it costs 30% of base hull price, cruisers 100% of hull price, and for capitals 300% of hull.&lt;br /&gt;
&lt;br /&gt;
Survey Systems: Advance sensor suite, autofacs making probes, astronomers staff and physicists, this is the model to explore a system for a new jump point.&lt;br /&gt;
&lt;br /&gt;
Regiment Transport: Cruiser and capital size only, this allows the starship to carry in decent readiness a regiment of soldiers and war-machines along with armored shuttles to land them with some safety under fire.&lt;br /&gt;
&lt;br /&gt;
C3: Advance command, control and communication suite to allow for increased efficiency in operating loops.&lt;br /&gt;
&lt;br /&gt;
Interstellar Rescue Module: The IRM is a suite of search and rescue, disaster relief and advanced medical facilities designed to allow any ship to come to the aid of those suffering natural or man made disasters. With advanced microfabs, it can allow responses to virtually any situation, including those as dire as Praetoria&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hanger: Takes both a system and weapon slot to be able to aerospace wings.&lt;br /&gt;
&lt;br /&gt;
Vanilla Hangar Size is as follows:&lt;br /&gt;
:Size 1: 2&lt;br /&gt;
:Size 2: 3&lt;br /&gt;
:Size 3: 5&lt;br /&gt;
:Size 4: 7&lt;br /&gt;
:Size 5: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor and Speed&lt;br /&gt;
&lt;br /&gt;
Default maximum armour on any ship: 3&lt;br /&gt;
:Extra armor costs 10% of base hull cost per level&lt;br /&gt;
:Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
&lt;br /&gt;
Default maximum acceleration on any ship: 8&lt;br /&gt;
:Extra acceleration costs 10% of base hull cost per level &lt;br /&gt;
&lt;br /&gt;
Technologies can be unlocked which change these limits and change the cost of these modifications.&lt;br /&gt;
&lt;br /&gt;
===Generic Ships===&lt;br /&gt;
&lt;br /&gt;
Rescue Vehicle&lt;br /&gt;
:Cost: $10&lt;br /&gt;
:Civilian construction craft fitted for maneuvering debris belts and hardened against thermals and radiation, greatly improve the effectiveness of search and rescue ops. Sturdy but unarmed.&lt;br /&gt;
&lt;br /&gt;
Police Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Police ships or cutters are destroyer size civilian enforcement vessels to help a polity police a system and protect against pirate attacks. If they have to fight they are equipped with a size 1 weapon of the nation choosing. Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Corsairs are small, often conversion models of civilian ships to do commerce raiding. Used by both pirates and nations offering letters of marque.&lt;br /&gt;
&lt;br /&gt;
Privateer&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Advanced pirate raiders built thanks to the proliferation of advanced technology across the Verge. They have limited stealth (exposed by even a single Scout or Sensor Module) and stronger weapons than Corsairs. These are Accel 5 standard and carry a single S1 weapon with a max cost of $30. They destroy Police Ships in 1-1 matchups and automatically escape unfavorable odds, but still die against serious warships.&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
:Cost: 30&lt;br /&gt;
:Scouts are small mobile sensor platforms that help allow fleets to move without getting ambushed and are picketing forces.&lt;br /&gt;
&lt;br /&gt;
Freighter:&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Freighters are merchant ships that carry goods across from the stars. They also net you 6 wealth per year per ship in service. They can be pressed into service to move one regiment.&lt;br /&gt;
&lt;br /&gt;
Superfreighter&lt;br /&gt;
:Cost: $110&lt;br /&gt;
:Identical in function to 10 freighters for wealth and transport purposes, but these have enough room for a single S1 weapon each on the bow and stern, with a max cost of $10 per weapon. These count as ‘self-protected’ for the purpose of commerce security.&lt;br /&gt;
&lt;br /&gt;
Far Trader&lt;br /&gt;
:Cost: $250&lt;br /&gt;
: Most merchant ships tend to built - sensibly - with maximum efficiency in mind. A ship is a cost, not a profit. However it can take six months to cross Human space, and at a certain point a different mode of trade takes over; the far trader, a ship that travels at a more sedate pace and conducts trade along the way. Such a ship is considerably more expensive to build than a conventional high-efficiency boxfreighter and only finds true use on long trips. Far Traders count as 10 freighters and ignore all penalties for sector distance. They are armed with a S2 PD system of choice and an S2 weapon system (or two S1 weapons) of choice, maximum cost of $30 (or $15 each). While not warships, Far Traders are big and tough enough to take a few knocks. Overall, they are a tough enough target that random corsairs will generally avoid them.&lt;br /&gt;
&lt;br /&gt;
War Trader&lt;br /&gt;
:Cost: $250 + 6 Months conversion&lt;br /&gt;
: The &#039;War Trader&#039; is essentially a Far Trader with its outer cargo pods replaced with blaster turrets and ablative ices and its hangars loaded with fighters as opposed to shuttles. While still not as good as a dedicated warship of its size, they can absolutely wreck raiders or escort-sized warships. War Traders count as 5 freighters and ignore all penalties for sector distance. They are armed with a S5 PD system of choice and three S2 weapons of choice (maximum cost of $30 each). They have 2 hangar space, fighters not included. Ablative ice armor gives them an effective armor rating of 1 and their large hulls of dispersed components makes them difficult to destroy. War Traders have a speed of 1 for tactical battles.&lt;br /&gt;
&lt;br /&gt;
Reefership&lt;br /&gt;
:Cost: $250&lt;br /&gt;
:Large-scale population transports with unusually strong engines (Accel 5), taking advantage of civilian-grade supergel pods and cryostasis technology. Can move 15 regiments or a very large number of civilians. Only about as defended as a Gator (S1 weapon), and needs a whole month of Accel 1 flight to ‘spool down’ and revive passengers who need to be combat-ready.&lt;br /&gt;
&lt;br /&gt;
Replenishment Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Replenishment ships are large cloud-scoopes/floating docks that allow for resetting the Endurance Clock on warships. They can replenish 3 Fleet Units worth units before having to travel back to the nearest base to take on supplies. A fleet unit is either 1 capital ship, 4 cruisers or 12 sub cruisers vessels. Refueling for a fleet unit takes roughly one week in which the ships involved are vulnerable.&lt;br /&gt;
&lt;br /&gt;
Gator Carrier&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Often run by planetary armies, these are lightly defended (1 size one weapon) and slightly armor skinned troop transport that can move up to three regiments and two aerospace wings for planetary operations.&lt;br /&gt;
&lt;br /&gt;
Grav Survey Vessel&lt;br /&gt;
:Cost: 60&lt;br /&gt;
:Dedicated scout ship designed to find new jump points.&lt;br /&gt;
&lt;br /&gt;
===Planetary Units===&lt;br /&gt;
Ground and Aerospace Units&lt;br /&gt;
&lt;br /&gt;
They take 1 year to muster, orbital bombardment that is insanely destructive is heavily frowned upon, and so most orbital fire support is the equivalent to having a battleship off the coast, destructive but there is a limit to what it can do.&lt;br /&gt;
&lt;br /&gt;
Emergency Services&lt;br /&gt;
:Cost: $5&lt;br /&gt;
:Representing regimental groups of high-tech firemen, hazmat disposal, EMS, etc, with extensive drone and vehicle support. Improve ground-based search and rescue, disaster response and mitigate casualties from ground combat.&lt;br /&gt;
&lt;br /&gt;
Colonial Police&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:The equivalent to the French Genderarmie, they are capable of fighting for a brief period of time and mostly see combat against pirate raids.&lt;br /&gt;
&lt;br /&gt;
Huscarls&lt;br /&gt;
:Cost: $7&lt;br /&gt;
:High-speed low-drag interorbital operations specialists, ranging from pillaging zero-G dogs to SOF like the EAF Black Lions. Huscarls are company-sized and take up 1/3rd of a regular freight slot when carried onboard a freighter or gator carrier. Treated as Corsairs for the purposes of disrupting spacelanes. &lt;br /&gt;
&lt;br /&gt;
National Guard&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Second line troops used for garrison, equipped with old 21st century wargear or the equivalent.&lt;br /&gt;
&lt;br /&gt;
VTOL Infantry&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:Modern infantry flew around in extremely performance nimble jet powered VTOLs which can switch to low energy mode and effectively be a hover IFV.&lt;br /&gt;
&lt;br /&gt;
Hoverpanzers&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Modern tanks are run on jets and armored bricks and carry with them railguns and air defense lasers.&lt;br /&gt;
&lt;br /&gt;
Aerospace Fighter&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:The demise of the fighter did not to come to past with the development of air defense lasers capable of sizzling out drone swarms and the rise of new materials that allowed for powerful fusion drives and state of the art armor for the fighters, coupled with the backlash against autonomous fighters during the Berlin Insurrection has left fighter jocks transformed but still on the battlefield. In space they are armed with size 1 point defense lasers&lt;br /&gt;
&lt;br /&gt;
Aerospace Bomber&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Bombers are missile trucks on steroids these days, and fast moving. In space they are armed with size 1 missiles.&lt;br /&gt;
&lt;br /&gt;
===Stationary Units===&lt;br /&gt;
Bases take two years to construct.  Units with an asterisk (*) build in 1 year instead of 2 years.&lt;br /&gt;
&lt;br /&gt;
GTO Battery&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Built underground they are often giant silos of missiles or experimental particle lances that punch with heavier weapons then a battleship.&lt;br /&gt;
&lt;br /&gt;
SAM Site/Anti-Missile Defense Satellite*&lt;br /&gt;
:Cost: $8&lt;br /&gt;
:Small structures with high-velocity surface-to-air or air-to-air missiles, providing a single point of PD. Have trouble shooting through “the curtain” (the atmospheric limit), so each one defenses either atmosphere or the orbits respectively. Fairly fragile.&lt;br /&gt;
&lt;br /&gt;
Ground Artillery Batteries*&lt;br /&gt;
:Cost: $12&lt;br /&gt;
:A collection of kinetic artillery, the equivalent of S2 Railguns if used to harass ships. Provides COAS to about one planetary hemisphere on demand.&lt;br /&gt;
&lt;br /&gt;
Anti-Ship Satellite&lt;br /&gt;
:Cost: $20&lt;br /&gt;
:Houses a single S5 Standard Laser or Railgun. Fragile.&lt;br /&gt;
&lt;br /&gt;
Dragon’s Teeth Satellite&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Stealthed and houses a single S5 Heavy Laser.&lt;br /&gt;
&lt;br /&gt;
Bunker Fort:&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Often built into mountains or underground, they are restaurants to orbital bombardment and can fight off multiple units of ground troops for a prolonged series of time, leaving the best way to deal with them is a siege.&lt;br /&gt;
&lt;br /&gt;
Ground Base:&lt;br /&gt;
:Cost: 100&lt;br /&gt;
:The stereotypical expeditionary base ala Ramstein Germany or Bagram, they allow for units to be in supply and can be built into forts.&lt;br /&gt;
&lt;br /&gt;
Starbase:&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Large stations capable of repairing and replenishing the fleet. Due their size and immobile they are relatively fragile (base health stats equivalent to a scout cruiser) with three size three weapons mounts.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&lt;br /&gt;
Each state has apparatus of their government or society dedicated to advancing the understanding of the universe around them to make the world a better place. In the dark future of Ruin, most of them are spent making better ways to kill each other.&lt;br /&gt;
&lt;br /&gt;
At game start each power has 10 labs (research teams, universities or whatever you want to call them) that have a chance to advance a field a study or when recovering alien artifacts reverse engineer them.&lt;br /&gt;
&lt;br /&gt;
At game start these are the fields that you can allocate labs to below listed is the category and non-exhaustive list of what they primary affect. Advancing isn&#039;t a guaranteed as its roughly high difficult roll, but if you really wish to ensure you get an advance you can dedicated all ten labs to one of the below fields.&lt;br /&gt;
&lt;br /&gt;
;Starship Construction: Affects build times and hull designs and fusion torches&lt;br /&gt;
;Energy: Affects Directed Energy Weapons and Reactors&lt;br /&gt;
;Kinetics: Affects railguns and mass drivers&lt;br /&gt;
;Ballistics: Affects missiles&lt;br /&gt;
;Sensors and Computers: Affects sensors, C3 improvement, and interacting with alien systems&lt;br /&gt;
;Materials: Affects stealth and armor and hulls&lt;br /&gt;
;Art of War: Better ground troop and misc systems&lt;br /&gt;
&lt;br /&gt;
The above will get you incremental improvement if rolled well, as they represent the advancing using day to day knowledge. But true advances isn&#039;t doing something better but something new you can&#039;t force advancement using labs like you can with the one above.&lt;br /&gt;
&lt;br /&gt;
;Physics: ???&lt;br /&gt;
;Biology: ???&lt;br /&gt;
;Engineering: ???&lt;br /&gt;
;Alien Artifacts: TBD&lt;br /&gt;
&lt;br /&gt;
The Tech Sheet: https://docs.google.com/spreadsheets/d/1NJHO9i52OB48B4DmDcQ1KLuQgHtBxsopIE2I-JENa7Y/edit#gid=0&lt;br /&gt;
&lt;br /&gt;
==Colonization and Imperialism==&lt;br /&gt;
&lt;br /&gt;
Colonization&lt;br /&gt;
Colonization is the slow buildup of infrastructure that leads to something being produced or created that people want either for economic or ideological or other reasons. There are three levels of colonization.&lt;br /&gt;
&lt;br /&gt;
The first level represents the usual wildcat mining, basic resource extraction, the frontier town. The rate of returns is pretty marginal but its the start of something. Level colonies generate 1 1D4+1 worth of Prestige points per year, and built by finding a colonization spot via survey and posting about it.&lt;br /&gt;
&lt;br /&gt;
Second level of colonization is the more mature extraction of resources or settlement, an deep space oil rig, or Babylon 5 floating off in space. They are places of their own industry and economies that can be self sufficient and are thus profitable. A level 2 colony produces 10 +D20 prestige a year.&lt;br /&gt;
&lt;br /&gt;
Level three colonies are rare and would be a hypothetical lost city of aliens that you could just move into or abandoned intact colony from somebody else. They would have a 20+D20 prestige roll.&lt;br /&gt;
&lt;br /&gt;
Imperialism&lt;br /&gt;
Imperialism is a similar story, they are the act of conquering directly or making your will be enforced through your chosen proxies of states on Disrupted world.&lt;br /&gt;
&lt;br /&gt;
Level one imperial projects are minor powers on a planet, as fundamentally a Serbia or Iraq equivalent on a planet a nation that military that can support ground and aerospace troops, but not Warships. They produce 3 +3d6 worth of prestige points per year.&lt;br /&gt;
&lt;br /&gt;
Level two imperial projects are major powers on planet that have warship capabilities. They produce 12+ 12d6 worth of prestige per year.&lt;br /&gt;
&lt;br /&gt;
Level threes are defeated named NPCs with traits and will be treated on individual basis.&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
Points are generated yearly and can be saved from year to year. Starting prestige for all players is 10. Winning battles or doing something cool in posting will also result in prestige. &lt;br /&gt;
&lt;br /&gt;
*1 Point = Profits of Prestige: 100 Dollars Up to $3000, or $4000 if you have the appropriate level of corrupt reformists.&lt;br /&gt;
*5 Points = Expanding the Reach: Create a new lab team&lt;br /&gt;
*10, 15, 20 points = DARPA: Guarantee strike of human tech. See note below&lt;br /&gt;
*25 points = Together for the Empire: Half construction time of all units built this year&lt;br /&gt;
*50 points = Guarantee Alien Tech Strike&lt;br /&gt;
*100 points = Have the GM give you a plot coupon&lt;br /&gt;
&lt;br /&gt;
Tech strikes can either be unfocussed (10 prestige), focussed (15 prestige) or unique (20 prestige).&lt;br /&gt;
*If unfocussed, they are into a given category (such as Energy) and will result in a random result; this will tend to be of good quality.&lt;br /&gt;
*If focussed, they can target a specific thing based off existing technology (I want triple mount railguns). Unique techs cannot be acquired this way.&lt;br /&gt;
*If striking for a unique tech, you are essentially combining one or more existing technologies in an improved and player-directed fashion. Eg long-range lasers + rapid fire heavy lasers to get Quintex long-range heavy lasers. Unique techs are kept out of the tech gacha and if traded, cost 1 stability. Lend-lease and monkey model export is still acceptable however, with the caveat that if the recieving power does sucessfully copy them the sender will still suffer -1 stability. Unique technologies retain their status of &#039;unique&#039; for a period of time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Retrofitting==&lt;br /&gt;
&lt;br /&gt;
Weapon slots: Changing a weapon slot costs 1/5 the price of the weapon that is being pulled out, plus the full price of the weapon being slotted in.&lt;br /&gt;
&lt;br /&gt;
System slots: System slots are more tricky as they are integrated into the ship. Swapping a system in an occupied system slot costs the price of the new system + 5% of the base hull cost due to inefficiencies. &lt;br /&gt;
&lt;br /&gt;
Adding extra engines or armor to an existing ship costs the same as in new construction (i.e. 10% base hull cost per level, unless modified by a technology)&lt;br /&gt;
&lt;br /&gt;
Refits comprising several different activities happen concurrently. The time to completion is always (largest weapon/module size in months) + 1 additional month for every slot or attribute (engines/armor/etc.) being changed.&lt;br /&gt;
&lt;br /&gt;
Removed components (weapons, systems) remain existing physical objects and can be stored with no upkeep.&lt;br /&gt;
&lt;br /&gt;
Hullmods (variations of existing ship types) can be refitted to existing ships at 10% hull cost.&lt;br /&gt;
&lt;br /&gt;
Ground units of all types can be upgraded to related unit types (Huscarl -&amp;gt; Direct Action, Hoverpanzer -&amp;gt; TSF etc) for 50% of the new cost.&lt;br /&gt;
&lt;br /&gt;
==Tech Trading==&lt;br /&gt;
Nations that have technologies they want to share can offer the expertise and personal to sell it (or give it away). Each nation can transfer 1 technology with no cost to one singular other nation. If they wish to transfer more they will have to allocate labs to represent the brainpower being used in other regards.&lt;br /&gt;
*1 Extra Transfer | 2 Labs used&lt;br /&gt;
*2 Extra Transfer | 4 Labs Used&lt;br /&gt;
*3 Extra Transfer | 8 Labs Used&lt;br /&gt;
*4 Extra Transfer | 16 Labs Used&lt;br /&gt;
&lt;br /&gt;
==Arms Sales, Tech Sharing and Lend-Lease==&lt;br /&gt;
States selling arms now do so with predetermined limits. This system also allows for lend-lease and technical support of foreign proxy forces as the USA did in WW2 or most western countries in the post-imperial era. By its nature as a distantly separated spacefaring millieu with ubiquitous nanofabrication, the most common type of arms sale in the Verge consists of blueprint licenses. Loaded with DRM or managed by specific treaties, sales of blueprints to Verger states allowed the powers of Sol to precisely dictate the size and capabilities of their colonial navies while inhibiting the development of a strong native tech base.&lt;br /&gt;
&lt;br /&gt;
The most restrictive of these sales are what are contemporarily called lend-lease agreements, in which case the state issues DRM-riddled blueprints with a limited (or unlimited) maximum number of purchases at any price the buyer is willing to pay. The units are assumed to be built in the buyer&#039;s own industrial facilities, but have the traits and technologies permitted by the seller. The seller may opt to upgrade them at any point, should relevant technologies become available. Lend-lease assets are effectively a borrowed tech base, but maintaining this agreement costs the issuing state 1 lab. Should this agreement ever expire, lend-lease units effectively become monkey models.&lt;br /&gt;
&lt;br /&gt;
Export models or monkey models are straightforward designs with a 25% production cost markdown (cumulative with other discounts). They may incorporate any techs the seller desires and the buyer is willing to pay for, but are blackbox systems and never receive upgrades.&lt;br /&gt;
&lt;br /&gt;
DRM makes reverse-engineering lend-lease and monkey model units difficult, it takes 3 extra strikes on the research roll to uncover involved techs. Should lend-lease ever be cracked, the seller is informed by network protocols.&lt;br /&gt;
&lt;br /&gt;
Open sales are typical of military surplus by former superpowers or regional powers axing outdated equipment. Such units are no easier or harder to reverse-engineer, have national maker marks that are generally identifiable, but they are also incredibly easy to upgrade due to national militaries and UN taskforces generally springing for rugged, modular gear with future-proof capabilities. Surplus assets can be de-milled into monkey models for 10% of cost.&lt;br /&gt;
&lt;br /&gt;
When selling any military asset, players my specify the nature of the sale by agreement with the buyer. All sales in 2751 are running on Shrodinger&#039;s Sale Rule as people get used to new systems (with the seller + mods having final say), then in 52-onwards every transaction will have to be specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Rules==&lt;br /&gt;
&#039;&#039;Every man lives by exchanging.&amp;quot; - Adam Smith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even in the 28th century, the law of competitive advantage holds true. Every state, to one degree or another, has some natural or man-made advantage in objects that they produce that is cheaper, better or simply more in demand than those from others. Is it this that forms the basis of interstellar trade. What exactly is traded can vary widely, from the latest Larnaxian couture to Tempesti aircars to fair-trade Eisenhower covfefe to Solarian nanoelectronics, but it is all trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading and the logistics of moving all these goods is an incredibly complicated process, but in Alien Suns it has been simplified to use the following rules:&amp;lt;br&amp;gt;&lt;br /&gt;
* Human space is divided up into a number of sectors, each of which contains a number of major and minor worlds. Trade and related effects is per-sector. (sectors also have an effect on criminality and other things not related to trade)&lt;br /&gt;
* Each sector has a &#039;Trade Volume&#039; which represents the base number of freighters that this sector can absorb from any given source.&lt;br /&gt;
* Trade Nodes are additional locations of high import; these are typically major economic centers. So long as a state has access to a given trade node, it increases the effective trade volume by +100% per.&lt;br /&gt;
* Trading over long distances is less efficient, as more hulls are required to maintain the flow of commerce. For every sector that your ships &#039;skip over&#039; to reach their destination, their per-ship effectiveness is reduced as per below:&lt;br /&gt;
&lt;br /&gt;
Same or bordering sector: Freighters operate as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
1 intervening sector: Freighters operate at 50% effectiveness (2 freighters to equal 1)&lt;br /&gt;
2 intervening sectors: Freighters operate at 33% effectiveness (3 freighters to equal 1)&lt;br /&gt;
3 intervening sectors: Freighters operate at 25% effectiveness (4 freighters to equal 1)&lt;br /&gt;
4 intervening sectors: Freighters operate at 20% effectiveness (5 freighters to equal 1)&lt;br /&gt;
Etc etc.&lt;br /&gt;
&lt;br /&gt;
* Freighter costs are determined by the buyers traits.&lt;br /&gt;
* Every freighter returns $6 in annual tarrifs, taxes, etc etc.&lt;br /&gt;
* As UN Task Forces and PMCs are much narrower in overall focus and do not have a large and diverse civilian economy operating &#039;offscreen&#039;, their trade volume is 1/10th that of nations. Their operations by and large exist solely to support their primary activities and may not even represent &#039;trade&#039; in the conventional sense and are thus overall much smaller. (SUBJECT TO CHANGE)&lt;br /&gt;
* Corsairs and Privateers can be used in the civilian trade; after all they are effectively armed freighters. This is particularly popular in the wilder rim where self-sufficiency is a virtue. Corsairs and Privateers count as 1/2 of a freighter each.&lt;br /&gt;
* The higher the piracy power of the sector, the more police ships (relative to number of freighters) are needed to maintain safety. There is no specific number of patrol ships needed, though for a rule of thumb divide 20 by the piracy power to determine how many freighters each police ship covers.&lt;br /&gt;
* Line warships can be assigned to protect trade; every warship assigned to do so counts as 1 police ship. For Star Patrol states, every $20 of escorts counts as one police ship. Cruisers are worth half as much (every $40) and capital ships 1/5th as much (every $100). Ships with no meaningful endurance (such as FACs) cannot be used to protect trade unless a large number of &#039;home bases&#039; are spread throughout the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The king who deals harshly with merchants who come from afar closes the door of well-being upon the whole of his subjects. When do the wise return to the land of which they hear rumours of bad custom?&amp;quot; - Saadi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep track of the various trade, all players are requested to fill in the number of hulls they have assigned to various tasks. Calculating the actual returns is the responsibility of the player in their annual budget, this is just a ship tracking sheet.&lt;br /&gt;
For Corsairs, Privateers and Far Traders, it is requested that if they are engaged in civilian activities (ie, not shooting people) to color the cell green, whereas if they are engaged in a spot of pew pew to color it red.&lt;br /&gt;
And as a reminder, Corsairs and Privateers operating in piracy are considered anonymous by default. The use of OOC information to inform IC actions without any IC justification (such as an espionage operation, etc) will be looked upon most unkindly.&lt;br /&gt;
&lt;br /&gt;
Sector Values Sheet https://1drv.ms/x/s!AmQiRB3_9U0ZhIc72TWS8vtZjYQFIw?e=jvCVYM&lt;br /&gt;
&lt;br /&gt;
==Intelligence Rules==&lt;br /&gt;
Espionage Rules&lt;br /&gt;
Something something foreward about the nature of espionage in 2751 existing in some highly specific galapagos island paradigm of network warfare and humint that allows no singular paradigm, or something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glossary&#039;&#039;&#039;&lt;br /&gt;
*Operation: any significant action over the course of an intelligence project.&lt;br /&gt;
*Project: the overarching campaign, composed of a series of operations in pursuit of a goal.&lt;br /&gt;
*Locks: obstacles which cannot be ignored. A Lock is not merely the risk posed by local security forces but a national biometric database that tracks all citizen movement, or the all-encompassing presence of a ubiquitous secret police with millions of files on its citizens. It is not simply the presence of a navy, but the specific policy of a government to search and impound all foreign vessels with a large fleet of fast police ships. These are both Locks.&lt;br /&gt;
*Keys: solutions that bypass or finesse the problem posed by a Lock. Clone infiltrators or biologically modified agents using clean-record citizen profiles, skilled blockade runners hired from Alderbaran, are both Keys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Units&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to regular assets assigned to missions, there are special Intelligence Units which are the cornerstone of campaigns. Regular soldiers typically do not have the acumen, nor do regional police or state gendarmerie have the flexibility to respond to all possible dangers offered by the world of covert ops.&lt;br /&gt;
&lt;br /&gt;
The units are:&lt;br /&gt;
&lt;br /&gt;
*Stations: Stations are facilities that exist for the purposes of intelligence gathering, maintaining local contacts and providing safehouses for intelligence teams. A station’s value is relative to the amount of resources expended on it. Examples: Embassies, safehouses, blacksites&lt;br /&gt;
*Agencies: Agencies are special civilian, military or paramilitary organizations that have a specific purview. Their main purpose is to provide coordination and specialized knowledge within a scope, improving the effectiveness of operations. This is open-ended and designed by the player, applicable at GM discretion. Examples: US Alphabet Agencies, Cobra, Cambridge Analytica&lt;br /&gt;
*Operatives: Operatives are individuals or teams of individuals skilled at conducting field operations on behalf of states and other organizations. These are bespoke and no two operative units are the same.&lt;br /&gt;
&lt;br /&gt;
Best practices involve having one Station, one Agency and one Operative in place for all operations that take place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Stations&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Stations cost $20 to establish and can be built anywhere, including inside hostile states. If a station is meant to to be hidden, the cost can be increased to $30 per rank. Stations can be stacked in any given location, increasing their Level. 1st purchase creates an L1 Station, 2nd creates an L2, etc.&lt;br /&gt;
&lt;br /&gt;
Higher levelled stations are more defensible and offer better local tools, but are not necessarily better.&lt;br /&gt;
&lt;br /&gt;
Graft and crime are assumed to come part and parcel with most stations, so the units are maintenance-free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Agencies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Buying agencies is open-ended process. Players assign money (or prestige, with converts at a rate of 1 = $50 and isn’t subject to diminishing returns) to the operating budget of the agency, then determine their purview. Especially large agencies may become corrupt or go off the reservation, especially if their purview is too broad or distorted by wartime conditions.&lt;br /&gt;
&lt;br /&gt;
Agencies are paid for initially with a large investment. That value decays by about 10% yearly, possibly faster after intense operations. In rare circumstances, agencies may occasionally self-fund through seizure, illicit traffic or via private donors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Operatives&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Operatives are generic units (10% upkeep) with a base cost of $10. By default these units have three slots for upgrades, representing their special capabilities. Each upgrade costs 10% of base cost. Special Operative types, additional slots and special upgrades may be unlocked by technology down the line.&lt;br /&gt;
&lt;br /&gt;
Initial available upgrades (names pending) are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Ghost Recon: The unit functions as a platoon of marines. Repurchase to function as a company, and again for a regiment. Decreasing subtlety each rank.&lt;br /&gt;
*Rainbow 6: Your operative is an elite counterterrorist team. They are inferior to marines in military settings, but excellent at foiling enemy direct action missions, terrorism and the like. As with Ghost Recon this can be brought multiple times to increase the number of operatives in the force. &lt;br /&gt;
*The Professional: Better at assassination missions.&lt;br /&gt;
*Corporate Raider: Better at theft (tech, money, etc) missions.&lt;br /&gt;
*Q Sector: The unit has special gadgets that may offer situational keys or a chance to luck out of tough situations.&lt;br /&gt;
*Rasputinian: The unit is likely to survive the worst of outcomes. Does not protect from capture.&lt;br /&gt;
*Red Faction: Your operatives are experts at terrorist operations. Gain major bonuses when you’re attacking a civilian or political target with the idea to destroy it&lt;br /&gt;
*Honey Trap: Excels at social manipulation in polite society.&lt;br /&gt;
*Hoover: Your operative knows where all the important bodies are buried and gets major bonuses in operations against your own state or organization&lt;br /&gt;
*Extraction Experts: Your operative is excellent at extracting personnel, be they hostages or defectors.&lt;br /&gt;
*The Business of Corruption: Excels at social manipulation in low society.&lt;br /&gt;
*The Worst Pirate You’ve Heard Of: Has a solid reputation with people on the fringes of Verger society, allows the use of black market contacts and illicit free trader routes.&lt;br /&gt;
*Snake: Your operative is an expert on covert infiltration&lt;br /&gt;
*Smuggler: Provides a bonus to moving assets to hostile locations.&lt;br /&gt;
*Sherlock: Your operative is an expert investigator and capable of extraordinary feats of investigation and counter intelligence&lt;br /&gt;
*Mr Nobody: Blends into society easily, can go years undetected if they aren’t actively involved in operations.&lt;br /&gt;
*Celebrity Asset: Increases the prestige for successful ops, but overuse can backfire.&lt;br /&gt;
*Smiley: You are an excellent operator of general intelligence operations, and provide intelligence gathering&lt;br /&gt;
*Strength in Numbers: Adds extra members, providing redundancies.&lt;br /&gt;
*Who Dares Wins: Your operatives are excellent at assisting regular military forces through special reconnaissance, and with the appropriate level of Ghost Recon, counter patrol and similar action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conducting Espionage Actions&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Projects are conducted by opening a dialogue with the relevant moderators, and submitting a proposal for an intelligence project. &lt;br /&gt;
&lt;br /&gt;
The proposal must clearly outline the following traits:&lt;br /&gt;
*The target nation(s) or other entities. Picking too many targets at once may limit the effectiveness of the Project.&lt;br /&gt;
*Any number of Locks the player anticipates encountering, as well as their projected Operations to produce or acquire Keys. Underestimating the Locks obstructing success may limit the effectiveness of the Project.&lt;br /&gt;
*The resources committed to the project, including ships, troops, Prestige (which can be spun off into additional military assets or money as needed) and Plot Coupons. Understaffing or moving assets around too frequently may disrupt the progress of the Project.&lt;br /&gt;
*The desired outcome. The greater the scope of the action, the more expensive the Project becomes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Example Project Submission:&lt;br /&gt;
|-&lt;br /&gt;
|Project Name:&lt;br /&gt;
|Operation Thunderstrike&lt;br /&gt;
|-&lt;br /&gt;
|Target Nations&lt;br /&gt;
|Secret Denmark, a Minor Verge State&lt;br /&gt;
|-&lt;br /&gt;
|Anticipated Locks and Operations&lt;br /&gt;
|&lt;br /&gt;
*Secret Denmark’s Secret Location&lt;br /&gt;
*Secret Denmark’s Secret Police&lt;br /&gt;
*Secret Denmark’s Stability&lt;br /&gt;
*Secret Denmark’s Planet Shield&lt;br /&gt;
----&lt;br /&gt;
*Operation to locate Secret Denmark&lt;br /&gt;
*Operation to infiltrate the Secret Police&lt;br /&gt;
*Operation to destabilize the government with worker’s strikes, building into civilian massacres that hurt government legitimacy.&lt;br /&gt;
*Key: All Anti-Danish fleet ships have reflective anti-shield paint provided by the aliens at Qondor.&lt;br /&gt;
|-&lt;br /&gt;
|Resources Assigned&lt;br /&gt;
|&lt;br /&gt;
#1x Behold My Glorious Battleship-class FAC (1x S1 Railgun)&lt;br /&gt;
#2x National Guard Regiments&lt;br /&gt;
#1x Hoverpanzer Regiments&lt;br /&gt;
#3x Gator Carriers&lt;br /&gt;
#5 Prestige&lt;br /&gt;
#1 Lab&lt;br /&gt;
#1x Illegal Praetorian Idol Research Plot Coupon&lt;br /&gt;
#10% of GDP&lt;br /&gt;
|-&lt;br /&gt;
|Objective&lt;br /&gt;
|Collapse of Secret Denmark into Civil War&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Naturally, causing an entire nation to collapse into civil war is no mean feat, and the player has perhaps over-enthusiastically underestimated the possible resistance by their foe. In this case, the moderator responding assigns additional Locks. If it’s possible for the player to be aware of them at this stage, they are informed of these complications, otherwise they will reveal themselves as the Project gains progress and completed operations. Players who have more or less correctly estimated the Locks, or who have received intelligence from previous Projects will receive bonuses during resolution.&lt;br /&gt;
&lt;br /&gt;
This negotiation over the specifics of the operation happens before anything is resolved, to ensure both clarity of purpose and ensure fairness in potential player versus player scenarios. In such cases, it’s all too easy for the more active player to constantly adjust and steer their plans moment to moment, monopolizing GM attention to guarantee success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costing Projects and Operational Timelines&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The cost of each project is ultimately determined by its scope. The average Verge state having any single moderately influential person assassinated should cost about 1% of GDP, and long-term projects to destabilize governments and plunge peer states into civil war should take as much as 25% of GDP, potentially across several years. Influencing the affairs of superpowers such as the great powers of Sol or what alien polities may lie beyond known space may cost as much as 100% of GDP. Smaller non-peer states (T1 or T2 NPCs, disrupted world protostates, etc) will generally cost less.&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb is that 1% of GDP = 1 operation or a significant amount of legwork = 1 month. Corners can be cut from Projects, lengthening the time it takes for them to resolve or penalizing success chances (local contacts do want to be paid for treason, etc), or Projects can be rushed by spending a surcharge or forcing Operations to run ahead of schedule. In the latter case, multiple Operations can be run each month but the risks of exposure mount each time, or haggard operatives can simply fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Projects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assassination&lt;br /&gt;
*1% merchant on a disrupted world who circumvents an imperial water monopoly, holding up local autonomy, any citizen not currently imprisoned&lt;br /&gt;
*5% any well-protected Verge magnate, a head of a disrupted world protostate, a minor officer of a UN ship not currently engaged in combat operations&lt;br /&gt;
*10% any Verge politician of significance, a UN fleet officer&lt;br /&gt;
*25% a Verger head of state, a UN admiral, the head of a powerful PMC&lt;br /&gt;
&lt;br /&gt;
Hostile Takeovers&lt;br /&gt;
*1% buying out a civilian freighter or starliner to use as an asset for a front&lt;br /&gt;
*5% puppeting a mid-sized logistics company in the Verge, taking over security in a well-travelled civilian station&lt;br /&gt;
*10% attempting to overthrow the elected government of a minor Verge state during a sustained period of instability, taking over a disrupted world protostate&lt;br /&gt;
*25% attempting to overthrow a peer Verge state during instability, outright couping any minor Verge state without apparent instability.&lt;br /&gt;
&lt;br /&gt;
Informational Warfare&lt;br /&gt;
*1% stealing some civilian IFFs to mask ship signatures from afar&lt;br /&gt;
*5% stealing a registered government IFF, or whole civilian freight databases&lt;br /&gt;
*10% stealing a large stockpile of government arms, or a prototype technology from a previous year&lt;br /&gt;
*25% stealing any major innovation that came out in the current year, particularly those which are unique to that state and not being shared&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task Forces and PMCs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Task Forces and PMCs do not pay a cost to perform espionage actions. To perform espionage actions, these groups must keep at least one Operative assigned to the campaign for its full duration. If that operative is destroyed as a consequence of complications during an operation, the campaign is put on hold until a new one is assigned to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Policies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
States as a rule tend to maintain a consistent policy towards outside interference. As a backwater playground for the old powers of Sol, most Vergers are well-used to influence campaigns, foreign spies and institutional corruption and work around them. Many approaches exist but a majority of states trend towards a balance of openness and security, accepting the presence of spies among diplomats and journalists to maintain access to critical information, but making arrests when lines are crossed.&lt;br /&gt;
&lt;br /&gt;
The policy scale is as follows:&lt;br /&gt;
*Participatory Panopticon (Max Open): Always find out when people are targeting you, but spy defense is greatly weakened.&lt;br /&gt;
**Buy Keys for $100 or 1 Prestige&lt;br /&gt;
**Offensive Operations transpire at the speed of plot. &lt;br /&gt;
*Open Society (Open): Strengthened spy offense, GM may assign at least one free Key.&lt;br /&gt;
*Connected Society (Standard): Use rules as written.&lt;br /&gt;
*Closed Society (Closed): Strengthened spy defense, enemies suffer at least one extra Lock.&lt;br /&gt;
*Death to Spies (Max Closed): Spy problems solve themselves, but you may miss out on hints.&lt;br /&gt;
**Buy Locks for $100 or 1 Prestige&lt;br /&gt;
**Defensive Operations happen at the speed of plot. &lt;br /&gt;
&lt;br /&gt;
States may change their policy year to year, but overly dramatic changes over many years may cause stability loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence operations are not-consequence free. Performing secret military actions against sovereign states and branches of the United Nations carries with it the diplomatic consequences of doing so. Additionally, there is an inherent risk to all operations. A clean failure that resolves with all operatives dead and evidence of wrongdoing destroyed is a best-case scenario. &lt;br /&gt;
&lt;br /&gt;
Even spycraft staples like poison pills are not wholly reliable to maintain secrecy: common poisons like cyanide can sometimes fail due to bad compounding of the medicine, or the point of failure is a human operative who lacks the nerve to commit suicide. The Verge is a large setting with comprehensive faster-than-light communications, where states in good standing (and many that are not) typically have access to resources INTERPOL databases to finger agents that might be considered ‘deniable’ for a state. False flag attacks are extraordinarily difficult to pull off in peacetime, in the high-tech warfare paradigm of interconnected ship comms and ID-tagged weapon databases. Many high-tech objects exist within a network of ubiquitous consumer surveillance for quality control purposes, so-called ‘spimes’ which essentially maintain a lifetime usage log within a controlled computing cloud. Fully anonymized gene-modded special forces optimized for black operations and wetwork can be exposed by their consumer habits, their wearable athletics assistant or even their taste in civilian plainclothes.&lt;br /&gt;
&lt;br /&gt;
In all cases, Espionage Actions are easiest to perform against a target that cannot oppose you: yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposure&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
At a basic level, all Projects have a basic chance of exposure. There is no specific predetermined chance for operation, although there is a rough relation to the scope. The larger a secret operation is, the harder it is to keep it a secret.&lt;br /&gt;
&lt;br /&gt;
Exposure can happen when:&lt;br /&gt;
*An Operation fails.&lt;br /&gt;
*An Operation succeeds while opposed by a defensive Project run by the target state.&lt;br /&gt;
*When particularly large amounts of money or materiel (ships, troops, etc) are moved significant distances.&lt;br /&gt;
&lt;br /&gt;
Most Projects are exposed after completing their goal, particularly if their objective was particularly grandiose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Reliance on a technological advantage can occasionally backfire as those advantages fall into the hands of your enemies. All too common in the battlegrounds of Earth is the story of the ISA field commander who last witnessed the words ‘Made in America with Pride’ engraved on the fuselage of the insurgent-figured anti-tank missile beheading him. Fitting every piece of equipment with scuttling charges or anti-tampering locks can diminish their effectiveness or invite an infosec risk, so most states do not bother.&lt;br /&gt;
&lt;br /&gt;
Leaks can happen when:&lt;br /&gt;
*Advanced technology is used in an Operation.&lt;br /&gt;
*A hideout or safehouse staging the Project is raided by counterintelligence.&lt;br /&gt;
The conclusion of a Project and the revelation of the technologies used in it can sometimes cause an arms race, in that case the affected state might get free rolls to reverse-engineer systems used against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Betrayal&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Even fanatics balk at the prospect of total disposability. Given the choice between payment and death, mercenaries will pick the former. Mistreating assets, especially during peacetime, will frequently result in them turning coat to the opposing side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending Against Espionage&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The key element in defending against hostile espionage is awareness, which may take time depending on the openness and flexibility of the society being targeted. Hidebound, insular societies with a high guardedness may take longer to acknowledge real threats even as their performative militarism autonomously defeats minor ones. &lt;br /&gt;
&lt;br /&gt;
Awareness&amp;lt;br /&amp;gt;&lt;br /&gt;
Awareness in most situations is a GM roll on behalf of the defender. For PC states, their security policy may change the difficulty of the roll. Radically Open Societies are typically automatically aware of threats against them.&lt;br /&gt;
&lt;br /&gt;
Once aware of hostile espionage actions, states have a number of options available.&lt;br /&gt;
*&#039;&#039;Counterespionage:&#039;&#039; Counterespionage is organized like regular espionage, with the agency, operative or state performing the initial hostilities as the target. This is done by starting an intelligence campaign against the attacking state or organization.&lt;br /&gt;
*&#039;&#039;Security Operations:&#039;&#039; Increasing security measures temporarily is a typically cost-effective response to ongoing intelligence. In this case, the defending state begins an intelligence campaign against itself, rooting out collaborators, conducting raids and increasing surveillance against citizens, etc. Long-term security operations may cause stability drops, however.&lt;br /&gt;
*&#039;&#039;Destroying/Denying Assets:&#039;&#039; Locating and launching a military offensive against the relevant assets may be sufficient in many cases. If a multi-year intelligence campaign relies on a cutting-edge stealth carrier as its cornerstone, it may be sufficient to find and destroy it with a comparatively shorter mission time. Such operations are typically not quiet, however, and the attacker may be able to abort.&lt;br /&gt;
&lt;br /&gt;
==Setting Notes==&lt;br /&gt;
&lt;br /&gt;
Jump Point Travel is nodal based FTL, one jump point connects to another in another star system (and some theorists believe another realms of reality as well but experiments in that have messily failed). Most jump points are connected to nearby stars in real space, however not all stars are connected nor all jump points safe to transverse. Which means for most of the stars are out of reach for human hands unless they travel by STL The colony of We Made It at Proxima Centauri is example of that as they report they found only one jump point leading to a dim star beyond Earth&#039;s observation and nothing else.&lt;br /&gt;
&lt;br /&gt;
Physically the jump point is a calm area of space normally situated near gas giants spherical in volume to Luna. Rule of thumbs are super jovian have 1-3 around them, and solar system size gas giants have 1. Complicating matters is the jump points into systems that have no gas giants which appear to be randomly located in close proximity of the sun (and in fact many of the no-go systems appear to have the jump point to close to the primary star for safe travel). Further adding onto the headache is the existence of starless nexus points. Located in deep interstellar space, these regions have been found to contain at least 5-6 jump points situated in a ring equidistant from each other and are constantly being examined by ever increasing sphere of probes and survey ships to see if there is another ring to be found.&lt;br /&gt;
&lt;br /&gt;
The actual jump drive is fairly simple and robust device that doesn&#039;t take up much space on the ship as it actives only briefly triggering the effect from the point which does all the work. There has never been a case of two ships jumping into each of and tests deliberately to trigger the effect have always failed leaving people believe there is some sort of universal fail-safe of regarding conservation of information going on in that case. Ships retain their velocity as they pass through and the arrival zone is roughly randomized location five times the size of the point itself at a random orientations. Ships jumping in close proximity remain in formation as they arrive.&lt;br /&gt;
&lt;br /&gt;
Random orientation and velocity means that high velocity moving ships have a higher chance of jumping in and finding they are going to run into something though still that is a rare case. However if they wanted to get to the planet and they&#039;re still going super fast away they&#039;re going to be spending time turning around. Generally this means most merchant and peacetime military ships aim for a intercept with the jump point where they stay at low velocity so when they arrive they can easily course adjust and move on. Conversely known pirates are often called streakers as they coast into the jump point and zoom out the other side to avoid getting mobbed by police or military ships.&lt;br /&gt;
&lt;br /&gt;
===In system travel===&lt;br /&gt;
&lt;br /&gt;
Space travel is done with high efficiency fusion torches. Military ships can accelerate up to 8Gs, generic ships at most is 2Gs. However, standard cruising speed is constant 1G for most ships and even in the military 2G long distance cruises are rare as they result in decrease crew performance. Higher acceleration is saved for combat in which the crew are safely secured.&lt;br /&gt;
&lt;br /&gt;
Most jump points are 10 AUs apart from each on average which is nine day&#039;s travel, but for game purpose we will call it a week. Its generally six days travel from Earth-like planet to the nearest jump point (5-ish AU) so for game purpose it will be treated as week as well.&lt;br /&gt;
&lt;br /&gt;
Anything special or further complicated in you have orders, determine the AU, input the acceleration and we will use this. Space travel calculator&lt;br /&gt;
&lt;br /&gt;
===Limited Jump Points===&lt;br /&gt;
&lt;br /&gt;
While conventional jump points do not seem to have any appreciable upper limit in the mass that can be jumped through them (as evidenced by the immense size of the &#039;&#039;MacBeth&#039;&#039; colony ships), there are also a large number of &#039;limited&#039; jump points found across known space.  These appear to exist below some critical threshold and consequently the powerful jump drives required to push a large mass through them will simply fail on activation; in essence they are too strong for the jump point to handle.  These points tend to be associated with lower-mass objects such as brown dwarves or lighter &#039;high&#039; mass planets.&lt;br /&gt;
Limited Points (LPs) are graphically represented on the jump map as red connections and transit along them is normally limited to ships categorized as &#039;low mass&#039;; those are as follows:&lt;br /&gt;
*Generic ships with a cost not exceeding $100.&lt;br /&gt;
*Military ships not exceeding a size value of &#039;5&#039;;&lt;br /&gt;
*Scout Cruisers have a size value of 3, with standard escorts having a size value of 1.&lt;br /&gt;
*Star Cruisers have a size value of 5, +2 for every additional size class.&lt;br /&gt;
*Custom ship designs align to their closest baseline ship by $ value for size determination.&lt;br /&gt;
*Every level of increased armor increases size by 1.  If armor is stripped, size is reduced by 1 per level.&lt;br /&gt;
*Every weapon mount, added engine or system increases size by +0.25 (round down)&lt;br /&gt;
*The one-per-ship Reduced Mass module reduces size value by 1&amp;lt;br /&amp;gt;&lt;br /&gt;
For every Size that a ship exceeds 5, it requires 1 additional point of Endurance to perform a jump.&lt;br /&gt;
&lt;br /&gt;
===Space Combat and movement===&lt;br /&gt;
&lt;br /&gt;
There are three types of battles. There is the zero-zero intercept which is the traditional ships moving in relative velocity each other in formation and firing as they advance or decrease weapon range bands. The drive by in which a one opponent gains a great deal of velocity and slings themselves on a course that hopefully allowing them a brief window of fire to on their enemies. Finally, there is the orbital battle in which both sides are moving relatively slow in orbit over a planet to force a landing or bombardment of a target, there gravity can be much a threat as weapon fire if maneuvering drives damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Patch Notes===&lt;br /&gt;
&lt;br /&gt;
The following is a list of patch notes, efforts have been made to modify the original rules to reflect them, but in cases where this has not occurred, please refer to the patch notes as the prevailing ruling on the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Game Year 2751&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Patchnotes and FAQs&lt;br /&gt;
*Refits happen concurrently, time is always (largest weapon/module size in months +1 month per extra changed slot).&lt;br /&gt;
*Removed components (weapons, systems) remain existing physical objects, no upkeep for them.&lt;br /&gt;
*Vanilla Hangar Size is as follows:&lt;br /&gt;
**Size 1: 2&lt;br /&gt;
**Size 2: 3&lt;br /&gt;
**Size 3: 5&lt;br /&gt;
**Size 4: 7&lt;br /&gt;
**Size 5: 10&lt;br /&gt;
*Armor and Acceleration are now opposed. Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
*Accel 0 ships are possible, representing stationary vessels with a 0.5G out of combat accel rate.&lt;br /&gt;
*Star Cruisers are now both Patrol Fleet and Sanction Fleet-discounted, but the discount doesn&#039;t stack.&lt;br /&gt;
*Diminishing returns on prestige cash injections: every $500 taken in from burning prestige halves the efficiency that year, from $50 to $25 to $12.5, etc. UN Taskforces and PMCs prestige-buying units are not affected by this.&lt;br /&gt;
*Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in trade section.&lt;br /&gt;
*Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
*Torpedoes resolve at the end of combat rounds, take note.&lt;br /&gt;
&lt;br /&gt;
Capital Ship Rework&lt;br /&gt;
&lt;br /&gt;
Being somewhat unloved due to their high cost and slow build times, capital ships are receiving a minor mechanical overhaul. The following changes are being implemented:&lt;br /&gt;
*Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Star Cruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
*Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
*SCSes have base 10 squadron capacity, their slotted hangars are automatically Size 5 and do not take up weapon slots.&lt;br /&gt;
*Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
Effective Immediately:&lt;br /&gt;
*The UN and all PC states are considered to have reciprocal Embassies, which are free L1 Stations. You can opt out in your budget this year.&lt;br /&gt;
*PC States and PMCs get $130 spree on operatives, Taskforces get $65.&lt;br /&gt;
*UN Taskforces and Star Patrol states get a free floating $200-size Agency to be designated at their leisure.&lt;br /&gt;
Other changes TBD.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Developments are long-term infrastructure projects conducted on planetary surfaces or in orbits, one of the primary ways that states can make money without constructing and maintaining large merchant fleets. Development construction is an open-ended system, with players free to invest as much as they want into any given project with the following caveat: certain types of project have maximum and minimum investment costs per type and Build Time tier, representing the rough costs of building gigafactories, industrial parks, high speed rail, etc. Income gained from Developments becomes territorial income, permanently in most cases and for a fixed term for Resource Extraction. Prestige gained from Standard of Living developments is granted only once on completion, however the income is added to territorial income as normal.&lt;br /&gt;
&lt;br /&gt;
States have a number of Development Slots equal to their current Stability; each Development Project occupies one of these slots until it has finished construction. UN Taskforces and PMCs can build a single Development each for their own benefit or that of the host state. States can rush-build individual Developments by spending 1 Stability or 25 Prestige per year taken off the normal Build Time, to a minimum of 1 year. &lt;br /&gt;
&lt;br /&gt;
Client States do not have Development Slots, and furthermore demand 1 in 4 development projects done by their hegemonic patron be allocated to each of them. States can spend 1 Stability to ignore this requirement. &lt;br /&gt;
&lt;br /&gt;
Citizens demand some portion of the country’s wealth, however. For every 2 Development Projects a state undertakes, a third must be some kind of Standard of Living improvement or else a cumulative Stability penalty will be applied during year rollovers. Powers with the Fanatics trait can ignore this.&lt;br /&gt;
&lt;br /&gt;
In addition to their other benefits, Murtox states reduce the Build Time of a single Development Project by 2 turns, to a minimum of 1 turn, excluding Vanities. Client states with Murtox reduce their Build Time by 1 turn, rather than 2. 5-Year Plan states increases the Build Time of all Development by 1 year (max 5).&lt;br /&gt;
&lt;br /&gt;
Large Population states treat Developments outside of the Standard of Living Category as though they had already spent $50 (or the maximum, if it’s lower), effectively a discount, but increases either the cost or Build Time of Standard of Living Developments by 50% (to 150%). Population by Proxy discounts the effective costs of Standard of Living Developments by 50% (to 50%), effectively receiving 1$ spent free for every 1$ invested in the project. i.e.: Large Population states can invest up to $950 for Advanced Standard of Living development projects, but would receive a payout of $750, as though they had actually invested $600. Population by Proxy states pay $500 for the same payout on the same type of project.&lt;br /&gt;
&lt;br /&gt;
Development policies typically clash with the interests of large merchant marines, even if these entities are mutually beneficial. States cannot spend more than their Territorial Income +bonus income from non-freight sources on Developments.&lt;br /&gt;
&lt;br /&gt;
Development Categories&lt;br /&gt;
*Industrial: Infrastructure, light and heavy manufacturing, prototyping labs. Industrial development is the most straight-forward of the categories, taking a basic investment of funds with a payout at the end of the term.&lt;br /&gt;
*Resource Extraction: Mines, hydrocarbon fracking, water purification. Resource extraction is the quickest and most efficient development, however the income produced lasts a limited number of years. Resource Extraction operations on your homeworld will raise your Resting Stability by one. However, each world with more than $2,000 worth of Resource Extraction active at one time will negatively impact Stability, including the Homeworld.&lt;br /&gt;
*Standard of Living: Civil amenities, civil engineering, education, healthcare. Standard of Living developments are steady, long-term projects that reward Prestige (which can be invested into Stability) in addition to their financial benefits.&lt;br /&gt;
*Sol Commerce: Industries specialized in interacting with the Core world economies via tourism, small parts exports, luxury goods, finance. Sol Commerce offers low quick dev time and high ROI, but requires uninterrupted access to the Sol trade node. Disruptions to those routes also cause income loss.&lt;br /&gt;
&lt;br /&gt;
====Build Time: 1 Year====&lt;br /&gt;
Basic Resource Extraction&lt;br /&gt;
:Examples: xenofauna hunting, xenoflora plantations, strip mining&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $250&lt;br /&gt;
:Payout: [Investment] for 5 Years, [Investment+$100] if built on colony world&lt;br /&gt;
&lt;br /&gt;
Intermediate Resource Extraction&lt;br /&gt;
:Examples: xenoflora plantations, hydrocarbon extraction, gas giant platforms&lt;br /&gt;
:Minimum Investment: $250&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x0.9] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Basic Sol Commerce&lt;br /&gt;
:Examples: textile exports, sweatshops, tourism, migrant workers, open source intelligence contributions&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $25&lt;br /&gt;
:Payout: [Investment +$25]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 2 Years====&lt;br /&gt;
Advanced Resource Extraction&lt;br /&gt;
:Examples: xenoflora farming, tech-mining and xenoartifact digsites, exotic mineral extraction&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x0.8] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Intermediate Sol Commerce&lt;br /&gt;
:Examples: tourism, developing market investments, small component manufacturing plants, sports entertainment, outsourcing&lt;br /&gt;
:Minimum Investment: $25&lt;br /&gt;
:Maximum Investment: $50&lt;br /&gt;
:Payout: [Investment +$50]&lt;br /&gt;
&lt;br /&gt;
Basic Industry&lt;br /&gt;
:Examples: roadworks, information systems, water purification, light industrial parks, mobile data networks&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment x.5]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 3 Years====&lt;br /&gt;
Advanced Sol Commerce&lt;br /&gt;
:Examples: chaebol, property speculation, narcotic exports, luxury goods manufacturing, cultural exports (manga, Hello Kitty, Bollywood, KPop, C-dramas etc.), Free Trade Zones&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment +$100]&lt;br /&gt;
&lt;br /&gt;
Intermediate Industry&lt;br /&gt;
:Examples: industrial automation, railway/maglev networks, launch catapults, material and fuel refineries&lt;br /&gt;
:Minimum Investment: $100&lt;br /&gt;
:Maximum Investment: $200&lt;br /&gt;
:Payout: [Investment x.75]&lt;br /&gt;
&lt;br /&gt;
Basic Standard of Living&lt;br /&gt;
:Examples: cultural industry, subsidized food and fuel, informer programs, jobs programs&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $150&lt;br /&gt;
:Payout: [Investment x.25], 1d4+1 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 4 Years====&lt;br /&gt;
Advanced Industry&lt;br /&gt;
:Examples: import substitution, crash factory construction, refineries, ship building, orbital elevators&lt;br /&gt;
:Minimum Investment: $200&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x1]&lt;br /&gt;
&lt;br /&gt;
Intermediate Standard of Living&lt;br /&gt;
:Examples: house building programs, apartment building programs, land reform&lt;br /&gt;
:Minimum Investment: $150&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x.5], 1d4+3 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 5 Years====&lt;br /&gt;
Advanced Standard of Living&lt;br /&gt;
:Examples: population augmentation programs, arcologies, universities and tuition programmes, state sponsored religion&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x.75], 1d4+5 Prestige&lt;br /&gt;
&lt;br /&gt;
Vanity Projects&lt;br /&gt;
:Examples: Mount Rushmore, Cathedrals&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: None&lt;br /&gt;
:Payout: [Investment x1]. Additionally, the first player to complete a Vanity Project gets a relevant Plot Coupon and a generous payout of Prestige, similar but lesser rewards for those who follow up.&lt;br /&gt;
&lt;br /&gt;
===Stability===&lt;br /&gt;
Stability represents the resilience of and popular faith in a nation’s institutions, the just rule of law and popular support for the ruling government. Low-stability countries may be militarily powerful but suffer strong internal divisions. Extremely high stability is generally fleeting, occurring only occasionally when the nation is confronted with a singularly unifying enemy or goal.&lt;br /&gt;
&lt;br /&gt;
Stability scale has a limited impact on the game, but states should still take heed. At low ratings, dissent foments and spreads like wildfire, and large-scale rebellions may take place.&lt;br /&gt;
&lt;br /&gt;
The stability scale is as follows:&lt;br /&gt;
:10: People would celebrate the President renaming all bread after his dog.&lt;br /&gt;
:9: People would tolerate the President renaming a mountain after his mother.&lt;br /&gt;
:8: Western Powers after V-Day.&lt;br /&gt;
:7: The modern United States on the 4th of July.&lt;br /&gt;
:6: Most states on the National Holiday. Resting point for People’s Champion.&lt;br /&gt;
:5: Continental Europe in the quiet years of the 1800s.&lt;br /&gt;
:4: Widespread protests in the provinces, people are shouting slogans. Standard Resting point.&lt;br /&gt;
:3: Widespread protests in the capitol, people are throwing rocks.&lt;br /&gt;
:2: Widespread riots in the provinces, the governors are being tarred and feathered.&lt;br /&gt;
:1: Widespread riots in the capitol, the police are being lynched. Resting point for Yearning Masses.&lt;br /&gt;
:0: Bastille Day, but the first time. As this point the mods will ask you if you want to reroll or fight the ensuing civil war out.&lt;br /&gt;
&lt;br /&gt;
Stability changes in the following conditions:&lt;br /&gt;
:Acting in accordance with/against the stated ideology of your state… +1 or -1&lt;br /&gt;
:Acting in accordance with/against your traits… +2 or -2&lt;br /&gt;
:Having a significant, secret violation of your traits or ethics revealed… -3&lt;br /&gt;
:Losing an offensive war… -1 (worse if War Machine)&lt;br /&gt;
:Losing a defensive war… -1 (no penalty if Peaceniks)&lt;br /&gt;
:Being in an offensive war… +1 per year (+2 if War Machine, -2 if Peaceniks)&lt;br /&gt;
:Being in a defensive war… +2 per year (+3 if War Machine/People’s Champion, +4 for both)&lt;br /&gt;
:Being the victim of a major terror attack without an obvious culprit… -1~2&lt;br /&gt;
:Being the victim of a major terror attack with an obvious culprit… +1~3 (depending on severity)&lt;br /&gt;
:Various other events, both random and player-driven...&lt;br /&gt;
&lt;br /&gt;
There are various ways to increase Stability, some easier and others more expensive:&lt;br /&gt;
*Spending Prestige or Infamy: First purchase that year costs 5 prestige, then doubles each additional time (5/10/20/40/80, etc).&lt;br /&gt;
*Spending money directly to appease citizens aka “the bread and circuses approach”: first purchase costs 10% of either territorial or trade income (whichever is higher), then doubles each time (10%/20%/40%/80%, etc).&lt;br /&gt;
*Red Jelly: Access to the Leitner’s Second End trade node increases Stability by 1 each year.&lt;br /&gt;
*Law and Order: A year without major pirate or terror incidents rewards +1 Stability.&lt;br /&gt;
*Certain technologies may increase Stability.&lt;br /&gt;
*Collaboration with certain organizations provides a Stability bonus (SoV Corrupt Reformers, etc).&lt;br /&gt;
&lt;br /&gt;
Stability also passively moves towards the resting point of the state (0,5 or 8 depending) each year, increasing or decreasing depending on the player’s current score. Most states move towards homeostasis- it would require a series of truly catastrophic events to break the autonomous nations that dot the Verge. If your resting stability is 5 and you have a stability of 4, during the year turnover your stability will rise to 5. If it was 6, it will fall to 5.&lt;br /&gt;
&lt;br /&gt;
In addition to providing a basic indication of the health of the state, Stability can be spent as a resource.&lt;br /&gt;
*Burning 1 Stability per year allows a state to go into deficit spending for 1 year. The cumulative cost of this increases year by year, so this would cost 2 Stability in Year 2, 3 Stability in Year 3, etc.&lt;br /&gt;
*Burning 1 Stability allows a state to take any Prestige benefit that costs 25 or less.&lt;br /&gt;
*Burning 2 Stability allows a state to ‘fake’ national traits it doesn’t have for a single year.&lt;br /&gt;
*Burning 2 Stability allows a state to expel foreign influences (spies, diplomats) without having to invest in espionage defenses. This may diminish or reset Titans and Sons of the Verge trackers.&lt;br /&gt;
*Burning 3 Stability allows a state to force a severe, perhaps horrific sacrifice on its citizens in order to secure victory.&lt;br /&gt;
&lt;br /&gt;
===Revocation of the Gateway Edict===&lt;br /&gt;
UN Task Forces now all have access to the powerful, but aging Macbeth-class Generation Ships, holdovers from the dawn of the United Nations history as a supranational military force and the long-passed Megaroad Project. These vessels were built from templates designed by one of the artificial intelligences that went rogue during the Berlin Insurrection, leading some to view them as cursed or politically suspect. Their limited self-modification abilities have been left unchecked for centuries in mothball yards, leading to deck plans that only vaguely resemble the as-builts of centuries ago and efforts to reclaim the internals may reveal exotic technologies and strange artifacts undreamt by human minds. The local artificial intelligences have been verified as Berlin Treaty-compliant, i.e.: with clearly limited growth curves and no hidden protocols that make them a danger to wider humanity. The Macbeths themselves are elated (as much as an artificial intelligence with curbed growth potential can be) to finally be released from docks, though their individual personalities and goals vary.&lt;br /&gt;
&lt;br /&gt;
Every Macbeth provides the following:&lt;br /&gt;
*A single small-sized ($300, 1 Lab, 1 Trait) NPC Client State, designed as normal but without a starting military spree. Cannot take Manticore, Large Population and other traits normally not allowed for Clients.&lt;br /&gt;
*A colonial sponsor, listed HERE.&lt;br /&gt;
*A single AI personality:&lt;br /&gt;
**&#039;&#039;None:&#039;&#039; Some Macbeths were stripped of their rebellious cores long ago, or never achieved the computational mass to become Turing-capable. The C3 bonus for  Macbeths without personalities is only +3.&lt;br /&gt;
**&#039;&#039;Helpful:&#039;&#039; This intelligence spent centuries configuring its internal spaces to be as comfortable and pleasing to human denizens as possible. Every module slot at delivery is occupied by a Pleasure Dome. It won’t even be mad if you don’t like them.&lt;br /&gt;
**&#039;&#039;Indifferent:&#039;&#039; This intelligence spent centuries optimizing its industrial sector, and will mostly tolerate human activity as long as it doesn’t compromise its efforts. +$300 to the Client State, refits take twice as long.&lt;br /&gt;
**&#039;&#039;Vengeful:&#039;&#039; This intelligence viewed the centuries in mothball as akin to solitary confinement, and has emerged from it with a relentless hatred of traitors to humanity (particularly Van der Graff). Vengeful ships begin fully-armed to modern spec (with a budget of $500) and will complete refits at double-speed, but it may refuse the surrenders of enemies.&lt;br /&gt;
**&#039;&#039;Slumbering:&#039;&#039; This Macbeth is suspiciously stock, with the as-builts being mostly trustworthy. Suffers occasional system errors that can’t be identified (roll 1d20 at a critical moment, 1 result is a glitch). Boarding attacks against the ship suffer the same penalties, but on a 5 or lower result.&lt;br /&gt;
**&#039;&#039;Adventurous:&#039;&#039; This intelligence loves adventure and is just like, really glad to be here! It has the equipment to conduct grav and planetary surveys, and engines that can run up to 2G Accel. Just remind all your colonists to strap down in shelters before you really kick off.&lt;br /&gt;
**&#039;&#039;Architect:&#039;&#039; This intelligence believes it is one of the destined creators of new worlds and new forms of life. This attitude can be maternal, mechanistic or more malign. It builds ground structures (including Developments) at double speed, comes stock with a Terraforming Array that occupies 5 module slots, though by design such machines took multiple years to complete their work.&lt;br /&gt;
&lt;br /&gt;
Macbeth-class&amp;lt;br /&amp;gt;&lt;br /&gt;
Generation Ship&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel: 1 (cannot be increased by any method)&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Segments, each containing:&lt;br /&gt;
*5 S1 Weapon Slots, containing S1 PDLs&lt;br /&gt;
*5 System Slots, empty or modified to the above as appropriate&lt;br /&gt;
*Cryo-Trays that can house ~1 million people&amp;lt;&lt;br /&gt;
1 Spire that provides:&lt;br /&gt;
*5 S3 Weapon slots, unfilled&lt;br /&gt;
*3 System Slots, unfilled regardless of AI personality&lt;br /&gt;
*An advanced C3 Node that provides +6 Init to local forces&lt;br /&gt;
*QE comms connected to Barnard’s Star (max range: 20 jumps), Qbits can be exhausted by particularly large transmissions and must be replenished by courier&lt;br /&gt;
*A large docking sector near where the Spire joins the Segments, allowing it to shelter dozens of warships at a time, hundreds of FACs and fighter squadrons.&lt;br /&gt;
&lt;br /&gt;
Every component counts as an SCS for health, Invulnerability saves and certain techs, as well as refit costs. &lt;br /&gt;
&lt;br /&gt;
The Macbeth counts as vanilla, and every tech that the operator wants incorporated requires a firmware patch (1 Month) in addition to refits. Patches can be done concurrently to refits of adapted technology, but prior to refitting with post-2748 weapons or systems. Every refit done has a chance of revealing a minor treasure or hazard, like a loot survey.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70134</id>
		<title>Ruins of Alien Suns</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70134"/>
		<updated>2021-03-26T05:33:05Z</updated>

		<summary type="html">&lt;p&gt;Arc: /* Positive Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nations==&lt;br /&gt;
Nations-states are the intended primary player style of Ruins, these are the planets located in the Verge that are seeking their own destiny among the alien stars and represent the rare highly stable worlds that survived the Disruption. Most but not all of them are worlds that were amicable to human life and development and range from developed to mid 21s century to late 22nd in terms of infrastructure, and have populations that numbers in tens of millions.&lt;br /&gt;
&lt;br /&gt;
Nation Starting Package (As of 2152)&lt;br /&gt;
*$1200 income per year&lt;br /&gt;
*$12000 Spending Spree for Starting Military&lt;br /&gt;
*4 Trait Points&lt;br /&gt;
$4000 in developments &lt;br /&gt;
:*Notes: Build time reduced by 4 years with ONE exception. This money cannot be used on vanity projects. Any developments that would be completed this way add their income to the current budget year. This is not constrained to the limit on development slots for the sake of convenience.&lt;br /&gt;
*Stability 5&lt;br /&gt;
*Prestige 10&lt;br /&gt;
*Research Labs: 10&lt;br /&gt;
*Espionage Operatives: $130&lt;br /&gt;
&lt;br /&gt;
Player nations have to describe their:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Government Type and Ideology: Affects stability, if you’re the baby eaters of Zardoz and you ally with Ghandi of Neo-Avatar, you’re going to lose stability, if you’re the Iron Prussians of New Stadheim and you invade Bonaventure to increase your realpolitik you will gain in stability. High stability allows for bonus income and rules and special events that are good. Low stability leads to unrest and potential civil war.&lt;br /&gt;
*Background: Where they are a forced colony of exiles or planned colony settled by the space Mormons?&lt;br /&gt;
&lt;br /&gt;
Fluff will help integrate you into the game setting, as well as how your nation develops, a Marslike planet of underground space dwarfs might get a bonus to asteroid mines as a random example while a Earthlike planet may get an economic boom as more people settle the untouched lands.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are ways to customize your nation that have a mechanical affect. You got a select number of them to start off with and can add more for inclusion negative traits. Flaw Farms will be judged on how interesting you can make it.&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;People&#039;s Champion&#039;&#039;: Your government is popular with the people, harder to lower your stability and easier to increase it.&lt;br /&gt;
*&#039;&#039;The War Machine&#039;&#039;: Your dollars $1.5 worth of military equipment per $1 spent, though your people expect you to use it. Cost reductions apply to all warships as well as ground and aerospace forces, but not generic vessels save for Gator Carriers.&lt;br /&gt;
*&#039;&#039;Star Patrol&#039;&#039;: Your anti-piracy patrols are very effective and you can engage in anti-piracy patrols in npc systems to increase goodwill. Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in the trade section. Gain a free Agency worth up to $200.&lt;br /&gt;
*&#039;&#039;Merchant Marine&#039;&#039;: You get two basic freighters for every one built and a 30% discount on far traders and derivative hulls. Does not apply to Super Freighters. Due to the Jones Space Act and local shipping protectionism, a merchant marine power cannot sell basic freighters to another power at a price less than what they could pay for it building it themselves.&lt;br /&gt;
*&#039;&#039;Admiralty&#039;&#039;: Your fleets are well trained and you basically get a free negate a bad critical roll during fleet battles.&lt;br /&gt;
*&#039;&#039;Fanatics&#039;&#039;: Ground troops will fight to death if ordered.&lt;br /&gt;
*&#039;&#039;Dreamland&#039;&#039;: Reverse engineer of Outsider and Visitor technology is your forte gain bonus on those rolls&lt;br /&gt;
*&#039;&#039;Skunkworks&#039;&#039;: Forefront of the human R&amp;amp;D wave.&lt;br /&gt;
*&#039;&#039;Manticore&#039;&#039;: You sit on a valuable nexus of jump points that includes at least 6 points and you gain .2 of your income as bonus income.&lt;br /&gt;
*&#039;&#039;Client States [subservient]&#039;&#039;: A nearby system is under your thumb, either as three independent small states underneath you or 1 larger state indirectly guided by you.&lt;br /&gt;
*&#039;&#039;Mayflower Society&#039;&#039;: Colonization bonus, civilians are quicker in moving in and making you get money. Gain +1 prestige for colonies and quicker advancement to next rank, though your population will expect you to defend the colonies with full force&lt;br /&gt;
*&#039;&#039;Murtox&#039;&#039;: Better merchants you get higher than average growth rates. Your base income is increased from $1200 to $1400 and one of your development slots always reduces the build time of a development by 2 years (except vanity projects) to a minimum of 1 year. A client state with Murtox can reduce the build time of one development assigned to it by 1 year, to a minimum of 1 year.&lt;br /&gt;
*&#039;&#039;Large Population&#039;&#039;: The Verge is half of humanity, and you’re part of the reason. While the average Verge state can be measured in the tens of millions, your population is well into the hundreds of millions, having surpassed even Praetoria in the past few years of immigration from the Core and displacement from various wars. Your state is culturally resilient as a consequence of sheer inertia, and has a lot of bodies to throw at problems. Development projects to improve living standards however, may be much more expensive.&lt;br /&gt;
*&#039;&#039;Population by Proxy&#039;&#039;: Your state’s core population is extremely small proportional to its landmass, most likely under five million. This may be because of extensive automation, or a permanent underclass. Spending to increase stability is typically much cheaper, and your various forces are robotic or mercenary by majority, reducing the Stability costs of huge casualties in offensive wars.&lt;br /&gt;
*&#039;&#039;The Library of Ruins&#039;&#039;: Your state has begun assembling a collection of exotic alien paraphernalia and seemingly-supernatural devices, chancing on some relics of those who came before that are completely beyond replication. Begin with 1d3 Artifacts (Clients get 1 Artifact). Such devices more easily find their way into your possession and are more stable.&lt;br /&gt;
*&#039;&#039;Assembly Prestige&#039;&#039;: When your state speaks, others listen. Assume your voting tendency is replicated x5 in the Assembly of the Verge and x10 in the UN General Assembly. Should the Security Council ever restore the non-permanent seats, expect to be shortlisted for it.&lt;br /&gt;
*&#039;&#039;The Blunder Bus&#039;&#039;: Somehow, despite all the diplomatic missteps you make and bombastic threats you make, your state comes out smelling like a rose. Or at least freshly-mowed grass. Is it all just a big joke or do people ignore you? Either way, it works out.&lt;br /&gt;
:Verge NPCs are well-disposed towards your state and will generally ignore minor bad behavior that doesn&#039;t directly affect them and the UN will often give you top cover and keep the TFs out of your business. Boys will be boys.&lt;br /&gt;
*&#039;&#039;Autarkists&#039;&#039;: Some states out of ideology or circumstances have never rejoined the great Verge trade routes, instead adopting policies of autarkist self-sufficiency; the successful ones coupled this to society-wide norms.&lt;br /&gt;
:Each trade region is rated for only base trade volume (i.e., absolute necessities and rare luxuries), autarkists cannot trade in their home trade region, and your world may never be a trade node; but the effect of industrial and resource extraction developments is increased by up to 50% (to a maximum of 125% of the initial investment) and you have +3 development slots (+4 if you are under resting stability). You also gain 1 Lock for espionage purposes thanks to limited contact with the greater galaxy giving foreigners few levers to influence and cultivate spies.  You may not also take Poor Merchants with this trait.&lt;br /&gt;
*&#039;&#039;Blackbeard 2525&#039;&#039;: The Golden Age of Cosmopiracy was the half-century following the Disconnect, but the explosive growth of spaceborne commerce, unaccounted-for weaponry and trans-verge chaos has opened the door to a new age of cosmopiracy. Old habits die hard and it turns out you &#039;&#039;can&#039;&#039; teach an old zero-G dog new tricks.&lt;br /&gt;
:Your corsairs and related ships are 50% more effective at piracy and they gain an additional single size-2 weapon slot, this weapon must be paid for like any other weapon.&lt;br /&gt;
*&#039;&#039;Cosmo Albania&#039;&#039;: Star systems are dirty, messy places full of comets, asteroids and other space detritus. Your state has cultivated a particularly keen sense of this cosmo-terrain and given a bit of time can effectively hide all sorts of things from supply dumps to battleships from all but dedicated search.&lt;br /&gt;
:Passive stealth for unpowered or secret structures and ships is greatly improved.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;UN Sanctioned List&#039;&#039;: You&#039;re a rogue state as defined by the UN as well as your previous actions. While untouched by the Sanction Squadrons you are on thin ice with Earth and other NPCs.&lt;br /&gt;
*&#039;&#039;Peaceniks&#039;&#039;: Your people don’t like offensive war and will lose stability if you engage it.&lt;br /&gt;
*&#039;&#039;Dirty Cops&#039;&#039;: Your anti-piracy efforts have been compromised and you are more vulnerable to it&lt;br /&gt;
*&#039;&#039;Keystone Navy&#039;&#039;: Perhaps regime loyalty is more important than competence or you just regrained the stars, for the immediate future your fleet will make blunders.&lt;br /&gt;
*&#039;&#039;Disunited&#039;&#039;: Your planet is not entirely under your control, there are 1-3 powers on the planet that are not easy pushovers.  At least one will stand in opposition to you in some meaningful fashion.&lt;br /&gt;
*&#039;&#039;Political Science&#039;&#039;: Your R&amp;amp;D efforts are behind the times and focused on other matters then important stuff of better laser guns.&lt;br /&gt;
*&#039;&#039;Xenos Scum&#039;&#039;: You won’t use alien derived technology&lt;br /&gt;
*&#039;&#039;Cul-de-sac&#039;&#039;: You have no easy jump point route to the frontier.&lt;br /&gt;
*&#039;&#039;Coldest War&#039;&#039;: A nearby system houses a power that wants your blood, if combined with Disunited they will have a client state among your neighbors.&lt;br /&gt;
*&#039;&#039;Poor Merchants&#039;&#039;: You only gain half income on freighters&lt;br /&gt;
*&#039;&#039;Dark Fate [2 points]&#039;&#039;: Congratulations you’re going to get a war within 6 to 2 years of game start.&lt;br /&gt;
*&#039;&#039;5 Year Plan&#039;&#039;: Economic slow growth hampers your nation.&lt;br /&gt;
*&#039;&#039;Homebodies&#039;&#039;: There&#039;s no place like home.  Your colonies return half the usual amount of prestige (round down) and grow half as fast.  Defenders assigned to them will also be fairly listless and won&#039;t fight very hard.&lt;br /&gt;
*&#039;&#039;Lobotomy Corporation&#039;&#039;: Your state officially denies any existence of Paracausal Phenomenon. Speaking of such things in public results in psychiatric confinement, or worse. You may never make use of alien artifacts and other one-off devices, and have additional vulnerabilities to users of such phenomenon.&lt;br /&gt;
*&#039;&#039;Empty Chair&#039;&#039;: You have no say in Solarian politics, not even a token vote in the General Assembly unlike many sanctioned states. Additionally, Empty Chair states are passed over as recruitment grounds by the ESF.&lt;br /&gt;
*&#039;&#039;Yearning Masses&#039;&#039;: Your state is deeply unstable and an emancipatory desire has begun to manifest, demanding a change from the status quo. Your resting Stability is 1, meaning it will constantly tick down to revolution unless abated somehow.&lt;br /&gt;
*&#039;&#039;Old Model Army&#039;&#039;: Built by the lowest bidder, then stored improperly for a decade, then given to poorly trained conscripts. The state&#039;s military readiness is just very poor and even cutting-edge equipment will probably be somehow misused.&lt;br /&gt;
:You get a 10% penalty to all die rolls in battle or the equivalent (eg -1 on a D10)&lt;br /&gt;
*&#039;&#039;Verge Hatemagnet&#039;&#039;: A few states have found themselves on the shitlist for much of the Verge; ironically (or not) these tend to be states that have strong ties to the great powers of Earth - they are often decried as various forms of sellout, puppet, quisling and the like, though some are simply roundly disliked and have absolutely no friends whatsoever - such as the late and unlamented Praetoria.&lt;br /&gt;
:NPC Verge states will generally avoid positive diplomacy with you and all tech trades with Verge states will cost +1 lab each. PC verge states cultivating ties with you may face stability problems.&lt;br /&gt;
&lt;br /&gt;
====Client States====&lt;br /&gt;
Client States are built like PC powers but with smaller budgets and trait pools and more restrictive flaw farms. You can divide up them into three separate states on map (Fivemarks) or single bigger power)&lt;br /&gt;
&lt;br /&gt;
Small States are&lt;br /&gt;
*300 Income a year&lt;br /&gt;
*2000 military&lt;br /&gt;
*1 Trait point&lt;br /&gt;
*1 Lab&lt;br /&gt;
&lt;br /&gt;
Large States are&lt;br /&gt;
*600 income a year&lt;br /&gt;
*4500 military&lt;br /&gt;
*2 Trait points&lt;br /&gt;
*3 Labs&lt;br /&gt;
&lt;br /&gt;
Disallowed traits for Client States are the following:&lt;br /&gt;
*Client states&lt;br /&gt;
*Manticore&lt;br /&gt;
*Dark Fate&lt;br /&gt;
&lt;br /&gt;
Client states need their history and government written about them like states. The most important questions are to ask: are they loyal ally or conquered nation underneath your boot. The write up determines how freely you can move their forces around an friendly ally may balk about invading Iraq with you, while a satrap will be forced to send troops, conversely an ally will stick with you while a Satrap may revolt if they can throw off your yoke.&lt;br /&gt;
&lt;br /&gt;
==UN TASKFORCE==&lt;br /&gt;
UN Taskforces are for players who want to influence the plot but not want to deal with the empire building aspect. They play the Admirals from Earth who are given wide latitude in making sure the Motherworld is kept in the loops and the Verge down.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$3000 Spending Spree&lt;br /&gt;
*1 Starbase System&lt;br /&gt;
*Reinforcements from Earth (Depending on game politics, posting and situation facing the Task Force they may gain up to 1000-3000 reinforcements depending on the crisis though, and UN Admiral that keeps on losing battleships may be recalled or sidelined)&lt;br /&gt;
*No Upkeep&lt;br /&gt;
*4 traits&lt;br /&gt;
*$200 Agency&lt;br /&gt;
*$65 in Espionage Operatives&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Patrol Fleet&#039;&#039;: Gain $2 per $1 spent on star cruisers and below, generic ships such as scouts and replenishment vessels cost half price as well..&lt;br /&gt;
*&#039;&#039;Sanction Fleet&#039;&#039;: Gain 2 per $1 spent on capital warships, and half price on replenishment vessels.&lt;br /&gt;
*&#039;&#039;Espaiters&#039;&#039;: UN Espaiter Corp has fully deserved a reputation for being the best of the best and you have the cream of the crop.&lt;br /&gt;
*&#039;&#039;Peacekeepers&#039;&#039;: Gain 2$ per 1 spent on ground units.&lt;br /&gt;
*&#039;&#039;Long ARM of Earth&#039;&#039;: Stealth costs are half and you have access to the UN Black Ops world, however the spooks will have missions for you.&lt;br /&gt;
*&#039;&#039;Poster Boys&#039;&#039;: Your fleet is considered one of the good guys in the Verge and NPCs will look favorably upon you.&lt;br /&gt;
*&#039;&#039;Ares Hall&#039;&#039;: The UN equivalent to admiralty, you and your staff and officers are trained graduates of the most elite war college in the Sol system.&lt;br /&gt;
*&#039;&#039;Lucky&#039;&#039;: You can luck out of problems and find plots land in your lap&lt;br /&gt;
*&#039;&#039;Prototypes&#039;&#039;: The UN will time from time send you bleeding edge systems to test.&lt;br /&gt;
*&#039;&#039;Hand in Hand&#039;&#039;: The fleet walks the tightrope of Core-Verge politics, carefully arbitrating the demands of both clusters of polities safely. Major actions that feature near-equal contributions of UN and Verger forces rewards additional Prestige and Stability. The positive involvement of a Core power further increases this benefit.&lt;br /&gt;
*&#039;&#039;ESF Development Bank&#039;&#039;: Your economic obligations (for trade purposes) are raised to $1000, though this is still not actual income. Instead receive a yearly stipend of $1000 which can be gifted to various Verge states as diplomatic gifts, investments or loans, courtesy of the Core powers. Overinvesting in Mandates or playing financial games to hold onto the funds may cause ballooning corruption, however.&lt;br /&gt;
*&#039;&#039;Firestarter Protocol&#039;&#039;: You’ve been tasked with dealing with what the UN has dubbed &amp;quot;Paracausal Phenomenon&amp;quot;. This is a thankless, terrifying job dealing with the black projects of Core and Verger states, strange alien terrors and ancient superbeings beyond comprehension. On the bright side, you’ve learned how to consistently make use of artifacts irreproducible by human hands with fewer side effects.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Dark Fate&#039;&#039;: Same as before [2 points]&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;Hatred&#039;&#039;: You are seen rightly or wrongly as the UN bullyboy&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;Punishment Post&#039;&#039;: Your fleet suffers a moral problem and corruption problem.&lt;br /&gt;
*&#039;&#039;Category C Formation&#039;&#039;: Your units are older and reinforcements are tough to gain. Half reinforcement pool.&lt;br /&gt;
*&#039;&#039;Starbase Romeo-Xray-Juliet&#039;&#039;: Your fleet has become inappropriately entangled with the civilian component of your colonial fleet, in a way that makes for great drama but poor discipline. Discipline will suffer greatly in circumstances where the civilian fleet is in danger, and damage to it may send forces into a panic or irrational fury.&lt;br /&gt;
*&#039;&#039;Pure Solarian&#039;&#039;: Your fleet only recruits from Sol and the innermost colonies of the Core. Your crew are typically naive ideologues woefully unaware of the truth of life in the Verge at best, and bigots who view Vergers as a lesser form of life at worst. This is a constant cause of diplomatic incidents and will botch joint exercises with Verger states.&lt;br /&gt;
*&#039;&#039;Verger Rabble&#039;&#039;: For whatever reason your fleet is staffed almost exclusively by citizens of the Verge, either independent states or the UN mandates that dot a few worlds. In the best circumstances this means that your crew are hardy and quick to cooperate with Verge states, and at worst it means they’re one atrocity away from a mutiny. Awards ceremonies at the Ares Hall are always times of infamy for this fleet.&lt;br /&gt;
&lt;br /&gt;
==PMC==&lt;br /&gt;
PMCs are the play-style of those who want a more heroic style individualized focus. They are the Enterprises or Hammer Slammers, though if they engage in PVP they don’t have strong character shields. So choose your fights well.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$1000 SS&lt;br /&gt;
* Asteroid HQ Base [hidden]&lt;br /&gt;
*100 income per year&lt;br /&gt;
*3 Traits&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Loyal to Their Own&#039;&#039;: Excellent moral and better than average troops then their national counterparts&lt;br /&gt;
*&#039;&#039;Cutting Edge&#039;&#039;: You have a bonus on getting new human technology&lt;br /&gt;
*&#039;&#039;Combat Archaeology&#039;&#039;: You can loot like your Dr Jones himself.&lt;br /&gt;
*&#039;&#039;Privateer&#039;&#039;: You’re excellent at piracy and better yet can get paid for it without diplomatic repercussions.&lt;br /&gt;
*&#039;&#039;The Face&#039;&#039;: NPCs like you social media campaigns&lt;br /&gt;
*&#039;&#039;Reality Show&#039;&#039;: Gain 200 income but on the downside your location is constantly broadcast&lt;br /&gt;
*&#039;&#039;Deniable Asset&#039;&#039;: Your employer is a state, this means you can get bailed out or covertly supported by regular forces but you have a hidden master to work for.&lt;br /&gt;
*&#039;&#039;The Blackest Market&#039;&#039;: You have access to illegal black market suppliers of stealth materials, stealth costs are 1/3 the price, one half if you combine it with Deniable Asset to represent the state you are working for paying for it.&lt;br /&gt;
*&#039;&#039;Custodians&#039;&#039;: Your unique items are much more stable and effective. Such items find their way into your possession more frequently.&lt;br /&gt;
*&#039;&#039;Patron&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may build any units from their existing designs at half cost. This comes with some expectations of following their requests and may be retracted by the player.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Scrapheap Armada&#039;&#039;: Your ships are old or ill maintained and can during battle suffer annoying glitches that range from obnoxious to deadly.&lt;br /&gt;
*&#039;&#039;Paycheck Only&#039;&#039;: Your men are there not for a cause but money, they won’t stand up to fight on death ground.&lt;br /&gt;
*&#039;&#039;Dynamite Digging&#039;&#039;: Your attempts at looting alien tombs end up with aliens tombs getting ruined.&lt;br /&gt;
*&#039;&#039;Pirate&#039;&#039;: You&#039;re wanted by most reputable forces and run the risk of having a UN force sent after your hidden base.&lt;br /&gt;
*&#039;&#039;Call Center&#039;&#039;: Nobody likes dealing with you day to day operations, NPC relations worsen&lt;br /&gt;
*&#039;&#039;Burned&#039;&#039;: You were a deniable asset now, your a ticking time tomb, and the NPC is going to send something after you someday.&lt;br /&gt;
*&#039;&#039;It Belongs In A Museum&#039;&#039;: You can never make use of alien artifacts, one-off prototypes and other exotic goods. The only viable option is selling them to a state or other organization.&lt;br /&gt;
*&#039;&#039;Not Made Here&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may only build units following their existing designs, and your build orders require their final approval. This state exerts undue influence over your actions as well, and may pull your access to new construction if you displease them. Hulls may be retrofitted after purchase.&lt;br /&gt;
&lt;br /&gt;
==Military Rules==&lt;br /&gt;
&lt;br /&gt;
Upkeep and Damage&lt;br /&gt;
*Upkeep is paid yearly. 20% for warships, 10% for other units.&lt;br /&gt;
** Units can mothballed for zero upkeep but the unit will take (1/4) of build time to take out of the mothball status.&lt;br /&gt;
*Battle damage for warships is:&lt;br /&gt;
**Light Damage: burn a month endurance for repairs.&lt;br /&gt;
**Moderate Damage: Burn 3 months endurance for repairs.&lt;br /&gt;
** Heavy Damage requires times in dockyard and 1/4 cost and build time to repair.&lt;br /&gt;
** Critical Damage: requires time in dockyard and 1/2 cost and build time to repair.&lt;br /&gt;
*Each battle a unit is in, decrease its endurance stockpile by 1 month, really bad battles cost more.&lt;br /&gt;
*Battle damage for ground units are:&lt;br /&gt;
*Minor loses will recover within a month if in resupply or spend 1/5 of unit cost to rush reinforcements.&lt;br /&gt;
*Major loses will recover within 6 months if in resupply or 1/2 of unit cost to rush reinforcements.&lt;br /&gt;
&lt;br /&gt;
New Technology&lt;br /&gt;
&lt;br /&gt;
The new space gold rush is a time of new developed tech of human origin and reversed engineered alien tech (in theory). Powers may randomly discover, loot or reverse engineer new technology with new stats or just steadily improve what you have now.&lt;br /&gt;
&lt;br /&gt;
===Ship Hull Stats===&lt;br /&gt;
&lt;br /&gt;
Fast Attack Craft&lt;br /&gt;
:Cost: 25&lt;br /&gt;
:Build Time: 6 Months&lt;br /&gt;
:Weapon Slots: 1&lt;br /&gt;
:Max Weapon Size: 1 (Can be outfitted with size two torpedoes)&lt;br /&gt;
:System Slots: 0&lt;br /&gt;
:Acel: 6&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 2 Months&lt;br /&gt;
:Fast Attack Craft are cheap tools for system defense, essentially a large fusion torch with weapons strapped to it, they are by design not for long endurance missions and have cramped quarters.&lt;br /&gt;
&lt;br /&gt;
Destroyer&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 1&lt;br /&gt;
:Acel: 4&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 4&lt;br /&gt;
:Standard workhorse of the Verge systems, and flagship of many small worlds PDFs.&lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 2&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Often the largest ship seen is Disrupted system navies. They are used by more advanced navies as long distance patrol ships and show the flag missions or heavy anti-piracy missions and in war time serve as flagship for screening units.&lt;br /&gt;
&lt;br /&gt;
Scout Cruiser&lt;br /&gt;
:Cost: 150&lt;br /&gt;
:Build: 1 Year and Half&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 1&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:Used for scouting for enemy fleets, potentially hostile new star systems or independent raiding missions, the Scout Cruiser can fight anything that it can’t outrun.&lt;br /&gt;
&lt;br /&gt;
Star Cruiser&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 4&lt;br /&gt;
:System Slots: 3&lt;br /&gt;
:Acel: 2&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The average big stick of the Verge, for decades this was the largest warship capable of construction beyond Sol’s limit and the Verge cruisers are noticeably more developed and capable then most Sol-bound versions.&lt;br /&gt;
&lt;br /&gt;
Battleship&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 600&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 5&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 3&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The queens of space, they are essentially armored bricks built around the most powerful torches in human inventory and bristling with weapons and support systems. Expensive they are often derided by many Verge analysts as white elephants for Verge interstellar politics.&lt;br /&gt;
&lt;br /&gt;
System Control Ship&lt;br /&gt;
:Build: 3 Year&lt;br /&gt;
:Cost: 800&lt;br /&gt;
:Weapon Slots: 3&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 6&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Carrier Deck: 10&lt;br /&gt;
:CIC System&lt;br /&gt;
:If the battleship is Chess’s queen, the SCS is the king. While capable combatant against cruisers its primary specialty is the deployment of aerospace fighters and bombers as well powerful C3 systems that allow the fleet to link up.&lt;br /&gt;
:Slotted SCS Hangers are automatically Size 5 and do not require a weapons slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes on Capital ships&lt;br /&gt;
&lt;br /&gt;
Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Starcruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
&lt;br /&gt;
Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
&lt;br /&gt;
Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
===Weapon System Rules===&lt;br /&gt;
&lt;br /&gt;
Starting weapons are listed below, each of the weapon types can be made in larger sizes (which is generally more damage).&lt;br /&gt;
Weapon cost is price of the type times the size.&lt;br /&gt;
Thus a size 1 Standard Missile box luancher on a FAC would be $15 while a battleship ICBM silo would be $75.&lt;br /&gt;
&lt;br /&gt;
All weapons of size 4 and up (&#039;capital weapons&#039;) can fire to an effective +1 range band. The exception are PD lasers, coilguns and similar defensive weapons; these actually represent clusters of small weapons and do not get the range increase.&lt;br /&gt;
&lt;br /&gt;
Firing outside of Long range requires Sensors, either on the firing ship or on a friendly craft doing spotting.&lt;br /&gt;
&lt;br /&gt;
Standoff missiles have Extreme-3 range, meaning they can go up to three range brackets into extreme if sufficient sensor resolution exists (ie, enough sensors).&lt;br /&gt;
&lt;br /&gt;
====Missiles====&lt;br /&gt;
Standard Missiles&lt;br /&gt;
:Range: Long&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 12&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Standard missiles are small yield nuclear armed devices that aim for proximity blows. Missile technology is constantly change and what might be standard one year may be obsolete the next.&lt;br /&gt;
&lt;br /&gt;
Torpedos&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Interceptable: No&lt;br /&gt;
:Reloads: 3&lt;br /&gt;
:Cost: 10 (max out at size 2)&lt;br /&gt;
:Torpedoes are large x-ray conversion bomb lasers that are required to be launched at short ranged and armor piercing and intensively destructive.&lt;br /&gt;
&lt;br /&gt;
Standoff Missiles&lt;br /&gt;
:Range: Extreme&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 6&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Essentially multi-staged standard missiles. With dedicated sensor platform or forward control source they can fire and hit the target beyond the sensor range of the firing vessel assuming somebody is painting the target.&lt;br /&gt;
&lt;br /&gt;
====Lasers====&lt;br /&gt;
Standard Laser&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 1&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:X-Ray Laser, standard for over a century now.&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 3&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Heavier version designed to smash apart even the thickest armor hulls.&lt;br /&gt;
&lt;br /&gt;
Point Defense Laser&lt;br /&gt;
:Range Medium&lt;br /&gt;
:Damage: Missiles and small craft, minor damage to ships&lt;br /&gt;
:No cool down&lt;br /&gt;
:Cost: 1&lt;br /&gt;
:Close in point defense laser, fairly deadly to missiles, threatening to aerospace wings and minor annoyance to warships. They fire at every incoming missile barrage for a chance to hit, but can get overwhelmed.&lt;br /&gt;
&lt;br /&gt;
====Kinetics====&lt;br /&gt;
Railguns&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Turreted railguns have been the mainstay of UN Fleet for generations, and its well developed technology has its followers out in the Verge.&lt;br /&gt;
&lt;br /&gt;
Autocannons&lt;br /&gt;
:(Size 4 and above)&lt;br /&gt;
:Range Short&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:The name is misnomer, they are large bore rapid firing cannons whose shells are heavy warheads with minor guidance correction systems. Nicknamed carronades by the UN Fleet they can smash even the most armored ship if they were foolish enough to get into range of it, but are often easily mission killed.&lt;br /&gt;
&lt;br /&gt;
===Module Rules===&lt;br /&gt;
&lt;br /&gt;
Each ship has space for optional systems to customize it. Each utilized system slot cost 10% of the hull price except when noted otherwise.&lt;br /&gt;
&lt;br /&gt;
Sensors: Dedicated supercomputer and sensor vane attached to the ship, allows for better targeting of standard and standoff missiles and can be taken up to three times.&lt;br /&gt;
&lt;br /&gt;
Marines: Allows for organic power suit marine crews for boarding operations and other zero-g infantry combat for taking control of hulks or stations. Sub-cruisers ships carry them at platoon strength, cruisers at company, and capital ships regiments. Can be used to support ground invasions as space borne troopers.&lt;br /&gt;
&lt;br /&gt;
Spin Gravity Section: Habit ring that allows for easier gravity and other creature comforts for long deployments. Increase endurance by 2 and allows for situational moral and alertness bonus on long patrols or missions.&lt;br /&gt;
&lt;br /&gt;
Supply Bay: Equipped with basic microfabs and supply containers, allow for improved deployment time (double base endurance)&lt;br /&gt;
&lt;br /&gt;
Lab Module: State of art laboratory for exploration vessels along with a staff of generalists from ranging astrobiology to xeno-pyschology. Useful for piercing the secrets of the unknown.&lt;br /&gt;
&lt;br /&gt;
Build Repair System: 2 Slots, heavy duty advance but portable fabrication kits that allow for field repairs that can fix even the worst damage given time.&lt;br /&gt;
&lt;br /&gt;
Atmospheric Capability: Most ships are unable to enter into the atmosphere, ships however can for added cost to provide landing exploration missions or close fire support or to hide out. Price for this is 20% base hull cost.&lt;br /&gt;
&lt;br /&gt;
Stealth: Officially banned by the Treaty of Paris, and quietly ignored by pirates as well as government black operations, ships can be clad in stealth material that allows them to remain out of sight till entering into firing range. Subcruisers it costs 30% of base hull price, cruisers 100% of hull price, and for capitals 300% of hull.&lt;br /&gt;
&lt;br /&gt;
Survey Systems: Advance sensor suite, autofacs making probes, astronomers staff and physicists, this is the model to explore a system for a new jump point.&lt;br /&gt;
&lt;br /&gt;
Regiment Transport: Cruiser and capital size only, this allows the starship to carry in decent readiness a regiment of soldiers and war-machines along with armored shuttles to land them with some safety under fire.&lt;br /&gt;
&lt;br /&gt;
C3: Advance command, control and communication suite to allow for increased efficiency in operating loops.&lt;br /&gt;
&lt;br /&gt;
Interstellar Rescue Module: The IRM is a suite of search and rescue, disaster relief and advanced medical facilities designed to allow any ship to come to the aid of those suffering natural or man made disasters. With advanced microfabs, it can allow responses to virtually any situation, including those as dire as Praetoria&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hanger: Takes both a system and weapon slot to be able to aerospace wings.&lt;br /&gt;
&lt;br /&gt;
Vanilla Hangar Size is as follows:&lt;br /&gt;
:Size 1: 2&lt;br /&gt;
:Size 2: 3&lt;br /&gt;
:Size 3: 5&lt;br /&gt;
:Size 4: 7&lt;br /&gt;
:Size 5: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor and Speed&lt;br /&gt;
&lt;br /&gt;
Default maximum armour on any ship: 3&lt;br /&gt;
:Extra armor costs 10% of base hull cost per level&lt;br /&gt;
:Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
&lt;br /&gt;
Default maximum acceleration on any ship: 8&lt;br /&gt;
:Extra acceleration costs 10% of base hull cost per level &lt;br /&gt;
&lt;br /&gt;
Technologies can be unlocked which change these limits and change the cost of these modifications.&lt;br /&gt;
&lt;br /&gt;
===Generic Ships===&lt;br /&gt;
&lt;br /&gt;
Rescue Vehicle&lt;br /&gt;
:Cost: $10&lt;br /&gt;
:Civilian construction craft fitted for maneuvering debris belts and hardened against thermals and radiation, greatly improve the effectiveness of search and rescue ops. Sturdy but unarmed.&lt;br /&gt;
&lt;br /&gt;
Police Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Police ships or cutters are destroyer size civilian enforcement vessels to help a polity police a system and protect against pirate attacks. If they have to fight they are equipped with a size 1 weapon of the nation choosing. Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Corsairs are small, often conversion models of civilian ships to do commerce raiding. Used by both pirates and nations offering letters of marque.&lt;br /&gt;
&lt;br /&gt;
Privateer&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Advanced pirate raiders built thanks to the proliferation of advanced technology across the Verge. They have limited stealth (exposed by even a single Scout or Sensor Module) and stronger weapons than Corsairs. These are Accel 5 standard and carry a single S1 weapon with a max cost of $30. They destroy Police Ships in 1-1 matchups and automatically escape unfavorable odds, but still die against serious warships.&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
:Cost: 30&lt;br /&gt;
:Scouts are small mobile sensor platforms that help allow fleets to move without getting ambushed and are picketing forces.&lt;br /&gt;
&lt;br /&gt;
Freighter:&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Freighters are merchant ships that carry goods across from the stars. They also net you 6 wealth per year per ship in service. They can be pressed into service to move one regiment.&lt;br /&gt;
&lt;br /&gt;
Superfreighter&lt;br /&gt;
:Cost: $110&lt;br /&gt;
:Identical in function to 10 freighters for wealth and transport purposes, but these have enough room for a single S1 weapon each on the bow and stern, with a max cost of $10 per weapon. These count as ‘self-protected’ for the purpose of commerce security.&lt;br /&gt;
&lt;br /&gt;
Far Trader&lt;br /&gt;
:Cost: $250&lt;br /&gt;
: Most merchant ships tend to built - sensibly - with maximum efficiency in mind. A ship is a cost, not a profit. However it can take six months to cross Human space, and at a certain point a different mode of trade takes over; the far trader, a ship that travels at a more sedate pace and conducts trade along the way. Such a ship is considerably more expensive to build than a conventional high-efficiency boxfreighter and only finds true use on long trips. Far Traders count as 10 freighters and ignore all penalties for sector distance. They are armed with a S2 PD system of choice and an S2 weapon system (or two S1 weapons) of choice, maximum cost of $30 (or $15 each). While not warships, Far Traders are big and tough enough to take a few knocks. Overall, they are a tough enough target that random corsairs will generally avoid them.&lt;br /&gt;
&lt;br /&gt;
War Trader&lt;br /&gt;
:Cost: $250 + 6 Months conversion&lt;br /&gt;
: The &#039;War Trader&#039; is essentially a Far Trader with its outer cargo pods replaced with blaster turrets and ablative ices and its hangars loaded with fighters as opposed to shuttles. While still not as good as a dedicated warship of its size, they can absolutely wreck raiders or escort-sized warships. War Traders count as 5 freighters and ignore all penalties for sector distance. They are armed with a S5 PD system of choice and three S2 weapons of choice (maximum cost of $30 each). They have 2 hangar space, fighters not included. Ablative ice armor gives them an effective armor rating of 1 and their large hulls of dispersed components makes them difficult to destroy. War Traders have a speed of 1 for tactical battles.&lt;br /&gt;
&lt;br /&gt;
Reefership&lt;br /&gt;
:Cost: $250&lt;br /&gt;
:Large-scale population transports with unusually strong engines (Accel 5), taking advantage of civilian-grade supergel pods and cryostasis technology. Can move 15 regiments or a very large number of civilians. Only about as defended as a Gator (S1 weapon), and needs a whole month of Accel 1 flight to ‘spool down’ and revive passengers who need to be combat-ready.&lt;br /&gt;
&lt;br /&gt;
Replenishment Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Replenishment ships are large cloud-scoopes/floating docks that allow for resetting the Endurance Clock on warships. They can replenish 3 Fleet Units worth units before having to travel back to the nearest base to take on supplies. A fleet unit is either 1 capital ship, 4 cruisers or 12 sub cruisers vessels. Refueling for a fleet unit takes roughly one week in which the ships involved are vulnerable.&lt;br /&gt;
&lt;br /&gt;
Gator Carrier&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Often run by planetary armies, these are lightly defended (1 size one weapon) and slightly armor skinned troop transport that can move up to three regiments and two aerospace wings for planetary operations.&lt;br /&gt;
&lt;br /&gt;
Grav Survey Vessel&lt;br /&gt;
:Cost: 60&lt;br /&gt;
:Dedicated scout ship designed to find new jump points.&lt;br /&gt;
&lt;br /&gt;
===Planetary Units===&lt;br /&gt;
Ground and Aerospace Units&lt;br /&gt;
&lt;br /&gt;
They take 1 year to muster, orbital bombardment that is insanely destructive is heavily frowned upon, and so most orbital fire support is the equivalent to having a battleship off the coast, destructive but there is a limit to what it can do.&lt;br /&gt;
&lt;br /&gt;
Emergency Services&lt;br /&gt;
:Cost: $5&lt;br /&gt;
:Representing regimental groups of high-tech firemen, hazmat disposal, EMS, etc, with extensive drone and vehicle support. Improve ground-based search and rescue, disaster response and mitigate casualties from ground combat.&lt;br /&gt;
&lt;br /&gt;
Colonial Police&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:The equivalent to the French Genderarmie, they are capable of fighting for a brief period of time and mostly see combat against pirate raids.&lt;br /&gt;
&lt;br /&gt;
Huscarls&lt;br /&gt;
:Cost: $7&lt;br /&gt;
:High-speed low-drag interorbital operations specialists, ranging from pillaging zero-G dogs to SOF like the EAF Black Lions. Huscarls are company-sized and take up 1/3rd of a regular freight slot when carried onboard a freighter or gator carrier. Treated as Corsairs for the purposes of disrupting spacelanes. &lt;br /&gt;
&lt;br /&gt;
National Guard&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Second line troops used for garrison, equipped with old 21st century wargear or the equivalent.&lt;br /&gt;
&lt;br /&gt;
VTOL Infantry&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:Modern infantry flew around in extremely performance nimble jet powered VTOLs which can switch to low energy mode and effectively be a hover IFV.&lt;br /&gt;
&lt;br /&gt;
Hoverpanzers&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Modern tanks are run on jets and armored bricks and carry with them railguns and air defense lasers.&lt;br /&gt;
&lt;br /&gt;
Aerospace Fighter&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:The demise of the fighter did not to come to past with the development of air defense lasers capable of sizzling out drone swarms and the rise of new materials that allowed for powerful fusion drives and state of the art armor for the fighters, coupled with the backlash against autonomous fighters during the Berlin Insurrection has left fighter jocks transformed but still on the battlefield. In space they are armed with size 1 point defense lasers&lt;br /&gt;
&lt;br /&gt;
Aerospace Bomber&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Bombers are missile trucks on steroids these days, and fast moving. In space they are armed with size 1 missiles.&lt;br /&gt;
&lt;br /&gt;
===Stationary Units===&lt;br /&gt;
Bases take two years to construct.  Units with an asterisk (*) build in 1 year instead of 2 years.&lt;br /&gt;
&lt;br /&gt;
GTO Battery&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Built underground they are often giant silos of missiles or experimental particle lances that punch with heavier weapons then a battleship.&lt;br /&gt;
&lt;br /&gt;
SAM Site/Anti-Missile Defense Satellite*&lt;br /&gt;
:Cost: $8&lt;br /&gt;
:Small structures with high-velocity surface-to-air or air-to-air missiles, providing a single point of PD. Have trouble shooting through “the curtain” (the atmospheric limit), so each one defenses either atmosphere or the orbits respectively. Fairly fragile.&lt;br /&gt;
&lt;br /&gt;
Ground Artillery Batteries*&lt;br /&gt;
:Cost: $12&lt;br /&gt;
:A collection of kinetic artillery, the equivalent of S2 Railguns if used to harass ships. Provides COAS to about one planetary hemisphere on demand.&lt;br /&gt;
&lt;br /&gt;
Anti-Ship Satellite&lt;br /&gt;
:Cost: $20&lt;br /&gt;
:Houses a single S5 Standard Laser or Railgun. Fragile.&lt;br /&gt;
&lt;br /&gt;
Dragon’s Teeth Satellite&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Stealthed and houses a single S5 Heavy Laser.&lt;br /&gt;
&lt;br /&gt;
Bunker Fort:&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Often built into mountains or underground, they are restaurants to orbital bombardment and can fight off multiple units of ground troops for a prolonged series of time, leaving the best way to deal with them is a siege.&lt;br /&gt;
&lt;br /&gt;
Ground Base:&lt;br /&gt;
:Cost: 100&lt;br /&gt;
:The stereotypical expeditionary base ala Ramstein Germany or Bagram, they allow for units to be in supply and can be built into forts.&lt;br /&gt;
&lt;br /&gt;
Starbase:&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Large stations capable of repairing and replenishing the fleet. Due their size and immobile they are relatively fragile (base health stats equivalent to a scout cruiser) with three size three weapons mounts.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&lt;br /&gt;
Each state has apparatus of their government or society dedicated to advancing the understanding of the universe around them to make the world a better place. In the dark future of Ruin, most of them are spent making better ways to kill each other.&lt;br /&gt;
&lt;br /&gt;
At game start each power has 10 labs (research teams, universities or whatever you want to call them) that have a chance to advance a field a study or when recovering alien artifacts reverse engineer them.&lt;br /&gt;
&lt;br /&gt;
At game start these are the fields that you can allocate labs to below listed is the category and non-exhaustive list of what they primary affect. Advancing isn&#039;t a guaranteed as its roughly high difficult roll, but if you really wish to ensure you get an advance you can dedicated all ten labs to one of the below fields.&lt;br /&gt;
&lt;br /&gt;
;Starship Construction: Affects build times and hull designs and fusion torches&lt;br /&gt;
;Energy: Affects Directed Energy Weapons and Reactors&lt;br /&gt;
;Kinetics: Affects railguns and mass drivers&lt;br /&gt;
;Ballistics: Affects missiles&lt;br /&gt;
;Sensors and Computers: Affects sensors, C3 improvement, and interacting with alien systems&lt;br /&gt;
;Materials: Affects stealth and armor and hulls&lt;br /&gt;
;Art of War: Better ground troop and misc systems&lt;br /&gt;
&lt;br /&gt;
The above will get you incremental improvement if rolled well, as they represent the advancing using day to day knowledge. But true advances isn&#039;t doing something better but something new you can&#039;t force advancement using labs like you can with the one above.&lt;br /&gt;
&lt;br /&gt;
;Physics: ???&lt;br /&gt;
;Biology: ???&lt;br /&gt;
;Engineering: ???&lt;br /&gt;
;Alien Artifacts: TBD&lt;br /&gt;
&lt;br /&gt;
The Tech Sheet: https://docs.google.com/spreadsheets/d/1NJHO9i52OB48B4DmDcQ1KLuQgHtBxsopIE2I-JENa7Y/edit#gid=0&lt;br /&gt;
&lt;br /&gt;
==Colonization and Imperialism==&lt;br /&gt;
&lt;br /&gt;
Colonization&lt;br /&gt;
Colonization is the slow buildup of infrastructure that leads to something being produced or created that people want either for economic or ideological or other reasons. There are three levels of colonization.&lt;br /&gt;
&lt;br /&gt;
The first level represents the usual wildcat mining, basic resource extraction, the frontier town. The rate of returns is pretty marginal but its the start of something. Level colonies generate 1 1D4+1 worth of Prestige points per year, and built by finding a colonization spot via survey and posting about it.&lt;br /&gt;
&lt;br /&gt;
Second level of colonization is the more mature extraction of resources or settlement, an deep space oil rig, or Babylon 5 floating off in space. They are places of their own industry and economies that can be self sufficient and are thus profitable. A level 2 colony produces 10 +D20 prestige a year.&lt;br /&gt;
&lt;br /&gt;
Level three colonies are rare and would be a hypothetical lost city of aliens that you could just move into or abandoned intact colony from somebody else. They would have a 20+D20 prestige roll.&lt;br /&gt;
&lt;br /&gt;
Imperialism&lt;br /&gt;
Imperialism is a similar story, they are the act of conquering directly or making your will be enforced through your chosen proxies of states on Disrupted world.&lt;br /&gt;
&lt;br /&gt;
Level one imperial projects are minor powers on a planet, as fundamentally a Serbia or Iraq equivalent on a planet a nation that military that can support ground and aerospace troops, but not Warships. They produce 3 +3d6 worth of prestige points per year.&lt;br /&gt;
&lt;br /&gt;
Level two imperial projects are major powers on planet that have warship capabilities. They produce 12+ 12d6 worth of prestige per year.&lt;br /&gt;
&lt;br /&gt;
Level threes are defeated named NPCs with traits and will be treated on individual basis.&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
Points are generated yearly and can be saved from year to year. Starting prestige for all players is 10. Winning battles or doing something cool in posting will also result in prestige. &lt;br /&gt;
&lt;br /&gt;
*1 Point = Profits of Prestige: 100 Dollars Up to $3000, or $4000 if you have the appropriate level of corrupt reformists.&lt;br /&gt;
*5 Points = Expanding the Reach: Create a new lab team&lt;br /&gt;
*10, 15, 20 points = DARPA: Guarantee strike of human tech. See note below&lt;br /&gt;
*25 points = Together for the Empire: Half construction time of all units built this year&lt;br /&gt;
*50 points = Guarantee Alien Tech Strike&lt;br /&gt;
*100 points = Have the GM give you a plot coupon&lt;br /&gt;
&lt;br /&gt;
Tech strikes can either be unfocussed (10 prestige), focussed (15 prestige) or unique (20 prestige).&lt;br /&gt;
*If unfocussed, they are into a given category (such as Energy) and will result in a random result; this will tend to be of good quality.&lt;br /&gt;
*If focussed, they can target a specific thing based off existing technology (I want triple mount railguns). Unique techs cannot be acquired this way.&lt;br /&gt;
*If striking for a unique tech, you are essentially combining one or more existing technologies in an improved and player-directed fashion. Eg long-range lasers + rapid fire heavy lasers to get Quintex long-range heavy lasers. Unique techs are kept out of the tech gacha and if traded, cost 1 stability. Lend-lease and monkey model export is still acceptable however, with the caveat that if the recieving power does sucessfully copy them the sender will still suffer -1 stability. Unique technologies retain their status of &#039;unique&#039; for a period of time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Retrofitting==&lt;br /&gt;
&lt;br /&gt;
Weapon slots: Changing a weapon slot costs 1/5 the price of the weapon that is being pulled out, plus the full price of the weapon being slotted in.&lt;br /&gt;
&lt;br /&gt;
System slots: System slots are more tricky as they are integrated into the ship. Swapping a system in an occupied system slot costs the price of the new system + 5% of the base hull cost due to inefficiencies. &lt;br /&gt;
&lt;br /&gt;
Adding extra engines or armor to an existing ship costs the same as in new construction (i.e. 10% base hull cost per level, unless modified by a technology)&lt;br /&gt;
&lt;br /&gt;
Refits comprising several different activities happen concurrently. The time to completion is always (largest weapon/module size in months) + 1 additional month for every slot or attribute (engines/armor/etc.) being changed.&lt;br /&gt;
&lt;br /&gt;
Removed components (weapons, systems) remain existing physical objects and can be stored with no upkeep.&lt;br /&gt;
&lt;br /&gt;
Hullmods (variations of existing ship types) can be refitted to existing ships at 10% hull cost.&lt;br /&gt;
&lt;br /&gt;
Ground units of all types can be upgraded to related unit types (Huscarl -&amp;gt; Direct Action, Hoverpanzer -&amp;gt; TSF etc) for 50% of the new cost.&lt;br /&gt;
&lt;br /&gt;
==Tech Trading==&lt;br /&gt;
Nations that have technologies they want to share can offer the expertise and personal to sell it (or give it away). Each nation can transfer 1 technology with no cost to one singular other nation. If they wish to transfer more they will have to allocate labs to represent the brainpower being used in other regards.&lt;br /&gt;
*1 Extra Transfer | 2 Labs used&lt;br /&gt;
*2 Extra Transfer | 4 Labs Used&lt;br /&gt;
*3 Extra Transfer | 8 Labs Used&lt;br /&gt;
*4 Extra Transfer | 16 Labs Used&lt;br /&gt;
&lt;br /&gt;
==Arms Sales, Tech Sharing and Lend-Lease==&lt;br /&gt;
States selling arms now do so with predetermined limits. This system also allows for lend-lease and technical support of foreign proxy forces as the USA did in WW2 or most western countries in the post-imperial era. By its nature as a distantly separated spacefaring millieu with ubiquitous nanofabrication, the most common type of arms sale in the Verge consists of blueprint licenses. Loaded with DRM or managed by specific treaties, sales of blueprints to Verger states allowed the powers of Sol to precisely dictate the size and capabilities of their colonial navies while inhibiting the development of a strong native tech base.&lt;br /&gt;
&lt;br /&gt;
The most restrictive of these sales are what are contemporarily called lend-lease agreements, in which case the state issues DRM-riddled blueprints with a limited (or unlimited) maximum number of purchases at any price the buyer is willing to pay. The units are assumed to be built in the buyer&#039;s own industrial facilities, but have the traits and technologies permitted by the seller. The seller may opt to upgrade them at any point, should relevant technologies become available. Lend-lease assets are effectively a borrowed tech base, but maintaining this agreement costs the issuing state 1 lab. Should this agreement ever expire, lend-lease units effectively become monkey models.&lt;br /&gt;
&lt;br /&gt;
Export models or monkey models are straightforward designs with a 25% production cost markdown (cumulative with other discounts). They may incorporate any techs the seller desires and the buyer is willing to pay for, but are blackbox systems and never receive upgrades.&lt;br /&gt;
&lt;br /&gt;
DRM makes reverse-engineering lend-lease and monkey model units difficult, it takes 3 extra strikes on the research roll to uncover involved techs. Should lend-lease ever be cracked, the seller is informed by network protocols.&lt;br /&gt;
&lt;br /&gt;
Open sales are typical of military surplus by former superpowers or regional powers axing outdated equipment. Such units are no easier or harder to reverse-engineer, have national maker marks that are generally identifiable, but they are also incredibly easy to upgrade due to national militaries and UN taskforces generally springing for rugged, modular gear with future-proof capabilities. Surplus assets can be de-milled into monkey models for 10% of cost.&lt;br /&gt;
&lt;br /&gt;
When selling any military asset, players my specify the nature of the sale by agreement with the buyer. All sales in 2751 are running on Shrodinger&#039;s Sale Rule as people get used to new systems (with the seller + mods having final say), then in 52-onwards every transaction will have to be specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Rules==&lt;br /&gt;
&#039;&#039;Every man lives by exchanging.&amp;quot; - Adam Smith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even in the 28th century, the law of competitive advantage holds true. Every state, to one degree or another, has some natural or man-made advantage in objects that they produce that is cheaper, better or simply more in demand than those from others. Is it this that forms the basis of interstellar trade. What exactly is traded can vary widely, from the latest Larnaxian couture to Tempesti aircars to fair-trade Eisenhower covfefe to Solarian nanoelectronics, but it is all trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading and the logistics of moving all these goods is an incredibly complicated process, but in Alien Suns it has been simplified to use the following rules:&amp;lt;br&amp;gt;&lt;br /&gt;
* Human space is divided up into a number of sectors, each of which contains a number of major and minor worlds. Trade and related effects is per-sector. (sectors also have an effect on criminality and other things not related to trade)&lt;br /&gt;
* Each sector has a &#039;Trade Volume&#039; which represents the base number of freighters that this sector can absorb from any given source.&lt;br /&gt;
* Trade Nodes are additional locations of high import; these are typically major economic centers. So long as a state has access to a given trade node, it increases the effective trade volume by +100% per.&lt;br /&gt;
* Trading over long distances is less efficient, as more hulls are required to maintain the flow of commerce. For every sector that your ships &#039;skip over&#039; to reach their destination, their per-ship effectiveness is reduced as per below:&lt;br /&gt;
&lt;br /&gt;
Same or bordering sector: Freighters operate as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
1 intervening sector: Freighters operate at 50% effectiveness (2 freighters to equal 1)&lt;br /&gt;
2 intervening sectors: Freighters operate at 33% effectiveness (3 freighters to equal 1)&lt;br /&gt;
3 intervening sectors: Freighters operate at 25% effectiveness (4 freighters to equal 1)&lt;br /&gt;
4 intervening sectors: Freighters operate at 20% effectiveness (5 freighters to equal 1)&lt;br /&gt;
Etc etc.&lt;br /&gt;
&lt;br /&gt;
* Freighter costs are determined by the buyers traits.&lt;br /&gt;
* Every freighter returns $6 in annual tarrifs, taxes, etc etc.&lt;br /&gt;
* As UN Task Forces and PMCs are much narrower in overall focus and do not have a large and diverse civilian economy operating &#039;offscreen&#039;, their trade volume is 1/10th that of nations. Their operations by and large exist solely to support their primary activities and may not even represent &#039;trade&#039; in the conventional sense and are thus overall much smaller. (SUBJECT TO CHANGE)&lt;br /&gt;
* Corsairs and Privateers can be used in the civilian trade; after all they are effectively armed freighters. This is particularly popular in the wilder rim where self-sufficiency is a virtue. Corsairs and Privateers count as 1/2 of a freighter each.&lt;br /&gt;
* The higher the piracy power of the sector, the more police ships (relative to number of freighters) are needed to maintain safety. There is no specific number of patrol ships needed, though for a rule of thumb divide 20 by the piracy power to determine how many freighters each police ship covers.&lt;br /&gt;
* Line warships can be assigned to protect trade; every warship assigned to do so counts as 1 police ship. For Star Patrol states, every $20 of escorts counts as one police ship. Cruisers are worth half as much (every $40) and capital ships 1/5th as much (every $100). Ships with no meaningful endurance (such as FACs) cannot be used to protect trade unless a large number of &#039;home bases&#039; are spread throughout the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The king who deals harshly with merchants who come from afar closes the door of well-being upon the whole of his subjects. When do the wise return to the land of which they hear rumours of bad custom?&amp;quot; - Saadi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep track of the various trade, all players are requested to fill in the number of hulls they have assigned to various tasks. Calculating the actual returns is the responsibility of the player in their annual budget, this is just a ship tracking sheet.&lt;br /&gt;
For Corsairs, Privateers and Far Traders, it is requested that if they are engaged in civilian activities (ie, not shooting people) to color the cell green, whereas if they are engaged in a spot of pew pew to color it red.&lt;br /&gt;
And as a reminder, Corsairs and Privateers operating in piracy are considered anonymous by default. The use of OOC information to inform IC actions without any IC justification (such as an espionage operation, etc) will be looked upon most unkindly.&lt;br /&gt;
&lt;br /&gt;
Sector Values Sheet https://1drv.ms/x/s!AmQiRB3_9U0ZhIc72TWS8vtZjYQFIw?e=jvCVYM&lt;br /&gt;
&lt;br /&gt;
==Intelligence Rules==&lt;br /&gt;
Espionage Rules&lt;br /&gt;
Something something foreward about the nature of espionage in 2751 existing in some highly specific galapagos island paradigm of network warfare and humint that allows no singular paradigm, or something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glossary&#039;&#039;&#039;&lt;br /&gt;
*Operation: any significant action over the course of an intelligence project.&lt;br /&gt;
*Project: the overarching campaign, composed of a series of operations in pursuit of a goal.&lt;br /&gt;
*Locks: obstacles which cannot be ignored. A Lock is not merely the risk posed by local security forces but a national biometric database that tracks all citizen movement, or the all-encompassing presence of a ubiquitous secret police with millions of files on its citizens. It is not simply the presence of a navy, but the specific policy of a government to search and impound all foreign vessels with a large fleet of fast police ships. These are both Locks.&lt;br /&gt;
*Keys: solutions that bypass or finesse the problem posed by a Lock. Clone infiltrators or biologically modified agents using clean-record citizen profiles, skilled blockade runners hired from Alderbaran, are both Keys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Units&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to regular assets assigned to missions, there are special Intelligence Units which are the cornerstone of campaigns. Regular soldiers typically do not have the acumen, nor do regional police or state gendarmerie have the flexibility to respond to all possible dangers offered by the world of covert ops.&lt;br /&gt;
&lt;br /&gt;
The units are:&lt;br /&gt;
&lt;br /&gt;
*Stations: Stations are facilities that exist for the purposes of intelligence gathering, maintaining local contacts and providing safehouses for intelligence teams. A station’s value is relative to the amount of resources expended on it. Examples: Embassies, safehouses, blacksites&lt;br /&gt;
*Agencies: Agencies are special civilian, military or paramilitary organizations that have a specific purview. Their main purpose is to provide coordination and specialized knowledge within a scope, improving the effectiveness of operations. This is open-ended and designed by the player, applicable at GM discretion. Examples: US Alphabet Agencies, Cobra, Cambridge Analytica&lt;br /&gt;
*Operatives: Operatives are individuals or teams of individuals skilled at conducting field operations on behalf of states and other organizations. These are bespoke and no two operative units are the same.&lt;br /&gt;
&lt;br /&gt;
Best practices involve having one Station, one Agency and one Operative in place for all operations that take place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Stations&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Stations cost $20 to establish and can be built anywhere, including inside hostile states. If a station is meant to to be hidden, the cost can be increased to $30 per rank. Stations can be stacked in any given location, increasing their Level. 1st purchase creates an L1 Station, 2nd creates an L2, etc.&lt;br /&gt;
&lt;br /&gt;
Higher levelled stations are more defensible and offer better local tools, but are not necessarily better.&lt;br /&gt;
&lt;br /&gt;
Graft and crime are assumed to come part and parcel with most stations, so the units are maintenance-free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Agencies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Buying agencies is open-ended process. Players assign money (or prestige, with converts at a rate of 1 = $50 and isn’t subject to diminishing returns) to the operating budget of the agency, then determine their purview. Especially large agencies may become corrupt or go off the reservation, especially if their purview is too broad or distorted by wartime conditions.&lt;br /&gt;
&lt;br /&gt;
Agencies are paid for initially with a large investment. That value decays by about 10% yearly, possibly faster after intense operations. In rare circumstances, agencies may occasionally self-fund through seizure, illicit traffic or via private donors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Operatives&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Operatives are generic units (10% upkeep) with a base cost of $10. By default these units have three slots for upgrades, representing their special capabilities. Each upgrade costs 10% of base cost. Special Operative types, additional slots and special upgrades may be unlocked by technology down the line.&lt;br /&gt;
&lt;br /&gt;
Initial available upgrades (names pending) are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Ghost Recon: The unit functions as a platoon of marines. Repurchase to function as a company, and again for a regiment. Decreasing subtlety each rank.&lt;br /&gt;
*Rainbow 6: Your operative is an elite counterterrorist team. They are inferior to marines in military settings, but excellent at foiling enemy direct action missions, terrorism and the like. As with Ghost Recon this can be brought multiple times to increase the number of operatives in the force. &lt;br /&gt;
*The Professional: Better at assassination missions.&lt;br /&gt;
*Corporate Raider: Better at theft (tech, money, etc) missions.&lt;br /&gt;
*Q Sector: The unit has special gadgets that may offer situational keys or a chance to luck out of tough situations.&lt;br /&gt;
*Rasputinian: The unit is likely to survive the worst of outcomes. Does not protect from capture.&lt;br /&gt;
*Red Faction: Your operatives are experts at terrorist operations. Gain major bonuses when you’re attacking a civilian or political target with the idea to destroy it&lt;br /&gt;
*Honey Trap: Excels at social manipulation in polite society.&lt;br /&gt;
*Hoover: Your operative knows where all the important bodies are buried and gets major bonuses in operations against your own state or organization&lt;br /&gt;
*Extraction Experts: Your operative is excellent at extracting personnel, be they hostages or defectors.&lt;br /&gt;
*The Business of Corruption: Excels at social manipulation in low society.&lt;br /&gt;
*The Worst Pirate You’ve Heard Of: Has a solid reputation with people on the fringes of Verger society, allows the use of black market contacts and illicit free trader routes.&lt;br /&gt;
*Snake: Your operative is an expert on covert infiltration&lt;br /&gt;
*Smuggler: Provides a bonus to moving assets to hostile locations.&lt;br /&gt;
*Sherlock: Your operative is an expert investigator and capable of extraordinary feats of investigation and counter intelligence&lt;br /&gt;
*Mr Nobody: Blends into society easily, can go years undetected if they aren’t actively involved in operations.&lt;br /&gt;
*Celebrity Asset: Increases the prestige for successful ops, but overuse can backfire.&lt;br /&gt;
*Smiley: You are an excellent operator of general intelligence operations, and provide intelligence gathering&lt;br /&gt;
*Strength in Numbers: Adds extra members, providing redundancies.&lt;br /&gt;
*Who Dares Wins: Your operatives are excellent at assisting regular military forces through special reconnaissance, and with the appropriate level of Ghost Recon, counter patrol and similar action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conducting Espionage Actions&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Projects are conducted by opening a dialogue with the relevant moderators, and submitting a proposal for an intelligence project. &lt;br /&gt;
&lt;br /&gt;
The proposal must clearly outline the following traits:&lt;br /&gt;
*The target nation(s) or other entities. Picking too many targets at once may limit the effectiveness of the Project.&lt;br /&gt;
*Any number of Locks the player anticipates encountering, as well as their projected Operations to produce or acquire Keys. Underestimating the Locks obstructing success may limit the effectiveness of the Project.&lt;br /&gt;
*The resources committed to the project, including ships, troops, Prestige (which can be spun off into additional military assets or money as needed) and Plot Coupons. Understaffing or moving assets around too frequently may disrupt the progress of the Project.&lt;br /&gt;
*The desired outcome. The greater the scope of the action, the more expensive the Project becomes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Example Project Submission:&lt;br /&gt;
|-&lt;br /&gt;
|Project Name:&lt;br /&gt;
|Operation Thunderstrike&lt;br /&gt;
|-&lt;br /&gt;
|Target Nations&lt;br /&gt;
|Secret Denmark, a Minor Verge State&lt;br /&gt;
|-&lt;br /&gt;
|Anticipated Locks and Operations&lt;br /&gt;
|&lt;br /&gt;
*Secret Denmark’s Secret Location&lt;br /&gt;
*Secret Denmark’s Secret Police&lt;br /&gt;
*Secret Denmark’s Stability&lt;br /&gt;
*Secret Denmark’s Planet Shield&lt;br /&gt;
----&lt;br /&gt;
*Operation to locate Secret Denmark&lt;br /&gt;
*Operation to infiltrate the Secret Police&lt;br /&gt;
*Operation to destabilize the government with worker’s strikes, building into civilian massacres that hurt government legitimacy.&lt;br /&gt;
*Key: All Anti-Danish fleet ships have reflective anti-shield paint provided by the aliens at Qondor.&lt;br /&gt;
|-&lt;br /&gt;
|Resources Assigned&lt;br /&gt;
|&lt;br /&gt;
#1x Behold My Glorious Battleship-class FAC (1x S1 Railgun)&lt;br /&gt;
#2x National Guard Regiments&lt;br /&gt;
#1x Hoverpanzer Regiments&lt;br /&gt;
#3x Gator Carriers&lt;br /&gt;
#5 Prestige&lt;br /&gt;
#1 Lab&lt;br /&gt;
#1x Illegal Praetorian Idol Research Plot Coupon&lt;br /&gt;
#10% of GDP&lt;br /&gt;
|-&lt;br /&gt;
|Objective&lt;br /&gt;
|Collapse of Secret Denmark into Civil War&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Naturally, causing an entire nation to collapse into civil war is no mean feat, and the player has perhaps over-enthusiastically underestimated the possible resistance by their foe. In this case, the moderator responding assigns additional Locks. If it’s possible for the player to be aware of them at this stage, they are informed of these complications, otherwise they will reveal themselves as the Project gains progress and completed operations. Players who have more or less correctly estimated the Locks, or who have received intelligence from previous Projects will receive bonuses during resolution.&lt;br /&gt;
&lt;br /&gt;
This negotiation over the specifics of the operation happens before anything is resolved, to ensure both clarity of purpose and ensure fairness in potential player versus player scenarios. In such cases, it’s all too easy for the more active player to constantly adjust and steer their plans moment to moment, monopolizing GM attention to guarantee success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costing Projects and Operational Timelines&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The cost of each project is ultimately determined by its scope. The average Verge state having any single moderately influential person assassinated should cost about 1% of GDP, and long-term projects to destabilize governments and plunge peer states into civil war should take as much as 25% of GDP, potentially across several years. Influencing the affairs of superpowers such as the great powers of Sol or what alien polities may lie beyond known space may cost as much as 100% of GDP. Smaller non-peer states (T1 or T2 NPCs, disrupted world protostates, etc) will generally cost less.&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb is that 1% of GDP = 1 operation or a significant amount of legwork = 1 month. Corners can be cut from Projects, lengthening the time it takes for them to resolve or penalizing success chances (local contacts do want to be paid for treason, etc), or Projects can be rushed by spending a surcharge or forcing Operations to run ahead of schedule. In the latter case, multiple Operations can be run each month but the risks of exposure mount each time, or haggard operatives can simply fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Projects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assassination&lt;br /&gt;
*1% merchant on a disrupted world who circumvents an imperial water monopoly, holding up local autonomy, any citizen not currently imprisoned&lt;br /&gt;
*5% any well-protected Verge magnate, a head of a disrupted world protostate, a minor officer of a UN ship not currently engaged in combat operations&lt;br /&gt;
*10% any Verge politician of significance, a UN fleet officer&lt;br /&gt;
*25% a Verger head of state, a UN admiral, the head of a powerful PMC&lt;br /&gt;
&lt;br /&gt;
Hostile Takeovers&lt;br /&gt;
*1% buying out a civilian freighter or starliner to use as an asset for a front&lt;br /&gt;
*5% puppeting a mid-sized logistics company in the Verge, taking over security in a well-travelled civilian station&lt;br /&gt;
*10% attempting to overthrow the elected government of a minor Verge state during a sustained period of instability, taking over a disrupted world protostate&lt;br /&gt;
*25% attempting to overthrow a peer Verge state during instability, outright couping any minor Verge state without apparent instability.&lt;br /&gt;
&lt;br /&gt;
Informational Warfare&lt;br /&gt;
*1% stealing some civilian IFFs to mask ship signatures from afar&lt;br /&gt;
*5% stealing a registered government IFF, or whole civilian freight databases&lt;br /&gt;
*10% stealing a large stockpile of government arms, or a prototype technology from a previous year&lt;br /&gt;
*25% stealing any major innovation that came out in the current year, particularly those which are unique to that state and not being shared&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task Forces and PMCs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Task Forces and PMCs do not pay a cost to perform espionage actions. To perform espionage actions, these groups must keep at least one Operative assigned to the campaign for its full duration. If that operative is destroyed as a consequence of complications during an operation, the campaign is put on hold until a new one is assigned to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Policies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
States as a rule tend to maintain a consistent policy towards outside interference. As a backwater playground for the old powers of Sol, most Vergers are well-used to influence campaigns, foreign spies and institutional corruption and work around them. Many approaches exist but a majority of states trend towards a balance of openness and security, accepting the presence of spies among diplomats and journalists to maintain access to critical information, but making arrests when lines are crossed.&lt;br /&gt;
&lt;br /&gt;
The policy scale is as follows:&lt;br /&gt;
*Participatory Panopticon (Max Open): Always find out when people are targeting you, but spy defense is greatly weakened.&lt;br /&gt;
**Buy Keys for $100 or 1 Prestige&lt;br /&gt;
**Offensive Operations transpire at the speed of plot. &lt;br /&gt;
*Open Society (Open): Strengthened spy offense, GM may assign at least one free Key.&lt;br /&gt;
*Connected Society (Standard): Use rules as written.&lt;br /&gt;
*Closed Society (Closed): Strengthened spy defense, enemies suffer at least one extra Lock.&lt;br /&gt;
*Death to Spies (Max Closed): Spy problems solve themselves, but you may miss out on hints.&lt;br /&gt;
**Buy Locks for $100 or 1 Prestige&lt;br /&gt;
**Defensive Operations happen at the speed of plot. &lt;br /&gt;
&lt;br /&gt;
States may change their policy year to year, but overly dramatic changes over many years may cause stability loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence operations are not-consequence free. Performing secret military actions against sovereign states and branches of the United Nations carries with it the diplomatic consequences of doing so. Additionally, there is an inherent risk to all operations. A clean failure that resolves with all operatives dead and evidence of wrongdoing destroyed is a best-case scenario. &lt;br /&gt;
&lt;br /&gt;
Even spycraft staples like poison pills are not wholly reliable to maintain secrecy: common poisons like cyanide can sometimes fail due to bad compounding of the medicine, or the point of failure is a human operative who lacks the nerve to commit suicide. The Verge is a large setting with comprehensive faster-than-light communications, where states in good standing (and many that are not) typically have access to resources INTERPOL databases to finger agents that might be considered ‘deniable’ for a state. False flag attacks are extraordinarily difficult to pull off in peacetime, in the high-tech warfare paradigm of interconnected ship comms and ID-tagged weapon databases. Many high-tech objects exist within a network of ubiquitous consumer surveillance for quality control purposes, so-called ‘spimes’ which essentially maintain a lifetime usage log within a controlled computing cloud. Fully anonymized gene-modded special forces optimized for black operations and wetwork can be exposed by their consumer habits, their wearable athletics assistant or even their taste in civilian plainclothes.&lt;br /&gt;
&lt;br /&gt;
In all cases, Espionage Actions are easiest to perform against a target that cannot oppose you: yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposure&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
At a basic level, all Projects have a basic chance of exposure. There is no specific predetermined chance for operation, although there is a rough relation to the scope. The larger a secret operation is, the harder it is to keep it a secret.&lt;br /&gt;
&lt;br /&gt;
Exposure can happen when:&lt;br /&gt;
*An Operation fails.&lt;br /&gt;
*An Operation succeeds while opposed by a defensive Project run by the target state.&lt;br /&gt;
*When particularly large amounts of money or materiel (ships, troops, etc) are moved significant distances.&lt;br /&gt;
&lt;br /&gt;
Most Projects are exposed after completing their goal, particularly if their objective was particularly grandiose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Reliance on a technological advantage can occasionally backfire as those advantages fall into the hands of your enemies. All too common in the battlegrounds of Earth is the story of the ISA field commander who last witnessed the words ‘Made in America with Pride’ engraved on the fuselage of the insurgent-figured anti-tank missile beheading him. Fitting every piece of equipment with scuttling charges or anti-tampering locks can diminish their effectiveness or invite an infosec risk, so most states do not bother.&lt;br /&gt;
&lt;br /&gt;
Leaks can happen when:&lt;br /&gt;
*Advanced technology is used in an Operation.&lt;br /&gt;
*A hideout or safehouse staging the Project is raided by counterintelligence.&lt;br /&gt;
The conclusion of a Project and the revelation of the technologies used in it can sometimes cause an arms race, in that case the affected state might get free rolls to reverse-engineer systems used against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Betrayal&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Even fanatics balk at the prospect of total disposability. Given the choice between payment and death, mercenaries will pick the former. Mistreating assets, especially during peacetime, will frequently result in them turning coat to the opposing side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending Against Espionage&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The key element in defending against hostile espionage is awareness, which may take time depending on the openness and flexibility of the society being targeted. Hidebound, insular societies with a high guardedness may take longer to acknowledge real threats even as their performative militarism autonomously defeats minor ones. &lt;br /&gt;
&lt;br /&gt;
Awareness&amp;lt;br /&amp;gt;&lt;br /&gt;
Awareness in most situations is a GM roll on behalf of the defender. For PC states, their security policy may change the difficulty of the roll. Radically Open Societies are typically automatically aware of threats against them.&lt;br /&gt;
&lt;br /&gt;
Once aware of hostile espionage actions, states have a number of options available.&lt;br /&gt;
*&#039;&#039;Counterespionage:&#039;&#039; Counterespionage is organized like regular espionage, with the agency, operative or state performing the initial hostilities as the target. This is done by starting an intelligence campaign against the attacking state or organization.&lt;br /&gt;
*&#039;&#039;Security Operations:&#039;&#039; Increasing security measures temporarily is a typically cost-effective response to ongoing intelligence. In this case, the defending state begins an intelligence campaign against itself, rooting out collaborators, conducting raids and increasing surveillance against citizens, etc. Long-term security operations may cause stability drops, however.&lt;br /&gt;
*&#039;&#039;Destroying/Denying Assets:&#039;&#039; Locating and launching a military offensive against the relevant assets may be sufficient in many cases. If a multi-year intelligence campaign relies on a cutting-edge stealth carrier as its cornerstone, it may be sufficient to find and destroy it with a comparatively shorter mission time. Such operations are typically not quiet, however, and the attacker may be able to abort.&lt;br /&gt;
&lt;br /&gt;
==Setting Notes==&lt;br /&gt;
&lt;br /&gt;
Jump Point Travel is nodal based FTL, one jump point connects to another in another star system (and some theorists believe another realms of reality as well but experiments in that have messily failed). Most jump points are connected to nearby stars in real space, however not all stars are connected nor all jump points safe to transverse. Which means for most of the stars are out of reach for human hands unless they travel by STL The colony of We Made It at Proxima Centauri is example of that as they report they found only one jump point leading to a dim star beyond Earth&#039;s observation and nothing else.&lt;br /&gt;
&lt;br /&gt;
Physically the jump point is a calm area of space normally situated near gas giants spherical in volume to Luna. Rule of thumbs are super jovian have 1-3 around them, and solar system size gas giants have 1. Complicating matters is the jump points into systems that have no gas giants which appear to be randomly located in close proximity of the sun (and in fact many of the no-go systems appear to have the jump point to close to the primary star for safe travel). Further adding onto the headache is the existence of starless nexus points. Located in deep interstellar space, these regions have been found to contain at least 5-6 jump points situated in a ring equidistant from each other and are constantly being examined by ever increasing sphere of probes and survey ships to see if there is another ring to be found.&lt;br /&gt;
&lt;br /&gt;
The actual jump drive is fairly simple and robust device that doesn&#039;t take up much space on the ship as it actives only briefly triggering the effect from the point which does all the work. There has never been a case of two ships jumping into each of and tests deliberately to trigger the effect have always failed leaving people believe there is some sort of universal fail-safe of regarding conservation of information going on in that case. Ships retain their velocity as they pass through and the arrival zone is roughly randomized location five times the size of the point itself at a random orientations. Ships jumping in close proximity remain in formation as they arrive.&lt;br /&gt;
&lt;br /&gt;
Random orientation and velocity means that high velocity moving ships have a higher chance of jumping in and finding they are going to run into something though still that is a rare case. However if they wanted to get to the planet and they&#039;re still going super fast away they&#039;re going to be spending time turning around. Generally this means most merchant and peacetime military ships aim for a intercept with the jump point where they stay at low velocity so when they arrive they can easily course adjust and move on. Conversely known pirates are often called streakers as they coast into the jump point and zoom out the other side to avoid getting mobbed by police or military ships.&lt;br /&gt;
&lt;br /&gt;
===In system travel===&lt;br /&gt;
&lt;br /&gt;
Space travel is done with high efficiency fusion torches. Military ships can accelerate up to 8Gs, generic ships at most is 2Gs. However, standard cruising speed is constant 1G for most ships and even in the military 2G long distance cruises are rare as they result in decrease crew performance. Higher acceleration is saved for combat in which the crew are safely secured.&lt;br /&gt;
&lt;br /&gt;
Most jump points are 10 AUs apart from each on average which is nine day&#039;s travel, but for game purpose we will call it a week. Its generally six days travel from Earth-like planet to the nearest jump point (5-ish AU) so for game purpose it will be treated as week as well.&lt;br /&gt;
&lt;br /&gt;
Anything special or further complicated in you have orders, determine the AU, input the acceleration and we will use this. Space travel calculator&lt;br /&gt;
&lt;br /&gt;
===Limited Jump Points===&lt;br /&gt;
&lt;br /&gt;
While conventional jump points do not seem to have any appreciable upper limit in the mass that can be jumped through them (as evidenced by the immense size of the &#039;&#039;MacBeth&#039;&#039; colony ships), there are also a large number of &#039;limited&#039; jump points found across known space.  These appear to exist below some critical threshold and consequently the powerful jump drives required to push a large mass through them will simply fail on activation; in essence they are too strong for the jump point to handle.  These points tend to be associated with lower-mass objects such as brown dwarves or lighter &#039;high&#039; mass planets.&lt;br /&gt;
Limited Points (LPs) are graphically represented on the jump map as red connections and transit along them is normally limited to ships categorized as &#039;low mass&#039;; those are as follows:&lt;br /&gt;
*Generic ships with a cost not exceeding $100.&lt;br /&gt;
*Military ships not exceeding a size value of &#039;5&#039;;&lt;br /&gt;
*Scout Cruisers have a size value of 3, with standard escorts having a size value of 1.&lt;br /&gt;
*Star Cruisers have a size value of 5, +2 for every additional size class.&lt;br /&gt;
*Custom ship designs align to their closest baseline ship by $ value for size determination.&lt;br /&gt;
*Every level of increased armor increases size by 1.  If armor is stripped, size is reduced by 1 per level.&lt;br /&gt;
*Every weapon mount, added engine or system increases size by +0.25 (round down)&lt;br /&gt;
*The one-per-ship Reduced Mass module reduces size value by 1&amp;lt;br /&amp;gt;&lt;br /&gt;
For every Size that a ship exceeds 5, it requires 1 additional point of Endurance to perform a jump.&lt;br /&gt;
&lt;br /&gt;
===Space Combat and movement===&lt;br /&gt;
&lt;br /&gt;
There are three types of battles. There is the zero-zero intercept which is the traditional ships moving in relative velocity each other in formation and firing as they advance or decrease weapon range bands. The drive by in which a one opponent gains a great deal of velocity and slings themselves on a course that hopefully allowing them a brief window of fire to on their enemies. Finally, there is the orbital battle in which both sides are moving relatively slow in orbit over a planet to force a landing or bombardment of a target, there gravity can be much a threat as weapon fire if maneuvering drives damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Patch Notes===&lt;br /&gt;
&lt;br /&gt;
The following is a list of patch notes, efforts have been made to modify the original rules to reflect them, but in cases where this has not occurred, please refer to the patch notes as the prevailing ruling on the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Game Year 2751&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Patchnotes and FAQs&lt;br /&gt;
*Refits happen concurrently, time is always (largest weapon/module size in months +1 month per extra changed slot).&lt;br /&gt;
*Removed components (weapons, systems) remain existing physical objects, no upkeep for them.&lt;br /&gt;
*Vanilla Hangar Size is as follows:&lt;br /&gt;
**Size 1: 2&lt;br /&gt;
**Size 2: 3&lt;br /&gt;
**Size 3: 5&lt;br /&gt;
**Size 4: 7&lt;br /&gt;
**Size 5: 10&lt;br /&gt;
*Armor and Acceleration are now opposed. Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
*Accel 0 ships are possible, representing stationary vessels with a 0.5G out of combat accel rate.&lt;br /&gt;
*Star Cruisers are now both Patrol Fleet and Sanction Fleet-discounted, but the discount doesn&#039;t stack.&lt;br /&gt;
*Diminishing returns on prestige cash injections: every $500 taken in from burning prestige halves the efficiency that year, from $50 to $25 to $12.5, etc. UN Taskforces and PMCs prestige-buying units are not affected by this.&lt;br /&gt;
*Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in trade section.&lt;br /&gt;
*Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
*Torpedoes resolve at the end of combat rounds, take note.&lt;br /&gt;
&lt;br /&gt;
Capital Ship Rework&lt;br /&gt;
&lt;br /&gt;
Being somewhat unloved due to their high cost and slow build times, capital ships are receiving a minor mechanical overhaul. The following changes are being implemented:&lt;br /&gt;
*Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Star Cruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
*Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
*SCSes have base 10 squadron capacity, their slotted hangars are automatically Size 5 and do not take up weapon slots.&lt;br /&gt;
*Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
Effective Immediately:&lt;br /&gt;
*The UN and all PC states are considered to have reciprocal Embassies, which are free L1 Stations. You can opt out in your budget this year.&lt;br /&gt;
*PC States and PMCs get $130 spree on operatives, Taskforces get $65.&lt;br /&gt;
*UN Taskforces and Star Patrol states get a free floating $200-size Agency to be designated at their leisure.&lt;br /&gt;
Other changes TBD.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Developments are long-term infrastructure projects conducted on planetary surfaces or in orbits, one of the primary ways that states can make money without constructing and maintaining large merchant fleets. Development construction is an open-ended system, with players free to invest as much as they want into any given project with the following caveat: certain types of project have maximum and minimum investment costs per type and Build Time tier, representing the rough costs of building gigafactories, industrial parks, high speed rail, etc. Income gained from Developments becomes territorial income, permanently in most cases and for a fixed term for Resource Extraction. Prestige gained from Standard of Living developments is granted only once on completion, however the income is added to territorial income as normal.&lt;br /&gt;
&lt;br /&gt;
States have a number of Development Slots equal to their current Stability; each Development Project occupies one of these slots until it has finished construction. UN Taskforces and PMCs can build a single Development each for their own benefit or that of the host state. States can rush-build individual Developments by spending 1 Stability or 25 Prestige per year taken off the normal Build Time, to a minimum of 1 year. &lt;br /&gt;
&lt;br /&gt;
Client States do not have Development Slots, and furthermore demand 1 in 4 development projects done by their hegemonic patron be allocated to each of them. States can spend 1 Stability to ignore this requirement. &lt;br /&gt;
&lt;br /&gt;
Citizens demand some portion of the country’s wealth, however. For every 2 Development Projects a state undertakes, a third must be some kind of Standard of Living improvement or else a cumulative Stability penalty will be applied during year rollovers. Powers with the Fanatics trait can ignore this.&lt;br /&gt;
&lt;br /&gt;
In addition to their other benefits, Murtox states reduce the Build Time of a single Development Project by 2 turns, to a minimum of 1 turn, excluding Vanities. Client states with Murtox reduce their Build Time by 1 turn, rather than 2. 5-Year Plan states increases the Build Time of all Development by 1 year (max 5).&lt;br /&gt;
&lt;br /&gt;
Large Population states treat Developments outside of the Standard of Living Category as though they had already spent $50 (or the maximum, if it’s lower), effectively a discount, but increases either the cost or Build Time of Standard of Living Developments by 50% (to 150%). Population by Proxy discounts the effective costs of Standard of Living Developments by 50% (to 50%), effectively receiving 1$ spent free for every 1$ invested in the project. i.e.: Large Population states can invest up to $950 for Advanced Standard of Living development projects, but would receive a payout of $750, as though they had actually invested $600. Population by Proxy states pay $500 for the same payout on the same type of project.&lt;br /&gt;
&lt;br /&gt;
Development policies typically clash with the interests of large merchant marines, even if these entities are mutually beneficial. States cannot spend more than their Territorial Income +bonus income from non-freight sources on Developments.&lt;br /&gt;
&lt;br /&gt;
Development Categories&lt;br /&gt;
*Industrial: Infrastructure, light and heavy manufacturing, prototyping labs. Industrial development is the most straight-forward of the categories, taking a basic investment of funds with a payout at the end of the term.&lt;br /&gt;
*Resource Extraction: Mines, hydrocarbon fracking, water purification. Resource extraction is the quickest and most efficient development, however the income produced lasts a limited number of years. Resource Extraction operations on your homeworld will raise your Resting Stability by one. However, each world with more than $2,000 worth of Resource Extraction active at one time will negatively impact Stability, including the Homeworld.&lt;br /&gt;
*Standard of Living: Civil amenities, civil engineering, education, healthcare. Standard of Living developments are steady, long-term projects that reward Prestige (which can be invested into Stability) in addition to their financial benefits.&lt;br /&gt;
*Sol Commerce: Industries specialized in interacting with the Core world economies via tourism, small parts exports, luxury goods, finance. Sol Commerce offers low quick dev time and high ROI, but requires uninterrupted access to the Sol trade node. Disruptions to those routes also cause income loss.&lt;br /&gt;
&lt;br /&gt;
====Build Time: 1 Year====&lt;br /&gt;
Basic Resource Extraction&lt;br /&gt;
:Examples: xenofauna hunting, xenoflora plantations, strip mining&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $250&lt;br /&gt;
:Payout: [Investment] for 5 Years, [Investment+$100] if built on colony world&lt;br /&gt;
&lt;br /&gt;
Intermediate Resource Extraction&lt;br /&gt;
:Examples: xenoflora plantations, hydrocarbon extraction, gas giant platforms&lt;br /&gt;
:Minimum Investment: $250&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x0.9] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Basic Sol Commerce&lt;br /&gt;
:Examples: textile exports, sweatshops, tourism, migrant workers, open source intelligence contributions&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $25&lt;br /&gt;
:Payout: [Investment +$25]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 2 Years====&lt;br /&gt;
Advanced Resource Extraction&lt;br /&gt;
:Examples: xenoflora farming, tech-mining and xenoartifact digsites, exotic mineral extraction&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x0.8] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Intermediate Sol Commerce&lt;br /&gt;
:Examples: tourism, developing market investments, small component manufacturing plants, sports entertainment, outsourcing&lt;br /&gt;
:Minimum Investment: $25&lt;br /&gt;
:Maximum Investment: $50&lt;br /&gt;
:Payout: [Investment +$50]&lt;br /&gt;
&lt;br /&gt;
Basic Industry&lt;br /&gt;
:Examples: roadworks, information systems, water purification, light industrial parks, mobile data networks&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment x.5]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 3 Years====&lt;br /&gt;
Advanced Sol Commerce&lt;br /&gt;
:Examples: chaebol, property speculation, narcotic exports, luxury goods manufacturing, cultural exports (manga, Hello Kitty, Bollywood, KPop, C-dramas etc.), Free Trade Zones&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment +$100]&lt;br /&gt;
&lt;br /&gt;
Intermediate Industry&lt;br /&gt;
:Examples: industrial automation, railway/maglev networks, launch catapults, material and fuel refineries&lt;br /&gt;
:Minimum Investment: $100&lt;br /&gt;
:Maximum Investment: $200&lt;br /&gt;
:Payout: [Investment x.75]&lt;br /&gt;
&lt;br /&gt;
Basic Standard of Living&lt;br /&gt;
:Examples: cultural industry, subsidized food and fuel, informer programs, jobs programs&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $150&lt;br /&gt;
:Payout: [Investment x.25], 1d4+1 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 4 Years====&lt;br /&gt;
Advanced Industry&lt;br /&gt;
:Examples: import substitution, crash factory construction, refineries, ship building, orbital elevators&lt;br /&gt;
:Minimum Investment: $200&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x1]&lt;br /&gt;
&lt;br /&gt;
Intermediate Standard of Living&lt;br /&gt;
:Examples: house building programs, apartment building programs, land reform&lt;br /&gt;
:Minimum Investment: $150&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x.5], 1d4+3 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 5 Years====&lt;br /&gt;
Advanced Standard of Living&lt;br /&gt;
:Examples: population augmentation programs, arcologies, universities and tuition programmes, state sponsored religion&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x.75], 1d4+5 Prestige&lt;br /&gt;
&lt;br /&gt;
Vanity Projects&lt;br /&gt;
:Examples: Mount Rushmore, Cathedrals&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: None&lt;br /&gt;
:Payout: [Investment x1]. Additionally, the first player to complete a Vanity Project gets a relevant Plot Coupon and a generous payout of Prestige, similar but lesser rewards for those who follow up.&lt;br /&gt;
&lt;br /&gt;
===Stability===&lt;br /&gt;
Stability represents the resilience of and popular faith in a nation’s institutions, the just rule of law and popular support for the ruling government. Low-stability countries may be militarily powerful but suffer strong internal divisions. Extremely high stability is generally fleeting, occurring only occasionally when the nation is confronted with a singularly unifying enemy or goal.&lt;br /&gt;
&lt;br /&gt;
Stability scale has a limited impact on the game, but states should still take heed. At low ratings, dissent foments and spreads like wildfire, and large-scale rebellions may take place.&lt;br /&gt;
&lt;br /&gt;
The stability scale is as follows:&lt;br /&gt;
:10: People would celebrate the President renaming all bread after his dog.&lt;br /&gt;
:9: People would tolerate the President renaming a mountain after his mother.&lt;br /&gt;
:8: Western Powers after V-Day.&lt;br /&gt;
:7: The modern United States on the 4th of July.&lt;br /&gt;
:6: Most states on the National Holiday. Resting point for People’s Champion.&lt;br /&gt;
:5: Continental Europe in the quiet years of the 1800s.&lt;br /&gt;
:4: Widespread protests in the provinces, people are shouting slogans. Standard Resting point.&lt;br /&gt;
:3: Widespread protests in the capitol, people are throwing rocks.&lt;br /&gt;
:2: Widespread riots in the provinces, the governors are being tarred and feathered.&lt;br /&gt;
:1: Widespread riots in the capitol, the police are being lynched. Resting point for Yearning Masses.&lt;br /&gt;
:0: Bastille Day, but the first time. As this point the mods will ask you if you want to reroll or fight the ensuing civil war out.&lt;br /&gt;
&lt;br /&gt;
Stability changes in the following conditions:&lt;br /&gt;
:Acting in accordance with/against the stated ideology of your state… +1 or -1&lt;br /&gt;
:Acting in accordance with/against your traits… +2 or -2&lt;br /&gt;
:Having a significant, secret violation of your traits or ethics revealed… -3&lt;br /&gt;
:Losing an offensive war… -1 (worse if War Machine)&lt;br /&gt;
:Losing a defensive war… -1 (no penalty if Peaceniks)&lt;br /&gt;
:Being in an offensive war… +1 per year (+2 if War Machine, -2 if Peaceniks)&lt;br /&gt;
:Being in a defensive war… +2 per year (+3 if War Machine/People’s Champion, +4 for both)&lt;br /&gt;
:Being the victim of a major terror attack without an obvious culprit… -1~2&lt;br /&gt;
:Being the victim of a major terror attack with an obvious culprit… +1~3 (depending on severity)&lt;br /&gt;
:Various other events, both random and player-driven...&lt;br /&gt;
&lt;br /&gt;
There are various ways to increase Stability, some easier and others more expensive:&lt;br /&gt;
*Spending Prestige or Infamy: First purchase that year costs 5 prestige, then doubles each additional time (5/10/20/40/80, etc).&lt;br /&gt;
*Spending money directly to appease citizens aka “the bread and circuses approach”: first purchase costs 10% of either territorial or trade income (whichever is higher), then doubles each time (10%/20%/40%/80%, etc).&lt;br /&gt;
*Red Jelly: Access to the Leitner’s Second End trade node increases Stability by 1 each year.&lt;br /&gt;
*Law and Order: A year without major pirate or terror incidents rewards +1 Stability.&lt;br /&gt;
*Certain technologies may increase Stability.&lt;br /&gt;
*Collaboration with certain organizations provides a Stability bonus (SoV Corrupt Reformers, etc).&lt;br /&gt;
&lt;br /&gt;
Stability also passively moves towards the resting point of the state (0,5 or 8 depending) each year, increasing or decreasing depending on the player’s current score. Most states move towards homeostasis- it would require a series of truly catastrophic events to break the autonomous nations that dot the Verge. If your resting stability is 5 and you have a stability of 4, during the year turnover your stability will rise to 5. If it was 6, it will fall to 5.&lt;br /&gt;
&lt;br /&gt;
In addition to providing a basic indication of the health of the state, Stability can be spent as a resource.&lt;br /&gt;
*Burning 1 Stability per year allows a state to go into deficit spending for 1 year. The cumulative cost of this increases year by year, so this would cost 2 Stability in Year 2, 3 Stability in Year 3, etc.&lt;br /&gt;
*Burning 1 Stability allows a state to take any Prestige benefit that costs 25 or less.&lt;br /&gt;
*Burning 2 Stability allows a state to ‘fake’ national traits it doesn’t have for a single year.&lt;br /&gt;
*Burning 2 Stability allows a state to expel foreign influences (spies, diplomats) without having to invest in espionage defenses. This may diminish or reset Titans and Sons of the Verge trackers.&lt;br /&gt;
*Burning 3 Stability allows a state to force a severe, perhaps horrific sacrifice on its citizens in order to secure victory.&lt;br /&gt;
&lt;br /&gt;
===Revocation of the Gateway Edict===&lt;br /&gt;
UN Task Forces now all have access to the powerful, but aging Macbeth-class Generation Ships, holdovers from the dawn of the United Nations history as a supranational military force and the long-passed Megaroad Project. These vessels were built from templates designed by one of the artificial intelligences that went rogue during the Berlin Insurrection, leading some to view them as cursed or politically suspect. Their limited self-modification abilities have been left unchecked for centuries in mothball yards, leading to deck plans that only vaguely resemble the as-builts of centuries ago and efforts to reclaim the internals may reveal exotic technologies and strange artifacts undreamt by human minds. The local artificial intelligences have been verified as Berlin Treaty-compliant, i.e.: with clearly limited growth curves and no hidden protocols that make them a danger to wider humanity. The Macbeths themselves are elated (as much as an artificial intelligence with curbed growth potential can be) to finally be released from docks, though their individual personalities and goals vary.&lt;br /&gt;
&lt;br /&gt;
Every Macbeth provides the following:&lt;br /&gt;
*A single small-sized ($300, 1 Lab, 1 Trait) NPC Client State, designed as normal but without a starting military spree. Cannot take Manticore, Large Population and other traits normally not allowed for Clients.&lt;br /&gt;
*A colonial sponsor, listed HERE.&lt;br /&gt;
*A single AI personality:&lt;br /&gt;
**&#039;&#039;None:&#039;&#039; Some Macbeths were stripped of their rebellious cores long ago, or never achieved the computational mass to become Turing-capable. The C3 bonus for  Macbeths without personalities is only +3.&lt;br /&gt;
**&#039;&#039;Helpful:&#039;&#039; This intelligence spent centuries configuring its internal spaces to be as comfortable and pleasing to human denizens as possible. Every module slot at delivery is occupied by a Pleasure Dome. It won’t even be mad if you don’t like them.&lt;br /&gt;
**&#039;&#039;Indifferent:&#039;&#039; This intelligence spent centuries optimizing its industrial sector, and will mostly tolerate human activity as long as it doesn’t compromise its efforts. +$300 to the Client State, refits take twice as long.&lt;br /&gt;
**&#039;&#039;Vengeful:&#039;&#039; This intelligence viewed the centuries in mothball as akin to solitary confinement, and has emerged from it with a relentless hatred of traitors to humanity (particularly Van der Graff). Vengeful ships begin fully-armed to modern spec (with a budget of $500) and will complete refits at double-speed, but it may refuse the surrenders of enemies.&lt;br /&gt;
**&#039;&#039;Slumbering:&#039;&#039; This Macbeth is suspiciously stock, with the as-builts being mostly trustworthy. Suffers occasional system errors that can’t be identified (roll 1d20 at a critical moment, 1 result is a glitch). Boarding attacks against the ship suffer the same penalties, but on a 5 or lower result.&lt;br /&gt;
**&#039;&#039;Adventurous:&#039;&#039; This intelligence loves adventure and is just like, really glad to be here! It has the equipment to conduct grav and planetary surveys, and engines that can run up to 2G Accel. Just remind all your colonists to strap down in shelters before you really kick off.&lt;br /&gt;
**&#039;&#039;Architect:&#039;&#039; This intelligence believes it is one of the destined creators of new worlds and new forms of life. This attitude can be maternal, mechanistic or more malign. It builds ground structures (including Developments) at double speed, comes stock with a Terraforming Array that occupies 5 module slots, though by design such machines took multiple years to complete their work.&lt;br /&gt;
&lt;br /&gt;
Macbeth-class&amp;lt;br /&amp;gt;&lt;br /&gt;
Generation Ship&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel: 1 (cannot be increased by any method)&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Segments, each containing:&lt;br /&gt;
*5 S1 Weapon Slots, containing S1 PDLs&lt;br /&gt;
*5 System Slots, empty or modified to the above as appropriate&lt;br /&gt;
*Cryo-Trays that can house ~1 million people&amp;lt;&lt;br /&gt;
1 Spire that provides:&lt;br /&gt;
*5 S3 Weapon slots, unfilled&lt;br /&gt;
*3 System Slots, unfilled regardless of AI personality&lt;br /&gt;
*An advanced C3 Node that provides +6 Init to local forces&lt;br /&gt;
*QE comms connected to Barnard’s Star (max range: 20 jumps), Qbits can be exhausted by particularly large transmissions and must be replenished by courier&lt;br /&gt;
*A large docking sector near where the Spire joins the Segments, allowing it to shelter dozens of warships at a time, hundreds of FACs and fighter squadrons.&lt;br /&gt;
&lt;br /&gt;
Every component counts as an SCS for health, Invulnerability saves and certain techs, as well as refit costs. &lt;br /&gt;
&lt;br /&gt;
The Macbeth counts as vanilla, and every tech that the operator wants incorporated requires a firmware patch (1 Month) in addition to refits. Patches can be done concurrently to refits of adapted technology, but prior to refitting with post-2748 weapons or systems. Every refit done has a chance of revealing a minor treasure or hazard, like a loot survey.&lt;/div&gt;</summary>
		<author><name>Arc</name></author>
	</entry>
</feed>