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		<title>Lords of Ether (20th Anniversary Edition) Transtellars</title>
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		<summary type="html">&lt;p&gt;MJ12 Commando: /* Ether */&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;
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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;
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===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;
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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;
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===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;
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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;
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===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;
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One point of Ether Production costs 1 SP. This produces one Ether Unit (EU) per Month.&lt;br /&gt;
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==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;
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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;
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&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;
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&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;
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&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;
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===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;
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==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;
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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;
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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;
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==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;
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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;
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===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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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===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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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>MJ12 Commando</name></author>
	</entry>
	<entry>
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		<title>Lords of Ether (20th Anniversary Edition) Nations</title>
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		<updated>2022-11-17T00:41:50Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* 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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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===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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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=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>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62982</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62982"/>
		<updated>2016-12-04T20:15:15Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 4 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 4 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 3&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 3 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 3&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 12, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
: +4: Just a pair of problem solvers (37)&lt;br /&gt;
: +2: Side Session (39)&lt;br /&gt;
:: -4: Charisma 2-&amp;gt;3 (35)&lt;br /&gt;
: +2: Extraction (41)&lt;br /&gt;
:: -16: Cybernetics 2-&amp;gt;3 (25)&lt;br /&gt;
:: -4 Appearance 2-&amp;gt;3 (21)&lt;br /&gt;
:: -4 Strength 2-&amp;gt;4 (13)&lt;br /&gt;
:: -4 Dexterity 2-&amp;gt;4 (5)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62897</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62897"/>
		<updated>2016-11-16T04:06:40Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
* The base cost is then modified by Production aptitudes. Every level of the Production aptitude subtracts from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a base cost of less than 15 IP, production reduces the unit&#039;s cost by 1 IP per level.&lt;br /&gt;
** If a unit has a base cost of 40 IP or more, production reduces the unit&#039;s cost by 3 IP per level.&lt;br /&gt;
** Otherwise, production reduces the unit&#039;s cost by 2 IP per level.&lt;br /&gt;
* If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the cost is multiplied by that number after Production is applied.&amp;lt;br&amp;gt;&lt;br /&gt;
* A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Enchantments===&lt;br /&gt;
* Enchantments provide a boost to a unit&#039;s aptitudes.&lt;br /&gt;
** Units may possess 1 enchantment and 1 additional enchantment per level of Magic aptitude.&lt;br /&gt;
** Units with Casting Chambers may accept 2 additional enchantments.&lt;br /&gt;
** A spellcaster may create 2 enchantments per week, +1 per level of Magic aptitude.&lt;br /&gt;
** A nation may place a single Lv1 enchantment on a unit through their general logistics pool. This cannot be used in conjunction with spellcaster-granted enchantments.&lt;br /&gt;
* Enchantments are rated by Level, from Level 1 to Level 3.&lt;br /&gt;
** Level 1 Enchantments are roughly equivalent to +1 in an aptitude, cost base 1 Ether, and require a spellcaster capable of casting Level 1 spells.&lt;br /&gt;
** Level 2 Enchantments are roughly equivalent to +2 in an aptitude, cost base 2 Ether, and require a spellcaster capable of casting Level 2 spells.&lt;br /&gt;
** Level 3 Enchantments are roughly equivalent to +3 in an aptitude, cost base 3 Ether, and require a spellcaster capable of casting Level 3 spells.&lt;br /&gt;
** Multiply the base cost of an enchantment by the cost multiplier of the unit batch.&lt;br /&gt;
** Reduce the effective level of an Enchantment by 1 if they are enhancing an already-extant upgrade on a unit. This does not reduce the enchantment&#039;s base cost.&lt;br /&gt;
* Enchantments last for 1 quarter unless expended.&lt;br /&gt;
** Paying double cost will allow the enchantment to last for 1 year unless expended.&lt;br /&gt;
** An enchantment is expended after a major battle or other significant expenditure of effort.&lt;br /&gt;
** Certain enchantments may also be expended for a significant temporary boost of effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Reduced Tech (D)&lt;br /&gt;
** General reduction to all attributes.&lt;br /&gt;
** Effectively -1 to all relevant aptitudes.&lt;br /&gt;
** Powers with the &amp;quot;Reduced Technology&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
* Nothing But Magic (D)&lt;br /&gt;
** Extreme reduction to all attributes.&lt;br /&gt;
** Effectively -2 to all relevant aptitudes.&lt;br /&gt;
** Counts as 2 downgrades.&lt;br /&gt;
** Powers with the &amp;quot;Nothing But Magic&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Casting Circuits/Wizard Tower (U)&lt;br /&gt;
** Enhances the unit&#039;s ability to work with mages.&lt;br /&gt;
** The unit may accept 2 additional enchantments.&lt;br /&gt;
** The unit also upgrades spells of a certain level if large enough.&lt;br /&gt;
*** If the unit has a batch size of less than 25 units per batch, it enhances Level 1 spells.&lt;br /&gt;
*** If the unit has a batch size of less than 5 units per batch, it enhances Level 2 spells.&lt;br /&gt;
*** If the unit has a cost multiplier of 3 or higher, it enhances Level 3 spells.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All non-battlesuit infantry use 1 CP for trips of a day or less, 5 CP for trips of less than 1 week, and 20 CP otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP for trips longer than 1 week&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP if the trip takes more than 1 week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfighters&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* 4 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*50 DP or 3 docking collars per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Expensive&lt;br /&gt;
*100 DP or 6 docking collars per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x5 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62853</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62853"/>
		<updated>2016-11-05T11:33:03Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Air Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Enchantments===&lt;br /&gt;
* Enchantments provide a boost to a unit&#039;s aptitudes.&lt;br /&gt;
** Units may possess 1 enchantment and 1 additional enchantment per level of Magic aptitude.&lt;br /&gt;
** Units with Casting Chambers may accept 2 additional enchantments.&lt;br /&gt;
** A spellcaster may create 2 enchantments per week, +1 per level of Magic aptitude.&lt;br /&gt;
** A nation may place a single Lv1 enchantment on a unit through their general logistics pool. This cannot be used in conjunction with spellcaster-granted enchantments.&lt;br /&gt;
* Enchantments are rated by Level, from Level 1 to Level 3.&lt;br /&gt;
** Level 1 Enchantments are roughly equivalent to +1 in an aptitude, cost base 1 Ether, and require a spellcaster capable of casting Level 1 spells.&lt;br /&gt;
** Level 2 Enchantments are roughly equivalent to +2 in an aptitude, cost base 2 Ether, and require a spellcaster capable of casting Level 2 spells.&lt;br /&gt;
** Level 3 Enchantments are roughly equivalent to +3 in an aptitude, cost base 3 Ether, and require a spellcaster capable of casting Level 3 spells.&lt;br /&gt;
** Multiply the base cost of an enchantment by the cost multiplier of the unit batch.&lt;br /&gt;
** Reduce the effective level of an Enchantment by 1 if they are enhancing an already-extant upgrade on a unit. This does not reduce the enchantment&#039;s base cost.&lt;br /&gt;
* Enchantments last for 1 quarter unless expended.&lt;br /&gt;
** Paying double cost will allow the enchantment to last for 1 year unless expended.&lt;br /&gt;
** An enchantment is expended after a major battle or other significant expenditure of effort.&lt;br /&gt;
** Certain enchantments may also be expended for a significant temporary boost of effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Reduced Tech (D)&lt;br /&gt;
** General reduction to all attributes.&lt;br /&gt;
** Effectively -1 to all relevant aptitudes.&lt;br /&gt;
** Powers with the &amp;quot;Reduced Technology&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
* Nothing But Magic (D)&lt;br /&gt;
** Extreme reduction to all attributes.&lt;br /&gt;
** Effectively -2 to all relevant aptitudes.&lt;br /&gt;
** Counts as 2 downgrades.&lt;br /&gt;
** Powers with the &amp;quot;Nothing But Magic&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Casting Circuits/Wizard Tower (U)&lt;br /&gt;
** Enhances the unit&#039;s ability to work with mages.&lt;br /&gt;
** The unit may accept 2 additional enchantments.&lt;br /&gt;
** The unit also upgrades spells of a certain level if large enough.&lt;br /&gt;
*** If the unit has a batch size of less than 25 units per batch, it enhances Level 1 spells.&lt;br /&gt;
*** If the unit has a batch size of less than 5 units per batch, it enhances Level 2 spells.&lt;br /&gt;
*** If the unit has a cost multiplier of 3 or higher, it enhances Level 3 spells.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All non-battlesuit infantry use 1 CP for trips of a day or less, 5 CP for trips of less than 1 week, and 20 CP otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP for trips longer than 1 week&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP if the trip takes more than 1 week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfighters&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* 4 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*50 DP or 3 docking collars per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Expensive&lt;br /&gt;
*100 DP or 6 docking collars per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x5 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62852</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62852"/>
		<updated>2016-11-05T11:30:29Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Enchantments===&lt;br /&gt;
* Enchantments provide a boost to a unit&#039;s aptitudes.&lt;br /&gt;
** Units may possess 1 enchantment and 1 additional enchantment per level of Magic aptitude.&lt;br /&gt;
** Units with Casting Chambers may accept 2 additional enchantments.&lt;br /&gt;
** A spellcaster may create 2 enchantments per week, +1 per level of Magic aptitude.&lt;br /&gt;
** A nation may place a single Lv1 enchantment on a unit through their general logistics pool. This cannot be used in conjunction with spellcaster-granted enchantments.&lt;br /&gt;
* Enchantments are rated by Level, from Level 1 to Level 3.&lt;br /&gt;
** Level 1 Enchantments are roughly equivalent to +1 in an aptitude, cost base 1 Ether, and require a spellcaster capable of casting Level 1 spells.&lt;br /&gt;
** Level 2 Enchantments are roughly equivalent to +2 in an aptitude, cost base 2 Ether, and require a spellcaster capable of casting Level 2 spells.&lt;br /&gt;
** Level 3 Enchantments are roughly equivalent to +3 in an aptitude, cost base 3 Ether, and require a spellcaster capable of casting Level 3 spells.&lt;br /&gt;
** Multiply the base cost of an enchantment by the cost multiplier of the unit batch.&lt;br /&gt;
** Reduce the effective level of an Enchantment by 1 if they are enhancing an already-extant upgrade on a unit. This does not reduce the enchantment&#039;s base cost.&lt;br /&gt;
* Enchantments last for 1 quarter unless expended.&lt;br /&gt;
** Paying double cost will allow the enchantment to last for 1 year unless expended.&lt;br /&gt;
** An enchantment is expended after a major battle or other significant expenditure of effort.&lt;br /&gt;
** Certain enchantments may also be expended for a significant temporary boost of effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Reduced Tech (D)&lt;br /&gt;
** General reduction to all attributes.&lt;br /&gt;
** Effectively -1 to all relevant aptitudes.&lt;br /&gt;
** Powers with the &amp;quot;Reduced Technology&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
* Nothing But Magic (D)&lt;br /&gt;
** Extreme reduction to all attributes.&lt;br /&gt;
** Effectively -2 to all relevant aptitudes.&lt;br /&gt;
** Counts as 2 downgrades.&lt;br /&gt;
** Powers with the &amp;quot;Nothing But Magic&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Casting Circuits/Wizard Tower (U)&lt;br /&gt;
** Enhances the unit&#039;s ability to work with mages.&lt;br /&gt;
** The unit may accept 2 additional enchantments.&lt;br /&gt;
** The unit also upgrades spells of a certain level if large enough.&lt;br /&gt;
*** If the unit has a batch size of less than 25 units per batch, it enhances Level 1 spells.&lt;br /&gt;
*** If the unit has a batch size of less than 5 units per batch, it enhances Level 2 spells.&lt;br /&gt;
*** If the unit has a cost multiplier of 3 or higher, it enhances Level 3 spells.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All non-battlesuit infantry use 1 CP for trips of a day or less, 5 CP for trips of less than 1 week, and 20 CP otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP for trips longer than 1 week&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP if the trip takes more than 1 week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x5 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62851</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62851"/>
		<updated>2016-11-05T11:19:39Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Reduced Tech (D)&lt;br /&gt;
** General reduction to all attributes.&lt;br /&gt;
** Effectively -1 to all relevant aptitudes.&lt;br /&gt;
** Powers with the &amp;quot;Reduced Technology&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
* Nothing But Magic (D)&lt;br /&gt;
** Extreme reduction to all attributes.&lt;br /&gt;
** Effectively -2 to all relevant aptitudes.&lt;br /&gt;
** Counts as 2 downgrades.&lt;br /&gt;
** Powers with the &amp;quot;Nothing But Magic&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All non-battlesuit infantry use 1 CP for trips of a day or less, 5 CP for trips of less than 1 week, and 20 CP otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP for trips longer than 1 week&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP if the trip takes more than 1 week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x5 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62850</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62850"/>
		<updated>2016-11-05T11:19:06Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Reduced Tech (D)&lt;br /&gt;
** General reduction to all attributes.&lt;br /&gt;
** Effectively -1 to all relevant aptitudes.&lt;br /&gt;
** Powers with the &amp;quot;Reduced Technology&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
* Nothing But Magic (D)&lt;br /&gt;
** Extreme reduction to all attributes.&lt;br /&gt;
** Effectively -2 to all relevant aptitudes.&lt;br /&gt;
** Counts as 2 downgrades.&lt;br /&gt;
** Powers with the &amp;quot;Nothing But Magic&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All non-battlesuit infantry use 1 CP for trips of a day or less, 5 CP for trips of less than 1 week, and 20 CP otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit, 25 CP for trips longer than 1 week&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x5 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62833</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62833"/>
		<updated>2016-10-23T23:29:04Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 3&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 3 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 12, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
: +4: Just a pair of problem solvers (37)&lt;br /&gt;
: +2: Side Session (39)&lt;br /&gt;
:: -4: Charisma 2-&amp;gt;3 (35)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62832</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62832"/>
		<updated>2016-10-23T23:28:30Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* XP and Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 3 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 12, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
: +4: Just a pair of problem solvers (37)&lt;br /&gt;
: +2: Side Session (39)&lt;br /&gt;
:: -4: Charisma 2-&amp;gt;3 (35)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62830</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62830"/>
		<updated>2016-10-23T07:01:50Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Reduced Tech (D)&lt;br /&gt;
** General reduction to all attributes.&lt;br /&gt;
** Effectively -1 to all relevant aptitudes.&lt;br /&gt;
** Powers with the &amp;quot;Reduced Technology&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
* Nothing But Magic (D)&lt;br /&gt;
** Extreme reduction to all attributes.&lt;br /&gt;
** Effectively -2 to all relevant aptitudes.&lt;br /&gt;
** Counts as 2 downgrades.&lt;br /&gt;
** Powers with the &amp;quot;Nothing But Magic&amp;quot; flaw must add this downgrade to all units.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62827</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62827"/>
		<updated>2016-10-18T09:41:42Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Upkeep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of active units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62820</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62820"/>
		<updated>2016-10-17T21:20:24Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Expansion==&lt;br /&gt;
===General===&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 15% in a single category per year.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
*A nation cannot expand more than 30% in a single category per year if a growth token is spent.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
===Trade===&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.&lt;br /&gt;
===Industry===&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
===Ether===&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
===Logistics===&lt;br /&gt;
*2 points of logistics costs 1 credit base.&lt;br /&gt;
*An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this &#039;&#039;is&#039;&#039; affected by growth threshold multipliers and &#039;&#039;is&#039;&#039; limited by normal growth caps.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.&lt;br /&gt;
===Growth Tokens===&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62819</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62819"/>
		<updated>2016-10-17T21:10:15Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Ether */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
===Expansion===&lt;br /&gt;
====General====&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
====Population====&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
====Economy====&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
====Trade====&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
====Industry====&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
*Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.&lt;br /&gt;
&lt;br /&gt;
====Growth Tokens====&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62818</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62818"/>
		<updated>2016-10-17T21:09:37Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
===Expansion===&lt;br /&gt;
====General====&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
====Population====&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
====Economy====&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
====Trade====&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
====Industry====&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
*Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.&lt;br /&gt;
&lt;br /&gt;
====Ether====&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
====Growth Tokens====&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62817</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62817"/>
		<updated>2016-10-17T21:06:53Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Nation Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
===Expansion===&lt;br /&gt;
====General====&lt;br /&gt;
Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.&lt;br /&gt;
*At 0-5%, there is no cost multiplier.&lt;br /&gt;
*At 5-10%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 10-15%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
&lt;br /&gt;
Using a growth token modifies these thresholds for that year only.&lt;br /&gt;
*At 0-10%, there is no cost multiplier.&lt;br /&gt;
*At 10-20%, multiply the total credit cost of expansion in that area by 2.&lt;br /&gt;
*At 20-30%, multiply the total credit cost of expansion in that area by 4.&lt;br /&gt;
&lt;br /&gt;
Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.&lt;br /&gt;
*Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.&lt;br /&gt;
&lt;br /&gt;
====Population====&lt;br /&gt;
Population grows naturally at 1% a year. This is doubled by Green Fields.&lt;br /&gt;
====Economy====&lt;br /&gt;
Economy grows naturally at a certain amount in a year.&lt;br /&gt;
====Trade====&lt;br /&gt;
*1 point of Trade costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
====Industry====&lt;br /&gt;
*1 point of Industry costs 5 + (5 * logistics rating) credits base.&lt;br /&gt;
*Each point of industry costs an additional 1 IP, which must be spent sometime in the year.&lt;br /&gt;
*Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
====Ether====&lt;br /&gt;
*1 point of Ether costs 10 + (5 * logistics rating) credits base.&lt;br /&gt;
*Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers, but is not compatible with the first option.&lt;br /&gt;
====Growth Tokens====&lt;br /&gt;
*Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.&lt;br /&gt;
*Growth Tokens are not (normally?) renewable.&lt;br /&gt;
*Spending a Growth Token doubles population and economic growth.&lt;br /&gt;
*Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.&lt;br /&gt;
====Negative Growth====&lt;br /&gt;
*A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Infrastructure====&lt;br /&gt;
&#039;&#039;&#039;Green Fields&#039;&#039;&#039;&lt;br /&gt;
*Doubles baseline population growth (to 2%).&lt;br /&gt;
*Adds an additional growth token.&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62816</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62816"/>
		<updated>2016-10-17T18:34:27Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Negative Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 2 GL/week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
* Base strategic cruising speeds reduced by 4 GL/week.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62815</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62815"/>
		<updated>2016-10-17T18:31:21Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Technological */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Reduced Technology&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
* Reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;late 20th century.&#039;&lt;br /&gt;
* All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 1 additional quarter to build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing But Magic&#039;&#039;&#039; (100 NCP)&lt;br /&gt;
* Drastically reduces a nation&#039;s overall technology level.&lt;br /&gt;
* For a power with a technological aesthetic, approximate technological level is &#039;1940s-1950s.&#039;&lt;br /&gt;
* All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.&lt;br /&gt;
* Units take 2 additional quarters to build.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62814</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62814"/>
		<updated>2016-10-17T18:25:16Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Modifies a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.&lt;br /&gt;
** On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a naval unit or zeppelin with additional hangars or troop bays.&lt;br /&gt;
** Units gain a differing amount of CP or DP, as listed in their writeup.&lt;br /&gt;
** 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.&lt;br /&gt;
** As a downgrade, this eliminates all of a unit&#039;s hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).&lt;br /&gt;
** As a &#039;&#039;negative&#039;&#039; aptitude this eliminates all DP on vessels and bars the construction of carriers.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62813</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62813"/>
		<updated>2016-10-17T17:51:06Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Prohibits the use of Doomsday magic.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62812</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62812"/>
		<updated>2016-10-17T08:36:15Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Trait List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
===Positive Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
&#039;&#039;&#039;Boutique Engineers&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*A unit has a maximum &#039;&#039;net&#039;&#039; upgrade number, rather than a maximum upgrade number.&lt;br /&gt;
** Net upgrades are equal to (upgrades - downgrades).&lt;br /&gt;
*Adds +2 to the maximum number of upgrades a unit can have.&lt;br /&gt;
*Mass production of units is restricted to units with 1 net upgrade or fewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Edge&#039;&#039;&#039; (75 NCP/50 NCP for Zaibatsus)&lt;br /&gt;
*Adds +1 to the maximum number of upgrades a unit can have.&lt;br /&gt;
&lt;br /&gt;
===Negative Traits===&lt;br /&gt;
====Technological====&lt;br /&gt;
====Military====&lt;br /&gt;
&#039;&#039;&#039;Nuke Free Zone&#039;&#039;&#039; (25 NCP)&lt;br /&gt;
*Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.&lt;br /&gt;
*Basic Gas is limited to a Lethality of ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inept Military&#039;&#039;&#039; (50 NCP)&lt;br /&gt;
*General reduction in all military capability.&lt;br /&gt;
*Reduces construction time for all units by 1 quarter.&lt;br /&gt;
&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
[[Category: After Ether]]&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62801</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62801"/>
		<updated>2016-10-16T21:47:45Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Fortifications and Hardpoints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
===Space Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Skymine Constellation&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Buoy&#039;&#039;&#039;&lt;br /&gt;
*50 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picket Fort&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*20 DP&lt;br /&gt;
*+10 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
*100 DP&lt;br /&gt;
*+50 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Fort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x3 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*200 DP&lt;br /&gt;
*+100 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfort&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x15 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*1000 DP&lt;br /&gt;
*+500 DP per upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocketstar&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x100 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
*effectively infinite DP&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Field Generator&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x10 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Warning Net&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62800</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62800"/>
		<updated>2016-10-16T21:40:11Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
=Unit Types=&lt;br /&gt;
==Tags==&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
==Infantry==&lt;br /&gt;
===Normal Infantry===&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
===Armor===&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
==Air Units==&lt;br /&gt;
===Tactical Air===&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Strategic Air===&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Airlift===&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
===Aviation===&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Superheavy Air===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Gunship&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bomber&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlifter&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Cargo Capacity: ??? DP&lt;br /&gt;
*??? DP per unit&lt;br /&gt;
&lt;br /&gt;
==Zeppelins and Warships==&lt;br /&gt;
===Zeppelins===&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Small and Medium Warships===&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
===Capital Warships===&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Really Big Warships===&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
==Civilian and Paramilitary Vessels==&lt;br /&gt;
===Freighters===&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
===Escorts and Raiders===&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Hardpoints==&lt;br /&gt;
===Ground Fortifications===&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62799</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62799"/>
		<updated>2016-10-16T21:25:08Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
===Tags===&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;No Upkeep&#039;&#039;&#039;: The unit has no logistics upkeep.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
*&#039;&#039;&#039;Limited Aptitudes&#039;&#039;&#039;: The unit does not benefit from aptitudes without a relevant upgrade.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
====Normal Infantry====&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
====Heavy Infantry====&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
====Armor====&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
===Air Units===&lt;br /&gt;
====Tactical Air====&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
====Strategic Air====&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
====Airlift====&lt;br /&gt;
All airlift can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Airlift&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Airlift&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Cargo Capacity: 100 CP (ignores airlift penalty)&lt;br /&gt;
* 20 DP per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.&lt;br /&gt;
&lt;br /&gt;
====Aviation====&lt;br /&gt;
Aviation cannot transit starways under its own power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +20 CP per cargo upgrade&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Aviation Transport&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Cargo Capacity: 25 CP&lt;br /&gt;
* 2 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carryall&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* Cargo Capacity: 100 CP&lt;br /&gt;
* 5 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Zeppelins and Warships===&lt;br /&gt;
====Zeppelins====&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Small and Medium Warships====&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
====Capital Warships====&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Really Big Warships====&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;br /&gt;
&lt;br /&gt;
===Civilian and Paramilitary Vessels===&lt;br /&gt;
====Freighters====&lt;br /&gt;
&#039;&#039;&#039;Freighter&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Freighter&#039;&#039;&#039;&lt;br /&gt;
* 10 units per batch&lt;br /&gt;
* Unarmed, Limited Aptitudes&lt;br /&gt;
* 50,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superfreighter&#039;&#039;&#039;&lt;br /&gt;
* 12 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 200,000 CP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megafreighters&#039;&#039;&#039;&lt;br /&gt;
* 3 units per batch&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 1,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigafreighter&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x10 cost multiplier&lt;br /&gt;
* Civilian, Unarmed, Limited Aptitudes&lt;br /&gt;
* 25,000,000 CP&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.&lt;br /&gt;
&lt;br /&gt;
====Escorts and Raiders====&lt;br /&gt;
&#039;&#039;&#039;Merchant Escort&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Carrier&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Civilian&lt;br /&gt;
* Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP&lt;br /&gt;
* +1000 CP, 10 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Raider&#039;&#039;&#039;&lt;br /&gt;
* 8 units per batch&lt;br /&gt;
* Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +400 CP, 4 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
===Fortifications and Hardpoints===&lt;br /&gt;
====Ground Fortifications====&lt;br /&gt;
&#039;&#039;&#039;Minefield&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*No Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillboxes&#039;&#039;&#039;&lt;br /&gt;
*1000 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039;&lt;br /&gt;
*100 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Walls count as 10% of their IP for logistics load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redoubt&#039;&#039;&#039;&lt;br /&gt;
*20 units per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bunkers&#039;&#039;&#039;&lt;br /&gt;
*25 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039;&lt;br /&gt;
*5 units per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Bunker&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geofront&#039;&#039;&#039;&lt;br /&gt;
*1 unit per batch&lt;br /&gt;
*x25 Cost Multiplier&lt;br /&gt;
*Fortification, Very Low Upkeep&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62798</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62798"/>
		<updated>2016-10-16T20:47:20Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
===Tags===&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
====Normal Infantry====&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
====Heavy Infantry====&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
====Armor====&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
===Air Units===&lt;br /&gt;
====Tactical Air====&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
====Strategic Air====&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Zeppelins and Warships===&lt;br /&gt;
====Zeppelins====&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Small and Medium Warships====&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
* Uses 1 docking collar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
* Uses 6 docking collars, 3 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
* Uses 12 docking collars, 8 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
* Uses 20 docking collars, 10 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
* Uses 24 docking collars, 12 if Parasite&lt;br /&gt;
&lt;br /&gt;
====Capital Warships====&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
* Uses 40 docking collars, 25 if Parasite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Really Big Warships====&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62797</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62797"/>
		<updated>2016-10-16T20:44:36Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
** 5 DP can be traded in for a docking collar to transport ships.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
* Parasite (D)&lt;br /&gt;
** Unit is a System Ship and cannot transit starlanes.&lt;br /&gt;
** Unit takes up reduced docking collar capacity.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
===Tags===&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
====Normal Infantry====&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
====Heavy Infantry====&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
====Armor====&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
===Air Units===&lt;br /&gt;
====Tactical Air====&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
====Strategic Air====&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Zeppelins and Warships===&lt;br /&gt;
====Zeppelins====&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Small and Medium Warships====&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Capital Warships====&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Really Big Warships====&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62796</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62796"/>
		<updated>2016-10-16T20:42:08Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
===Tags===&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Zeppelin&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 2.&lt;br /&gt;
*&#039;&#039;&#039;Civilian&#039;&#039;&#039;: The unit multiplies its base strategic cruising speed by 0.5.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
====Normal Infantry====&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
====Heavy Infantry====&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
====Armor====&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
===Air Units===&lt;br /&gt;
====Tactical Air====&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
====Strategic Air====&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Zeppelins and Warships===&lt;br /&gt;
====Zeppelins====&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship, Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Zeppelin&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive, Zeppelin&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Small and Medium Warships====&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Capital Warships====&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Really Big Warships====&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62795</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62795"/>
		<updated>2016-10-16T20:40:53Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** An &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to base cruising speed before modifiers.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Airmobile (U)&lt;br /&gt;
** Removes any CP penalty for being carried by an air unit.&lt;br /&gt;
&lt;br /&gt;
* Compact (U)&lt;br /&gt;
** Halves the CP or DP a unit requires.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50% for freighters.&lt;br /&gt;
** Warships and zeppelins gain CP as listed in their writeup.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP (already included in the per-upgrade stats below)&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
===Tags===&lt;br /&gt;
*&#039;&#039;&#039;Non-Mechanized&#039;&#039;&#039;: The unit&#039;s logistics footprint is halved for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Very Low Upkeep&#039;&#039;&#039;: The unit&#039;s logistics footprint is quartered for calculating logistics load.&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039;: The unit has no weapons by default.&lt;br /&gt;
*&#039;&#039;&#039;System Ship&#039;&#039;&#039;: The unit does not have the endurance to transit starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
====Normal Infantry====&lt;br /&gt;
All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levy Infantry&#039;&#039;&#039;&lt;br /&gt;
* 25,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Infantry&#039;&#039;&#039;&lt;br /&gt;
* 5,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crack Infantry&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Forces&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* Non-Mechanized&lt;br /&gt;
&lt;br /&gt;
====Heavy Infantry====&lt;br /&gt;
&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
====Armor====&lt;br /&gt;
&#039;&#039;&#039;Scout Vehicles&#039;&#039;&#039;&lt;br /&gt;
* 1,000 units per batch&lt;br /&gt;
* 10 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&lt;br /&gt;
* 250 units per batch&lt;br /&gt;
* 50 CP per unit, 100 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Armor&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Armor&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 &#039;&#039;&#039;DP&#039;&#039;&#039; per unit&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&#039;&#039;&#039;Self Propelled Gun&#039;&#039;&#039;&lt;br /&gt;
* 200 units per batch&lt;br /&gt;
* 100 CP per unit, 200 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Artillery&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 250 CP per unit, 500 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supergun&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
===Landships===&lt;br /&gt;
&#039;&#039;&#039;Mobile Gun Fort&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* 1,000 CP per unit, 5,000 CP if transported by air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthcruiser&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* 5,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Dreadnought&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* 25,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Siege Unit&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* 100,000 CP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megacannon&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x25 Cost Multiplier&lt;br /&gt;
* Cannot be transported&lt;br /&gt;
&lt;br /&gt;
===Air Units===&lt;br /&gt;
====Tactical Air====&lt;br /&gt;
Tactical air can travel 1 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Scout&#039;&#039;&#039;&lt;br /&gt;
* 100 units per batch&lt;br /&gt;
* Unarmed&lt;br /&gt;
* 0.5 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfighters&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039;&lt;br /&gt;
* 50 units per batch&lt;br /&gt;
* 1 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Fighters&#039;&#039;&#039;&lt;br /&gt;
* 20 units per batch&lt;br /&gt;
* 3 DP per unit&lt;br /&gt;
&lt;br /&gt;
====Strategic Air====&lt;br /&gt;
Strategic air can travel 5 GL through starways without upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Bombers&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* 6 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Bombers&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* 12 DP per unit&lt;br /&gt;
&lt;br /&gt;
===Zeppelins and Warships===&lt;br /&gt;
====Zeppelins====&lt;br /&gt;
&#039;&#039;&#039;Small Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 25 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP&lt;br /&gt;
* +100 CP per cargo upgrade&lt;br /&gt;
* 10 DP per unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Zeppelin&#039;&#039;&#039;&lt;br /&gt;
* 5 units per batch&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Titan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 400 CP, Hangar Capacity: 4 CP&lt;br /&gt;
* +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sky Leviathan&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP&lt;br /&gt;
* +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Small and Medium Warships====&lt;br /&gt;
&#039;&#039;&#039;Patrol Ships&#039;&#039;&#039;&lt;br /&gt;
* 15 units per batch&lt;br /&gt;
* System Ship&lt;br /&gt;
* Cargo Capacity: 0 CP, Hangar Capacity: 0 CP&lt;br /&gt;
* +200 CP, 2 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Warship&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 200 CP, Hangar Capacity: 2 DP&lt;br /&gt;
* +600 CP, 6 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Carrier&#039;&#039;&#039;&lt;br /&gt;
* 4 units per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP&lt;br /&gt;
* +1300 CP, 13 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 600 CP, Hangar Capacity: 6 DP&lt;br /&gt;
* +2500 CP, 25 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +3300 CP, 33 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Capital Warships====&lt;br /&gt;
&#039;&#039;&#039;Large Warship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP&lt;br /&gt;
* +5000 CP, 50 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Carrier&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x3 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP&lt;br /&gt;
* +6700 CP, 67 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x12 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP&lt;br /&gt;
* +30000 CP, 300 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
====Really Big Warships====&lt;br /&gt;
&#039;&#039;&#039;Megacapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x100 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP&lt;br /&gt;
* +200000 CP, 2000 DP per carrying upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypercapital Ship&#039;&#039;&#039;&lt;br /&gt;
* 1 unit per batch&lt;br /&gt;
* Expensive&lt;br /&gt;
* x1000 Cost Multiplier&lt;br /&gt;
* Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62794</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62794"/>
		<updated>2016-10-16T19:49:25Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Mobility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels an &#039;&#039;upgrade&#039;&#039; adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, an &#039;&#039;upgrade&#039;&#039; adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP.&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62793</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62793"/>
		<updated>2016-10-16T19:48:19Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Aptitudes, Upgrades, and Downgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP.&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
** Requires 2 or more upgrades to work.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62792</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62792"/>
		<updated>2016-10-16T19:47:41Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Unit Aptitudes, Upgrades, and Downgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Weapons (U)&lt;br /&gt;
** Allows a unit to engage umbral units.&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against temporary systems loss, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Electronics===&lt;br /&gt;
* Command (A)&lt;br /&gt;
** Improves the likelihood that your units will be engaging in combat on advantageous terms.&lt;br /&gt;
&lt;br /&gt;
* Sensors (A)&lt;br /&gt;
** Modifies a unit&#039;s detection ability.&lt;br /&gt;
** Sensors also modify a unit&#039;s long-range weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Stealth (A)&lt;br /&gt;
** Modifies a unit&#039;s ability to defeat sensors.&lt;br /&gt;
** In some situations, stealth reduces enemy weapons accuracy.&lt;br /&gt;
&lt;br /&gt;
* Anti-Umbral Sensors (U)&lt;br /&gt;
** Allows a unit to detect Umbral units.&lt;br /&gt;
** Primarily used for non-zeppelin air.&lt;br /&gt;
** Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.&lt;br /&gt;
&lt;br /&gt;
* Cargo (U)&lt;br /&gt;
** Increases a unit&#039;s ability to haul cargo.&lt;br /&gt;
** Increases base cargo hauling ability by 50%.&lt;br /&gt;
&lt;br /&gt;
* Carrying Capacity (U)&lt;br /&gt;
** Provides a unit with additional hangars or troop bays.&lt;br /&gt;
** Provides 100 CP per added DP.&lt;br /&gt;
** 1 DP can be traded in for 500 additional CP.&lt;br /&gt;
&lt;br /&gt;
* Umbral-Capable (U)&lt;br /&gt;
** Allows a unit to hide in the Umbra.&lt;br /&gt;
** Umbral units have no shields.&lt;br /&gt;
** Umbral units are hard to detect but vulnerable to counter-Umbral weapons.&lt;br /&gt;
&lt;br /&gt;
* High-Traction Drives (U)&lt;br /&gt;
** Unit no longer takes speed penalty from carrying external vessels.&lt;br /&gt;
&lt;br /&gt;
* Bathysphere (U)&lt;br /&gt;
** Unit can explore stormways.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62791</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62791"/>
		<updated>2016-10-16T19:31:12Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U/D)&lt;br /&gt;
** General modification to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against critical damage.&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against criticals to vulnerable systems, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62790</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62790"/>
		<updated>2016-10-16T19:30:34Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Basic Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** An Elite unit adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
&lt;br /&gt;
===Unit Refits===&lt;br /&gt;
* Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP. &lt;br /&gt;
* Refits take 1 quarter per refit, plus any time multiplier from a unit&#039;s cost multiplier.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U)&lt;br /&gt;
** General improvement to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against critical damage.&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against criticals to vulnerable systems, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62789</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62789"/>
		<updated>2016-10-16T19:27:46Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Basic Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U)&lt;br /&gt;
** General improvement to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against critical damage.&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against criticals to vulnerable systems, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62788</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62788"/>
		<updated>2016-10-16T19:21:38Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time. Instead, subtract 1 from the cost multiplier and add that many quarters to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U)&lt;br /&gt;
** General improvement to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
* Weapon Range (U/D)&lt;br /&gt;
** Modifies a unit&#039;s engagement range.&lt;br /&gt;
&lt;br /&gt;
* Heavy Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage larger units.&lt;br /&gt;
&lt;br /&gt;
* Light Weapons (U)&lt;br /&gt;
** Improves a unit&#039;s ability to engage smaller units.&lt;br /&gt;
&lt;br /&gt;
* Anti-Air Weapons (U/D)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units.&lt;br /&gt;
** Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.&lt;br /&gt;
** Cannot be taken as a downgrade on units which have no AA. This includes:&lt;br /&gt;
*** Ground units smaller than Mobile Gun Forts&lt;br /&gt;
*** Fast Bombers (no defensive weapons by default)&lt;br /&gt;
&lt;br /&gt;
* Multirole (U)&lt;br /&gt;
** Improves a unit&#039;s capability to engage air units without compromising ground attack.&lt;br /&gt;
** Requires 2 upgrades to be equivalent to a +1 AA upgrade.&lt;br /&gt;
** Unnecessary for multirole units like mecha and heavy fighters.&lt;br /&gt;
&lt;br /&gt;
* Ordinance (U)&lt;br /&gt;
** Improves an air unit&#039;s capability to engage ground and naval targets.&lt;br /&gt;
** Available for air units only.&lt;br /&gt;
** Unnecessary for bombers.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
* Armor (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Armor provides better protection than shields, but provides less protection against critical damage.&lt;br /&gt;
&lt;br /&gt;
* Shields (A)&lt;br /&gt;
** Modifies a unit&#039;s survivability.&lt;br /&gt;
** Shields provide good protection against criticals to vulnerable systems, but give less protection than armor.&lt;br /&gt;
** Shields provide limited countermagic capability.&lt;br /&gt;
&lt;br /&gt;
* ECM (A)&lt;br /&gt;
** Decreases the accuracy of enemy weapons fire.&lt;br /&gt;
** Particularly effective against Exotic Weapons.&lt;br /&gt;
** ECM effectiveness improves at range.&lt;br /&gt;
** ECM provides no protection in close combat.&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62787</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62787"/>
		<updated>2016-10-16T19:10:39Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* =Mobility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time. Instead, subtract 1 from the cost multiplier and add that many quarters to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U)&lt;br /&gt;
** General improvement to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62786</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62786"/>
		<updated>2016-10-16T19:10:17Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC Allies of other players&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&amp;lt;br&amp;gt;&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Standard NPCs: 4 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- Large NPCs: 6 Influence&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&amp;lt;br&amp;gt;&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&amp;lt;br&amp;gt;&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&amp;lt;br&amp;gt;&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
** Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every aptitude applied to a batch adds +1 IP to the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** Every level of the Production aptitude subtracts 2 IP from the cost.&amp;lt;br&amp;gt;&lt;br /&gt;
** If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
** Expensive does not apply.&amp;lt;br&amp;gt;&lt;br /&gt;
** A unit with a cost multiplier per batch does not multiply the build time. Instead, subtract 1 from the cost multiplier and add that many quarters to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Inept Military subtracts 1 quarter from the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Reduced Technology adds 1 quarter to the build time.&amp;lt;br&amp;gt;&lt;br /&gt;
** A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
* A unit can generally support up to 3 upgrades.&lt;br /&gt;
* An upgrade is equivalent to 2-3 aptitudes.&lt;br /&gt;
* Certain powers can support more upgrades on a unit.&lt;br /&gt;
** Powers with Bleeding Edge can add one more upgrade to a unit.&lt;br /&gt;
** Powers with Boutique can add two more upgrades to a unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
** Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
** Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
** If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
** Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
** Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
** Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&amp;lt;br&amp;gt;&lt;br /&gt;
** Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&amp;lt;br&amp;gt;&lt;br /&gt;
** All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes, Upgrades, and Downgrades==&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
* (U): This is available as an upgrade.&lt;br /&gt;
* (D): This is available only as a downgrade.&lt;br /&gt;
* (U/D): This is available as an upgrade or downgrade.&lt;br /&gt;
* (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.&lt;br /&gt;
&lt;br /&gt;
A positive aptitude, or an upgrade, increases the unit&#039;s capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U)&lt;br /&gt;
** General improvement to combat-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
** Modifies Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
** Modifies Melee, Weapons, and Armor on Air Units&lt;br /&gt;
&lt;br /&gt;
* General Electronics Improvement (U/D)&lt;br /&gt;
** General improvement to electronics-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Modifies Sensors, Command, and ECM.&lt;br /&gt;
&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
** General improvement to movement-related attributes.&lt;br /&gt;
** Changes to each category are not as significant as an upgrade to that category.&lt;br /&gt;
** Does not stack with the specific improvements.&lt;br /&gt;
** Only available to air units and mecha.&lt;br /&gt;
** Allows in-atmosphere flight for mecha.&lt;br /&gt;
** Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* Melee (A)&lt;br /&gt;
** Modifies a unit&#039;s close-combat capability.&lt;br /&gt;
** Increases a unit&#039;s offense and defense in melee.&lt;br /&gt;
&lt;br /&gt;
* Weaponry (A)&lt;br /&gt;
** Improves a unit&#039;s offensive capability at all ranges.&lt;br /&gt;
&lt;br /&gt;
* Exotic Weaponry (A)&lt;br /&gt;
** Powerful weapons with highly limited ammunition.&lt;br /&gt;
** Can only be used a few times per battle.&lt;br /&gt;
** Vulnerable to ECM, but very effective against armor/shields.&lt;br /&gt;
** Cannot be taken as a downgrade.&lt;br /&gt;
** A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
&lt;br /&gt;
===Mobility==&lt;br /&gt;
* Mobility (A)&lt;br /&gt;
** Modifies a unit&#039;s tactical speed and evasion.&lt;br /&gt;
** Not available for air units (but see Speed/Agility, below).&lt;br /&gt;
** On naval vessels adds +2 GL/week to cruising speed&lt;br /&gt;
** On zeppelins, adds +4 GL/week to cruising speed.&lt;br /&gt;
&lt;br /&gt;
*Mechanized (U)&lt;br /&gt;
** Greatly improves an infantry unit&#039;s movement speed.&lt;br /&gt;
** Slightly improves an infantry unit&#039;s combat effectiveness.&lt;br /&gt;
** Greatly increases an infantry unit&#039;s logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)&lt;br /&gt;
** Available for infantry only.&lt;br /&gt;
&lt;br /&gt;
* Speed (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s straight-line speed.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
** As an upgrade, allows in-atmosphere flight as Mecha.&lt;br /&gt;
&lt;br /&gt;
* Agility (U/D)&lt;br /&gt;
** Modifies an air unit&#039;s evasiveness.&lt;br /&gt;
** Only available for non-zeppelin air units and mecha.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62785</id>
		<title>After Ether Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether_Rules&amp;diff=62785"/>
		<updated>2016-10-16T18:45:30Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: Created page with &amp;quot;=Nation Rules= ==Infrastructure== ==Influence==  Manipulating NPCs Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.  In ad...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nation Rules=&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
Manipulating NPCs&lt;br /&gt;
Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.&lt;br /&gt;
&lt;br /&gt;
In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.&lt;br /&gt;
&lt;br /&gt;
* Meta-actions require Influence tokens. If a state has no influence tokens available, it can&#039;t perform meta-actions.&lt;br /&gt;
* Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player&#039;s state and the target of the meta-action.&lt;br /&gt;
* Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.&lt;br /&gt;
* While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.&lt;br /&gt;
* Some powers are immune to meta-actions. The following are not valid targets for meta-actions:&lt;br /&gt;
-- NPC Rivals (the states that have a grudge against another PC)&lt;br /&gt;
-- NPC Allies of other players&lt;br /&gt;
-- NPCs that you are at war or in reasonably hostile conditions with&lt;br /&gt;
-- Other specific NPCs as appropriate&lt;br /&gt;
* The number of influence tokens required to perform a meta-action is variable. See the following table for the price.&lt;br /&gt;
-- Small NPCs: 2 Influence&lt;br /&gt;
-- Standard NPCs: 4 Influence&lt;br /&gt;
-- Large NPCs: 6 Influence&lt;br /&gt;
-- NPC ally (distant friendliness): No Influence modifier&lt;br /&gt;
-- NPC ally (normal friendliness): -1 Influence required&lt;br /&gt;
-- NPC ally (close friendliness): -2 Influence required&lt;br /&gt;
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately)&lt;br /&gt;
-- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required&lt;br /&gt;
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action&lt;br /&gt;
-- Particularly minor actions: -1 Influence required&lt;br /&gt;
-- Particularly significant action: +1 or more Influence.&lt;br /&gt;
&lt;br /&gt;
Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.&lt;br /&gt;
States with Kingmaker get one extra influence points yearly.&lt;br /&gt;
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
==Trait List==&lt;br /&gt;
==Legacy List==&lt;br /&gt;
&lt;br /&gt;
=Unit Rules=&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
===Unit Construction===&lt;br /&gt;
* A batch of units costs a base 15 IP.&lt;br /&gt;
-- Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.&lt;br /&gt;
-- Every aptitude applied to a batch adds +1 IP to the cost.&lt;br /&gt;
-- Every level of the Production aptitude subtracts 2 IP from the cost.&lt;br /&gt;
-- If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.&lt;br /&gt;
-- A unit which is &#039;Expensive&#039; doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.&lt;br /&gt;
* A batch of units takes a base of 1 quarter per 5 IP to build.&lt;br /&gt;
-- Expensive does not apply.&lt;br /&gt;
-- A unit with a cost multiplier per batch does not multiply the build time. Instead, subtract 1 from the cost multiplier and add that many quarters to the build time.&lt;br /&gt;
-- A power with Inept Military subtracts 1 quarter from the build time.&lt;br /&gt;
-- A power with Reduced Technology adds 1 quarter to the build time.&lt;br /&gt;
-- A power with Nothing But Magic adds 2 quarters to the build time.&lt;br /&gt;
===Unit Upkeep===&lt;br /&gt;
* A single batch of units takes up a base 15 logistics.&lt;br /&gt;
-- Every upgrade applied to a batch adds 5 to the unit&#039;s logistics footprint.&lt;br /&gt;
-- Every aptitude applied to a batch adds 1 to the unit&#039;s logistics footprint.&lt;br /&gt;
-- If the unit has a cost multiplier per batch, multiply the unit&#039;s logistics footprint by the cost multiplier.&lt;br /&gt;
-- Non-Mechanized units halve their logistics footprint after all modifiers.&lt;br /&gt;
* When taking action outside of training and maintenance, a unit costs Ether to field.&lt;br /&gt;
-- Every 100 logistics of units costs 1 Ether per quarter.&lt;br /&gt;
-- Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).&lt;br /&gt;
-- Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.&lt;br /&gt;
-- Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.&lt;br /&gt;
-- Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.&lt;br /&gt;
-- All costs are rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
==Unit Aptitudes and Upgrades==&lt;br /&gt;
An Upgrade has a &amp;quot;(U)&amp;quot; behind it. An &#039;&#039;aptitude&#039;&#039; has an &amp;quot;(A/U)&amp;quot; behind it, representing that it can be either an aptitude or an upgrade.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* General Combat Improvement (U)&lt;br /&gt;
-- General improvement to combat-related attributes.&lt;br /&gt;
-- Improvements in each category are not as significant as an upgrade to that category.&lt;br /&gt;
-- Does not stack with the specific improvements.&lt;br /&gt;
-- Improves Melee or Weapons, Shields, and Armor on Ground Units&lt;br /&gt;
-- Improves Weapons, Shields, and Armor on Naval Units&lt;br /&gt;
-- Improves Melee, Weapons, and Armor on Air Units&lt;br /&gt;
* General Electronics Improvement (U)&lt;br /&gt;
-- General improvement to electronics-related attributes.&lt;br /&gt;
-- Improvements in each category are not as significant as an upgrade to that category.&lt;br /&gt;
-- Does not stack with the specific improvements.&lt;br /&gt;
-- Improves Sensors, Command, and ECM.&lt;br /&gt;
* General Performance Improvement (U)&lt;br /&gt;
-- General improvement to movement-related attributes.&lt;br /&gt;
-- Improvements in each category are not as significant as an upgrade to that category.&lt;br /&gt;
-- Does not stack with the specific improvements.&lt;br /&gt;
-- Only available to air units.&lt;br /&gt;
-- Improves Speed, Agility, and Stealth.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:MJ12_Commando&amp;diff=62784</id>
		<title>User:MJ12 Commando</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:MJ12_Commando&amp;diff=62784"/>
		<updated>2016-10-16T18:20:53Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Ideas=&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Awful Ideas In Progress]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Transcendence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Red Mercury: A Oneshot Idea]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genres: Genres In Space]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eidolon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Panopticon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[More Than Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Delta]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[MJMecha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Random Nation Generator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brave Young Boys]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[That One Cyberpunk Ruleset]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention: A Unofficial Polity RPG]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[@cademy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Quantum of Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lingerie and Catsuits with Hexagons: The Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FISSURE]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Test Alchemical]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Test Infernal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tech Ninja Test]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rexberrant PC]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[MTAsc Alt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant: Exile Upeo NPC]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Babel Test]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jetstream MJ]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[dacis2&#039;s FBHtechno character]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blackwatch Dude]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gregor León]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pacifism Man]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CNT Muscle Wizard]]&lt;br /&gt;
&lt;br /&gt;
=Stuff=&lt;br /&gt;
==old Mage==&lt;br /&gt;
[[Werebear Dolph Lundgren]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryo-K-01]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Euthanatos 1]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Euthanatos 2]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[XP Based Chargen: Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magical Gun Porn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[HITMarks: The Chaingunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Progenitors: The Gearing]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Progenitor Harem Catalog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ethercruisers and Other Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension Legacies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension: Core Issues]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauna-Chan]]&lt;br /&gt;
&lt;br /&gt;
==nWoD==&lt;br /&gt;
[[Protodemon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aberrant==&lt;br /&gt;
[[Mahou Shoujo Silence-Chan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Arts and Crafts for Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Abstract Ranges]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
[[Death Starrians]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SR5 Decker]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether Rules]]&lt;br /&gt;
&lt;br /&gt;
==Mage: The Waking War==&lt;br /&gt;
(nMage conversion sketch)&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&#039;&#039;&#039;Akashic Brotherhood&#039;&#039;&#039;: Favors Mind/Life (the body is merely the seat of the mind, but strengthen the body and you strengthen the mind), weak &#039;&#039;Matter&#039;&#039; (it&#039;s all an illusion anyways), +1 Composure (the true Akashic Brother must have an infinite wellspring of self-control)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Celestial Chorus&#039;&#039;&#039;: Favors Prime/Spirit (the joy of the One&#039;s choir and the ability to sing to angels), weak &#039;&#039;Death/Entropy&#039;&#039; (ick ick dark magic), +1 Resolve (may your faith in the One never weaken.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cult of Ecstasy&#039;&#039;&#039;: Favors Time/Mind (Passion and joy alter the perception of time and tickle the mind), weak &#039;&#039;?&#039;&#039;, +1 Stamina (sometimes it&#039;s all those drugs, sometimes it&#039;s staying up doing poetry)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dreamspeakers&#039;&#039;&#039;: Favors Spirit/Death [Entropy] (talking to the gods? Sure! Talking to your ancestors? Sure too!), weak &#039;&#039;Space&#039;&#039; (who needs directions in the Umbra?), +1 Manipulation (spirits are tricksy. So are you.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Euthanatos&#039;&#039;&#039;: Favors Death/Fate (all things decay...) OR Entropy/Time (fate is in our hands), weak &#039;&#039;Prime&#039;&#039; (...so nothing has permanence), +1 Dexterity (with the deftness of a surgeon we remove the cancer from the Wheel)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Order of Hermes&#039;&#039;&#039;: Favors Forces/?, weak &#039;&#039;?&#039;&#039;, +1 Charisma (a mage does not sneak around with lies and half truths. A mage &#039;&#039;demands&#039;&#039; your obedience)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sons of Ether&#039;&#039;&#039;: Favors Matter/Forces (SCIENCE!), weak &#039;&#039;Entropy&#039;&#039; (Destiny is not preordained, and thermodynamics is a lie.), +1 Intelligence (SCIENCE!)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Verbena&#039;&#039;&#039;: Favors Life/Prime (nature, red in tooth and claw), weak &#039;&#039;Forces&#039;&#039; (lightning bolts are so blase), +1 Strength (tooth and claw. Tooth and claw.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Virtual Adepts&#039;&#039;&#039;: Favors Correspondence/Forces (Fear the power of the Internet!), weak &#039;&#039;Spirit&#039;&#039; (all peyote-fueled hallucinations!), +1 Wits (high wits means you can pretend to be smart on the Internets!)&lt;br /&gt;
&lt;br /&gt;
===Conventions===&lt;br /&gt;
&#039;&#039;&#039;Iteration X&#039;&#039;&#039;: Favors Matter/Forces (engineering!), weak &#039;&#039;Dimensional Science&#039;&#039; (what is this subdimensional bullshit?)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Progenitors&#039;&#039;&#039;: Favors Life/Death [Mind] (we truly are gods among men, with the power to heal and kill), weak &#039;&#039;Space&#039;&#039; (nice physics treatise. Except we&#039;re doing biology.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New World Order&#039;&#039;&#039;: Favors Mind/Fate [Entropy] (we predict and adjust the course of nations and alter single people.), weak &#039;&#039;Matter&#039;&#039; (Subtlety is kind of hard when you&#039;re building giant robots.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Syndicate&#039;&#039;&#039;: Favors Prime/Fate [Entropy] (we deal with true value and probability), weak &#039;&#039;Forces&#039;&#039; (you want an implant plasma cannon? Go ask an Iterator)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Void Engineers&#039;&#039;&#039;: Favors Space/Dimensional Science (initiate hyperdrive on your mark), weak &#039;&#039;Fate [Entropy]&#039;&#039; (never tell me the odds.)&lt;br /&gt;
&lt;br /&gt;
=ExWoD=&lt;br /&gt;
Disclaimer: I am a horrible person.&lt;br /&gt;
&lt;br /&gt;
==Judgement==&lt;br /&gt;
Everyone had their own plans on how to shape reality. From the creatures of the Wyld, to the denizens of Creation, anyone with power wishes to inflict their view of what is real on the world. Some meant well but created dystopias or became corrupt along the way, sacrificing principles in the name of pragmatism. Others were always in it for themselves.&lt;br /&gt;
&lt;br /&gt;
Ever since the First Age of man, this has held true. Those with power seek to change Creation irrevocably. Some wish to reclaim it. Others wish to destroy it. There are those who would wish to see it trapped in amber forever, fossilized. These forces and their inevitable collision mean the doom of man, and the end of the world.&lt;br /&gt;
&lt;br /&gt;
It has been five ages since the Solar shards were cast down into the Jade Prison. Four Ages since the Prison itself was reconstituted in a desperate gamble by the Gold faction, the apex of well-meaning ideas gone wrong. Several more since the Dragonblooded themselves were corrupted, the Lunar shards reclaimed by Lytek, the Sidereal ones repurposed. It has been eons since Creation itself was bent and twisted upon itself, melding the elemental poles, expanding one to cover the Earth. It has been centuries since anyone knew what the elemental poles were, abandoning the silly mysticism of such stories to the reassuring logic of scientific discourse.&lt;br /&gt;
&lt;br /&gt;
It is unfortunate, for perhaps if there were more who knew, desperate decisions would not have to be made.&lt;br /&gt;
&lt;br /&gt;
==Prison Break==&lt;br /&gt;
The Neverborn and the Yozi are trying one last desperate gamble to destory the world or reclaim it using their own shard-powered underlings. The Technocratic timetable suggests that within no less than four months, the chances of the survival of Earth drop to less than fifteen percent. The Traditions themselves concur, but they are too absorbed in the war to do anything. What gods remain capable of acting are too weak and broken by Consensus and the Avatar Storm to do much, except possibly one action.&lt;br /&gt;
&lt;br /&gt;
One action that will damn Creation or save it. Shattering the prison and the cabinet, allowing the Exaltation Shards to travel free. Using what power remains to breach the Gauntlet and the Storm. Perhaps the Exalted can pull a victory out from impossible odds, as they were made to do.&lt;br /&gt;
&lt;br /&gt;
Or perhaps their cursed nature, past animosity, and differing agendas are the very reason that Creation is doomed. No matter which, the tales will be epic.&lt;br /&gt;
&lt;br /&gt;
==The Exalted==&lt;br /&gt;
When the Exalted shards were put into storage, mystical weapons of mass destruction judged too unstable and too dangerous to roam freely, they were used to create lesser beings that could protect Creation from external threats. The Fera, Magi, and Hunters derived from the three Celestial shards.&lt;br /&gt;
&lt;br /&gt;
The corruption of the Dragon-Blooded by the Ebon Dragon created the Kuei-Jin. Vampires themselves were designed as agents of the Neverborn, although they have forgotten their purpose, many of them preferring instead to play their little dominance games with mortals. No matter. The Neverborn have ways of making them work to their advantage.&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
The essence of the Solar Exalted was always difficult to lessen, and any attempt to do so would have to be err far on the side of weakness. Hunters are that result.&lt;br /&gt;
&lt;br /&gt;
===The Dead===&lt;br /&gt;
===The Demons===&lt;br /&gt;
===The Changing Breeds===&lt;br /&gt;
It would have suprised the Wyld-worshipping Garou that they were originally used as a weapon against what they believe in. Of course, it also surprised them that all their attempts to save Gaia tended to backfire spectacularly when that much should have been obvious. As guardians of Luna&#039;s mate, Gaia, and stewards of humanity, they have fallen far.&lt;br /&gt;
&lt;br /&gt;
The Lunar Exalted may do better where they have failed.&lt;br /&gt;
&lt;br /&gt;
===The Avatars===&lt;br /&gt;
The one hundred Sidereal shards were used as the cage that held reality together against the tide of the Wyld until their lessers were constructed. These creatures were diminished in power, but the breaking of Sidereal shards into the thousand-faceted things that were Avatars removed them from their rut. Still affected by paradox, but far less burdened by the limitations and inflexibility of their original powers, the Avatar Shards were intended to be a bulwark against the Wyld, mobile reality engines fused to human souls.&lt;br /&gt;
&lt;br /&gt;
Nobody expected that a flaw in their design would create the Awakened. Nobody expected that some of them would fall to the Neverborn or the Yozis, serving the destruction or reclamation of Creation. Even fewer expected that it was possible that these weakened shards could be damaged by the Wyld, and none of the Celestines thought that it would be possible for the strengthening of reality to go too far.&lt;br /&gt;
&lt;br /&gt;
Perhaps the might of proper Sidereal Exalted is needed in such a situation.&lt;br /&gt;
&lt;br /&gt;
===The Machine===&lt;br /&gt;
The dead god Autochthon was not entirely dead-not enough to become the Engine of Extinction. Not enough to have his presence lost. And he still cares about humanity, even as his new servants wish to transcend theirs. A handful of members in Iteration X have been enhanced into Demiurges, a desperate move showing just how desperate the times have become, as the weakest and most inventive Primordial has never, until now, given his power to anyone who could manipulate Essence. Even in the guise of hypertech, industrial pistons and brass bones replaced with synth-myomer and primium, they are still the champions and servants of humanity which walked the Realm of Brass and Shadow ages and ages ago.&lt;br /&gt;
&lt;br /&gt;
Control believes that they can be used as a weapon to stem the chaos. In a way they are right, but the nature of the Alchemical Exalted makes them heroes, and their free will cannot be washed away nearly as easily as that of a machine, a mortal or even a mage. Some may disagree with the steps the Union is taking. Whether they act to change this from the inside, or go off on their own to serve a more... human-run cause, or decide to band with the other newly Exalted in a desperate attempt to stop the destruction of all existence is yet to be seen.&lt;br /&gt;
&lt;br /&gt;
No matter what they do, even if they stay loyal, their actions are unlikely to be the quiet, subtle adjustments that the Union prefers, but the time for that has passed.&lt;br /&gt;
&lt;br /&gt;
=Sphere 2 Silliness=&lt;br /&gt;
[[FAistan]]&lt;br /&gt;
&lt;br /&gt;
==Prestige Units==&lt;br /&gt;
===Naval===&lt;br /&gt;
&#039;&#039;&#039;Super Battleship&#039;&#039;&#039;&lt;br /&gt;
:Mobility:  -1&lt;br /&gt;
:Evasion:  -1&lt;br /&gt;
:Armor:  12&lt;br /&gt;
:Structure:  10&lt;br /&gt;
:Hits:  100&lt;br /&gt;
:Space:  500&lt;br /&gt;
:Engineering Coefficient:  25&lt;br /&gt;
:Hull Coefficient:  20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull Expansion&#039;&#039;&#039;&lt;br /&gt;
:+50 Spaces&lt;br /&gt;
&lt;br /&gt;
==Building Craft Around Ship Weapons==&lt;br /&gt;
This is assuming that a Mobile Armor&#039;s x4 means that 1 space on a craft is 4 or more space on a vehicle, which is almost certainly untrue but that&#039;s why I&#039;m putting this here instead of on a Sphere 2 page. Used a x5 multiplier because it&#039;s nice and even.&lt;br /&gt;
&lt;br /&gt;
===Not A Glitter Boy===&lt;br /&gt;
Assault Frame, 4x Expansions&amp;lt;br&amp;gt;&lt;br /&gt;
Speed 4+4 (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Agility 4+5-2 (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 3+3.5+.5 (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor 10+6+2 (18, 2 AP Protection)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Hits&amp;lt;br&amp;gt;&lt;br /&gt;
Component Space: 12 + 16 (28)&amp;lt;br&amp;gt;&lt;br /&gt;
:Power and Propulsion (Space -14, Power +21)&lt;br /&gt;
::7 Fusion Reactors (Space -7, Power +28)&lt;br /&gt;
::4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)&lt;br /&gt;
::3 Verniers (Space -3, Power -3, Agility +3, Evasion +1.5)&lt;br /&gt;
:Defensive Systems (Space -7, Power -8)&lt;br /&gt;
::6 Armor (Space -1, Armor +6, Agility -2)&lt;br /&gt;
::1 Flash Field (Space -1, Power -8, Armor +2, AP Protection +2, Evasion +.5)&lt;br /&gt;
:Weapons (7 Space)&lt;br /&gt;
::Antimissile Gatling (-2 Space)&lt;br /&gt;
::Mecha SMG (-5 Space)&lt;br /&gt;
External Carriage: 12 + 8 (20)&amp;lt;br&amp;gt;&lt;br /&gt;
:1 DP Cannon (Space -20, Power -10)&lt;br /&gt;
&lt;br /&gt;
===Flakbot 1.0===&lt;br /&gt;
A far more reasonable design. Probably League.&lt;br /&gt;
&lt;br /&gt;
Assault Frame, 1x Expansion&amp;lt;br&amp;gt;&lt;br /&gt;
Speed 4+4 (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Agility 4+6-2 (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 3+4 (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor 10+6 (16)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Hits&amp;lt;br&amp;gt;&lt;br /&gt;
Component Space: 12 + 4 (16)&amp;lt;br&amp;gt;&lt;br /&gt;
:Power and Propulsion (Space -10, Power +0)&lt;br /&gt;
::2 Fusion Reactors (Space -2, Power +8)&lt;br /&gt;
::4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)&lt;br /&gt;
::4 Verniers (Space -4, Power -4, Agility +4, Evasion +2)&lt;br /&gt;
:Defensive Systems (Space -6)&lt;br /&gt;
::6 Armor (Space -1, Armor +6, Agility -2)&lt;br /&gt;
External Carriage: 12 + 2 (14)&amp;lt;br&amp;gt;&lt;br /&gt;
:1 Flak Cannon (Space -10)&lt;br /&gt;
:1 Antimissile Gatling (-2 Space)&lt;br /&gt;
:1 Alpha Sword (-2 Space)&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62760</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62760"/>
		<updated>2016-10-11T00:51:51Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Things to Track */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 3 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 12, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
: +4: Just a pair of problem solvers (37)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62759</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62759"/>
		<updated>2016-10-11T00:51:38Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Enhancement 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 3 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
: +4: Just a pair of problem solvers (37)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62753</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62753"/>
		<updated>2016-10-08T22:39:37Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* XP History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
: +4: Just a pair of problem solvers (37)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62744</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62744"/>
		<updated>2016-10-01T21:59:48Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* XP and Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
: +4: Solving Problems With Violence (33)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
: +1 Fae House (4)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62733</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62733"/>
		<updated>2016-09-30T00:41:49Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Enlightened Science */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62716</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62716"/>
		<updated>2016-09-25T21:06:00Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
: +4: Bad Houseguests (29)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62715</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62715"/>
		<updated>2016-09-25T18:31:24Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62714</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62714"/>
		<updated>2016-09-25T18:30:45Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Genius 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
Mana 18/18&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62661</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62661"/>
		<updated>2016-09-18T22:25:50Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* XP History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
Prime Energy 5/5&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
: +4: Fae Invasion (25)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62660</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62660"/>
		<updated>2016-09-18T20:38:36Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* Things to Track */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
Prime Energy 5/5&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 2d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62567</id>
		<title>CNT Muscle Wizard</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CNT_Muscle_Wizard&amp;diff=62567"/>
		<updated>2016-09-11T22:32:20Z</updated>

		<summary type="html">&lt;p&gt;MJ12 Commando: /* XP History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This isn&#039;t a muscle wizard ordinary humans can become.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&#039;&#039;A man long dead, grafted to machines your builders did not understand.&#039;&#039; -Marathon&lt;br /&gt;
&lt;br /&gt;
Dominic Hargreave/Project AJAX Unit 026&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Masochist&amp;lt;br&amp;gt;&lt;br /&gt;
Convention: Iteration X (Shock Corps)&amp;lt;br&amp;gt;&lt;br /&gt;
:Favored Sphere: Forces&lt;br /&gt;
Genius: Primordial&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Attributes (7/5/3)-Mental/Physical/Social&amp;lt;br&amp;gt;&lt;br /&gt;
: Diminished Attributes: -4 Physical&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Strength 2 + 6&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Brute Force&lt;br /&gt;
Dexterity 2 + 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Precise&lt;br /&gt;
Stamina 2 + 9&lt;br /&gt;
: Quality: Undying&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
Perception 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Combat Awareness&lt;br /&gt;
Intelligence 5&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Methodical&lt;br /&gt;
Wits 4 + 1&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Unflappable&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Charisma 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation 4&amp;lt;br&amp;gt;&lt;br /&gt;
: Quality: Stoic&lt;br /&gt;
Appearance 2&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Abilities (13/9/5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Drive 1&amp;lt;br&amp;gt;		&lt;br /&gt;
Firearms 3&amp;lt;br&amp;gt;&lt;br /&gt;
Hypertech 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5 (Lethal Force)&amp;lt;br&amp;gt;&lt;br /&gt;
: Hard Style: LINE&lt;br /&gt;
Melee 1&amp;lt;br&amp;gt;&lt;br /&gt;
Technology 1&amp;lt;br&amp;gt;&lt;br /&gt;
Security 1&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Alertness 3&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 1&amp;lt;br&amp;gt;&lt;br /&gt;
Blatancy: Killer Cyborg From The Future 1&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership 2&amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledges==&lt;br /&gt;
Academics (Criminology) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Body Control 1&amp;lt;br&amp;gt;&lt;br /&gt;
Computers 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine 1&amp;lt;br&amp;gt;&lt;br /&gt;
RD Data: Superstitionists 1&amp;lt;br&amp;gt;&lt;br /&gt;
Science (Cybernetics) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Strategy 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Backgrounds=&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
==Genius 5==&lt;br /&gt;
Prime Energy 5/5&lt;br /&gt;
&lt;br /&gt;
Dominic doesn&#039;t have an &amp;quot;avatar&amp;quot; as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn&#039;t work, better yourself so it &#039;&#039;does&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
==ADEI + Expansions==&lt;br /&gt;
4 + 1 background dot&lt;br /&gt;
:Lightning Calculator: Do complex mathematics easily.&lt;br /&gt;
:Time Sense: Perfect sense of time.&lt;br /&gt;
:Eidetic Memory: Never forget anything.&lt;br /&gt;
:Hypercram 4: 4d in an Ability, usable once.&lt;br /&gt;
&lt;br /&gt;
===Online Access===&lt;br /&gt;
1 background dot&lt;br /&gt;
:Wireless satellite access to GPS, internet, and phone networks&lt;br /&gt;
&lt;br /&gt;
==Cybernetic Arm==&lt;br /&gt;
3 background dots (6 pts)&amp;lt;br&amp;gt;&lt;br /&gt;
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.&lt;br /&gt;
: 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)&lt;br /&gt;
: Reinforced (+1 -0 Health Level)&lt;br /&gt;
: Enhanced Strength (+1 Strength when used)&lt;br /&gt;
: Touch Sensors (normal sense of touch)&lt;br /&gt;
: Implanted Weapon (Mjolnir Mk. IV)&lt;br /&gt;
&lt;br /&gt;
==Exoskeleton==&lt;br /&gt;
4 background dots&amp;lt;br&amp;gt;&lt;br /&gt;
: +4 Strength&lt;br /&gt;
: +4 Stamina&lt;br /&gt;
: 8d Armor&lt;br /&gt;
: 3d Countermagic&lt;br /&gt;
: +6 -0 HLs, soak lethal/aggravated with Stamina&lt;br /&gt;
Flaws&amp;lt;br&amp;gt;&lt;br /&gt;
: +3 Permanent Paradox&lt;br /&gt;
: +Obvious Killer Robot Of Death When Deployed&lt;br /&gt;
&lt;br /&gt;
==Nanotech Integration==&lt;br /&gt;
6 background dots&lt;br /&gt;
: +3 Stamina&lt;br /&gt;
: Immune to mundane disease/poison, no aging&lt;br /&gt;
: Regenerate 1 bashing or lethal health level/turn&lt;br /&gt;
&lt;br /&gt;
==Enhancement 5==&lt;br /&gt;
Cost: 10 background dots for 15 Enhancement points + benefits&amp;lt;br&amp;gt;&lt;br /&gt;
: Cyberlungs (Gills) (1 pt):&lt;br /&gt;
:: Breathe underwater or in other environments, immune to breathing in poisons&lt;br /&gt;
: Sensory Processor (2 pts): +1 Perception&lt;br /&gt;
: Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity&lt;br /&gt;
: Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels&lt;br /&gt;
&lt;br /&gt;
==Requisitions 2==&lt;br /&gt;
&amp;quot;I need guns. Lots of guns.&amp;quot; 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.&lt;br /&gt;
&lt;br /&gt;
==Uncanny 1==&lt;br /&gt;
: -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5&lt;br /&gt;
: &amp;quot;Holy shit did you see the &#039;&#039;size&#039;&#039; of that guy?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Enlightened Science=&lt;br /&gt;
Enlightenment: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Spheres&amp;lt;br&amp;gt;&lt;br /&gt;
: Cybernetics 2&lt;br /&gt;
: Entropy 1&lt;br /&gt;
: Forces 2 (favored)&lt;br /&gt;
: Mind 3&lt;br /&gt;
: Time 3&lt;br /&gt;
&lt;br /&gt;
Enlightenment: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Things to Track=&lt;br /&gt;
Willpower: 7 (+1 True Faith) (2 freebies)&amp;lt;br&amp;gt;&lt;br /&gt;
Temporary Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
: Current Damage: None&lt;br /&gt;
: Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d&lt;br /&gt;
: Countermagic: 6d Primium + 1d True Faith (Diff 7)&lt;br /&gt;
&lt;br /&gt;
Prime Energy: 0&amp;lt;br&amp;gt;&lt;br /&gt;
: Mana: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Paradox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
: Permanent Paradox: 3&lt;br /&gt;
&lt;br /&gt;
==Cybernetics Status==&lt;br /&gt;
Right Cybernetic Arm (Contains Mjolnir)&lt;br /&gt;
: Health Levels: -0 x 10, Disabled&lt;br /&gt;
: Soak: 8d Armor + 5d Inherent Toughness = 13d&lt;br /&gt;
: Countermagic: 6d Primium&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
: Kevlar vest with tons and tons of pockets&lt;br /&gt;
: Thick synthetic-fiber combat pants&lt;br /&gt;
: Large steel-toed boots&lt;br /&gt;
: Short-barreled shotgun: Damage 8L, diff 6&lt;br /&gt;
: M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200&lt;br /&gt;
:: Backpack full of ammunition&lt;br /&gt;
: Flash and tear gas grenades&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
Implanted Mjolnir Mk. IV&lt;br /&gt;
: When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.&lt;br /&gt;
: Damage 10L, Rate 1, Range 100, Clip 10+1&lt;br /&gt;
&lt;br /&gt;
Martial Arts (LINE)&amp;lt;br&amp;gt;&lt;br /&gt;
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.&lt;br /&gt;
: Death Strike: Difficulty 5, Damage Str + 2L (12L)&lt;br /&gt;
: Hard Strike: Difficulty 5, Damage Str + 1B (11B)&lt;br /&gt;
: Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.&lt;br /&gt;
: Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)&lt;br /&gt;
: Throw: Difficulty 7, Damage Str + 0B (10B) + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
Acute Sight (1 pt)&lt;br /&gt;
: Cybereyes are awesome.&lt;br /&gt;
: -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.&lt;br /&gt;
Jack of All Trades (5 pts)&lt;br /&gt;
: 1 phantom dot in all non-obscure Skill and Knowledges.&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Mandarin Chinese&lt;br /&gt;
Language (1 pt)&lt;br /&gt;
: Spanish&lt;br /&gt;
Self-Confident (5 pts)&lt;br /&gt;
: Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the &#039;&#039;baddest motherfucker&#039;&#039; in the valley.&lt;br /&gt;
: Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.&lt;br /&gt;
True Faith: The Computer (7 pts)&lt;br /&gt;
: God was a dream of good government. You shall soon have your god, and you will make him with your own hands.&lt;br /&gt;
: Enemies of the Faith: Creatures of chaos and entropy.&lt;br /&gt;
: +2d to all Willpower and Awareness rolls, +2d Countermagic, creatures of chaos and entropy feel uneasy in presence and suffer physical pain from prayers. Possible other powers?&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
Diminished Attribute (+12 pts)&lt;br /&gt;
: -4 dots from physical attributes.&lt;br /&gt;
: He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.&lt;br /&gt;
&lt;br /&gt;
===Echoes (Cyborg) 5===&lt;br /&gt;
Cybernetic echoes mean multiple inconveniences, including:&lt;br /&gt;
: Requires specialist medical care (Technocracy-trained doctors and medics only)&lt;br /&gt;
: Heals at half effectiveness from Life, requires Matter 2 to fully heal&lt;br /&gt;
: Masses ~190 kg, will sink in water&lt;br /&gt;
: Requires far more food than normal humans do&lt;br /&gt;
: Scares animals that aren&#039;t used to killer robots.&lt;br /&gt;
&lt;br /&gt;
===Genetic Flaws===&lt;br /&gt;
: Absolute mechanical precision of movement (Superhuman Dexterity)&lt;br /&gt;
: Immune to minor pain, doesn&#039;t notice light touches (Superhuman Stamina)&lt;br /&gt;
: High body temperature (Superhuman Strength)&lt;br /&gt;
&lt;br /&gt;
=XP and Background=&lt;br /&gt;
Freebie Points: 15 + 12&lt;br /&gt;
: -2 for Willpower 7&lt;br /&gt;
: -8 for Merits&lt;br /&gt;
: -17 for BG points&lt;br /&gt;
: +12 from flaws&lt;br /&gt;
&lt;br /&gt;
==XP History==&lt;br /&gt;
: +4: Makeup XP&lt;br /&gt;
:: -3: RD Data (Superstitionists) 1 (1)&lt;br /&gt;
: +13: Some Proper XP Accounting (14)&lt;br /&gt;
: +3: Interrogating Orphans (17)&lt;br /&gt;
:: -4: Strength to 2/7 (13)&lt;br /&gt;
:: -4: Stamina to 2/7 (9)&lt;br /&gt;
:: -7: Forces to 2 (2)&lt;br /&gt;
: +3: Speaks-With-RDs (5)&lt;br /&gt;
: +3: Riding Herd on Newbies (8)&lt;br /&gt;
: +3: Ether Raiding (11)&lt;br /&gt;
: +4: Rodeo Kills (15)&lt;br /&gt;
: +3: Arguments (18)&lt;br /&gt;
: +3: Arguments, Part 2 (21)&lt;br /&gt;
: +2: Preparing for Pentex (23)&lt;br /&gt;
: +4: Werewolves: The Punching(27)&lt;br /&gt;
: +3: Werewolves: The Punching Part 2 (30)&lt;br /&gt;
:: -8: Mind to 2 (22)&lt;br /&gt;
: +1: Werewolves: The Punching Part 3 (31)&lt;br /&gt;
: +4: Werewolves: The Punching Finale (35)&lt;br /&gt;
:: -18: Nanotech Integration (17)&lt;br /&gt;
:: -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)&lt;br /&gt;
: +3: Mad Scientist Briefing (5)&lt;br /&gt;
: +2: Tripping (7)&lt;br /&gt;
: +3: The Nazis of Hollow Earth (10)&lt;br /&gt;
:: -3: Blatancy: Killer Cyborg From The Future 1 (7)&lt;br /&gt;
: +3: What&#039;s That? Kill Every Nazi I Can? (10)&lt;br /&gt;
: +3: TAAAAAAAANK (13)&lt;br /&gt;
: +4: Grand Theft Death Robot (17)&lt;br /&gt;
: +4: Warcrimes (21)&lt;br /&gt;
:: -10: Jack of All Trades Merit (11)&lt;br /&gt;
:: -3: Stealth 2 (8)&lt;br /&gt;
: +3: Planning (11)&lt;br /&gt;
: +3: Tao of the Sloth (14)&lt;br /&gt;
: +3: Brute Force I (17)&lt;br /&gt;
: +4: Disorganization (21)&lt;br /&gt;
:: -16: Mind 3 (5)&lt;br /&gt;
:: -4: Perception 3 (1)&lt;br /&gt;
: +2: Planning (3)&lt;br /&gt;
: +4: Go Go Power Rangers (7)&lt;br /&gt;
: +4: Die Die Power Rangers (11)&lt;br /&gt;
: +4: That&#039;s No Megazord (15)&lt;br /&gt;
: +4: Megazord: 0, Cyborg: 1 (19)&lt;br /&gt;
: +3: Story XP (22)&lt;br /&gt;
:: Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)&lt;br /&gt;
:: Uncanny 3-&amp;gt;1 (16)&lt;br /&gt;
:: Wits 3-&amp;gt;4 (12)&lt;br /&gt;
:: Perception 3-&amp;gt;4 (8)&lt;br /&gt;
:: Body Control 0-&amp;gt;1 (5)&lt;br /&gt;
:: Cybernetics 1-&amp;gt;2, Grimoire Discounted (1)&lt;br /&gt;
: +3: PTSD (4)&lt;br /&gt;
:: Manipulation 2-&amp;gt;3 (0)&lt;br /&gt;
: +3: Ghost Recon (3)&lt;br /&gt;
: +3: More Ghosts (6)&lt;br /&gt;
: +5: Undead Ziggurats (11)&lt;br /&gt;
: +4: Love it or List It (15)&lt;br /&gt;
: +4: Vampire: The Punching (19)&lt;br /&gt;
: +6: Paranoia (25)&lt;br /&gt;
:: True Faith: The Computer (11)&lt;br /&gt;
: +3: Surveillance (14)&lt;br /&gt;
: +3: More Surveillance (17)&lt;br /&gt;
: +3: Surveillance: The Boring (20)&lt;br /&gt;
: +3: Interviews (23)&lt;br /&gt;
:: -4: Manipulation 3-&amp;gt;4 (19)&lt;br /&gt;
: +3: Yet more Interviewing (22)&lt;br /&gt;
: +3: Tactical Spyspionage Action (25)&lt;br /&gt;
:: -15: Enlightenment 3-&amp;gt;4 (10)&lt;br /&gt;
:: -8: Cybernetics 1-&amp;gt;2 (2)&lt;br /&gt;
: +2: Denouement (4)&lt;br /&gt;
: +3: Chatting (7)&lt;br /&gt;
: +1: New Mission (8)&lt;br /&gt;
: +3: Halt/Spontaneously Combust (11)&lt;br /&gt;
: +3: Decrypting (14)&lt;br /&gt;
: +4: Punching Gods In The Face (18)&lt;br /&gt;
:: -3: Martial Arts 4-&amp;gt;5 (15)&lt;br /&gt;
: +3: Umbra Stuff (18)&lt;br /&gt;
: +3: More Umbra Stuff (21)&lt;br /&gt;
&lt;br /&gt;
===Arcane XP===&lt;br /&gt;
: +4 previous&lt;br /&gt;
: +1 Hollow Earth (5)&lt;br /&gt;
: +1 Grand-Theft-Deathrobot (6)&lt;br /&gt;
: +1 Go Go Power Rangers (7)&lt;br /&gt;
: +1 That&#039;s No Megazord (8)&lt;br /&gt;
:: Cybernetics 1, Grimoire Discounted (3)&lt;br /&gt;
: +1 Hole To The Underworld (4)&lt;br /&gt;
: +1 Goasts (5)&lt;br /&gt;
: +1 Ghost Ziggurats (6)&lt;br /&gt;
: +3 Ghost Portal Weirdness (9)&lt;br /&gt;
:: -9: Enlightenment 3-&amp;gt;4 (0)&lt;br /&gt;
: +1 Nosferatu (1)&lt;br /&gt;
: +1 Weird Fae-Thing (2)&lt;br /&gt;
: +1 Umbraaaaa (3)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;/div&gt;</summary>
		<author><name>MJ12 Commando</name></author>
	</entry>
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