Aftermath Rules

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Background

When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt. The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.


Aftermath Experimental Map.jpg

Systems

The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.

When a system is placed, its output must be assigned between the two types of production available: Construction and Supply. For ease of book-keeping, output must be assigned in blocks of 50, so a minor colony may only have one output type, whereas an established colony may have 100 output of either type, or 50 output of both. When a system is upgraded, only its new supply is allocated, any existing output remains as it was before the upgrade.

Systems with negative output consume Supply, not Construction. Failure to pay the upkeep of your colonies inflicts severe morale penalties on the system, and potentially on your whole empire.

System Type Output Upgrade Cost Upgrade Time Defence Factor
Major Core 300 5000 16
Established Core 250 4500 14
Minor Core 200 4000 12
Major Colony 150 3500 10
Established Colony 100 3000 8
Minor Colony 50 2500 6
Stable Colony 0 2000 4
Frontier Colony -50 1500 2
Peripheral Outpost -100 1000 1
Uninhabited 0 500 0

The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.

Constructions

Small Fortress
A small fortress increases the defence factor of a system by 50% (rounded up).

Provides a virtual General Heavy Capital for system defence.

+ Offensive Weaponry: virtual ship is Interceptor instead
+ Defensive Weaponry: virtual ship is Defender instead
+ Superweapon: virtual ship is Hunter instead
Medium Fortress
A medium fortress increases the defence factor of a system by 100%.

Provides a virtual General Supercapital for system defence.

+ Offensive Weaponry: virtual ship is Interceptor instead
+ Defensive Weaponry: virtual ship is Defender instead
+ Superweapon: virtual ship is Hunter instead
Large Fortress
A large fortress increases the defence factor of a system by 150% (rounded up).

Provides a virtual General Flagship for system defence.

+ Offensive Weaponry: virtual ship is Interceptor instead
+ Defensive Weaponry: virtual ship is Defender instead
+ Superweapon: virtual ship is Hunter instead
Subcapital Shipyard
Produces up to 5 subcapital ships at a time.
+ Expanded Bays: capacity increased to 10


Light Capital Shipyard
Produces up to 4 light or subcapital ships at a time.
+ Expanded Bays: capacity increased to 8
Medium Capital Shipyard
Produces up to 3 medium, light or subcapital ships at a time.
+ Expanded Bays: capacity increased to 6
Heavy Capital Shipyard
Produces up to 2 heavy, medium, light or subcapital ships at a time.
+ Expanded Bays: capacity increased to 4
Supercapital Shipyard
Produces a single supercapital, heavy, medium light or subcapital ship.
+ Expanded Bays: capacity increased to 2
+ Flagship Upgrade: Can manufacture a single Flagship class ship (only 1, even with expanded bays)
Small Observatory
Detect alien vessels in adjacent hexes.
Medium Observatory
Detect alien vessels within two hexes.
Large Observatory
Detect alien vessels within three hexes.
Research Facility
Performs research and development. Only one is required per empire.

Starships

Ships have two basic defining attributes: their class which is a measure of their relative size and power, and their role which defines how they perform relative to other ships in their class.

Interceptor

Armed with fast-tracking turrets, these ships are designed to take on fast enemies but their weapons lack the punch to take on heavier opponents. They have a bonus when fighting ships of a smaller class, but a penalty when fighting ships of a larger class.

General

The basic class of warship: they suffer no penalties but also have no bonuses. They can adapt to fulfil any battlefield role, but excel at none. Their main advantage lies in this flexibility, as they cannot be pinned down by ships without being able to retaliate properly.

Hunter

Armed with heavy weapons, rarely turreted and often axially mounted on larger ships, these warships have one goal in mind: annihilating enemy capital ships. They have a bonus when fighting ships of a larger class, but a penalty when fighting ships of a smaller class.

Scout

These ships are intended to find new resources and new jump routes. If a fleet containing a scout enters a system, all unexplored jump lanes leading out of it are revealed. In addition, scouts provide advanced sensor information and countermeasures. Scouts provide Intelligence points based on their class (1 for strike craft, 2 for subcapitals, 4 for light capitals, 6 for medium capitals, 8 for heavy capitals, 10 for supercapitals and 20 for flagships). The side with the highest Intelligence score has a small bonus in combat over the side with the lower intelligence score. Scouts do not generate Invasion points.

Defender

Sacrificing heavy firepower for additional armour, these vessels anchor formations and draw enemy fire by their simple refusal to die. While they may not dish out as impressive a broadside as their counterparts, they can take punishment that would cripple less well armoured ships.

Carrier

These ships are armoured but lightly armed. Their battlefield strength comes from their ability to deploy swarms of strike craft against enemy formations. These ships are vital for empires that deploy large strike craft formations, as strike craft cannot move at FTL speed under their own power. Carriers do not generate Invasion points.

Transport

These ships are intended for the movement of materials from A to B. They can be modified to fulfil a number of roles, as indicated below. They are lightly armed and armoured, and should be kept away from the front-line wherever possible. Transports do not normally generate invasion points.

Transport Roles

When constructed, a Transport ship can be assigned to any role. It can thereafter be changed to a new role on any turn, provided it does not move or engage in combat, and is within a system controlled by you. There is no cost for switching roles. Note that if you issue orders to change a transports role, and the fleet is then engaged in combat, the role change will be aborted. The new role takes effect in the following turn.

Supply Transport

A supply transport allows you to spend a number of supply points equal to its cargo capacity in the system, as though it were a system you owned. Resupplying a large fleet in the field will require numerous transports.

Troop Transport

A troop transport has been refitted to undertake planetary invasions. A number of troop transports working together can generate Invasion Points. It takes one supercapital, two heavy, four medium, eight light or sixteen subcapital ships to generate one invasion point. A flagship generates two invasion points.

Carrier Transport

The hangar bays of a transport can be used as an adhoc base of operations for strike craft. Since they lack the armament, armour and specialised equipment of true carriers, they are not as useful in the front-line, but carrier transports can be used to rapidly move strike craft around behind the front line, or to reinforce fleets that have lost their own carriers until replacements are ready.

Q-Ship

An idea long pre-dating the space age, Q-Ships are armed transports usually interspersed with ordinary transports as part of a convoy. They can also be used to bolster a systems defence, providing a modicum of firepower until dedicated warships can arrive to push the enemy back. Q-Ships have the armament of a General warship of their class, but lack the armour to go with it and so are more fragile. A supercapital Q-Ship generates an invasion point.


Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Interceptor Wing Strike Craft Interceptor - - - -
Fighter Wing Strike Craft General - - - -
Bomber Wing Strike Craft Hunter - - - -
Unmanned Probes Strike Craft Scout - - - -
Strike Craft Defender - - - -
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Subcapital Interceptor - - - -
Corvette Subcapital General - - - -
Monitor Subcapital Hunter - - - -
Scout Subcapital Scout - - - -
Ironclad Subcapital Defender - - - -
Escort Carrier Subcapital Carrier - 10 - -
Courier Subcapital Transport 20 (5) (1/16) -
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Light Capital Interceptor - - - 1
Frigate Light Capital General - - - 1
Destroyer Light Capital Hunter - - - 1
Explorer Light Capital Scout - - - -
Light Capital Defender - - - 1
Light Carrier Light Capital Carrier - 20 - 1/2
Light Freighter Light Capital Transport 40 (10) (1/8) (1/2)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Medium Capital Interceptor - - - 2
Light Cruiser Medium Capital General - - - 2
Strike Cruiser Medium Capital Hunter - - - 2
Surveyor Medium Capital Scout - - - -
Medium Capital Defender - - - 2
Medium Carrier Medium Capital Carrier - 40 - 1
Medium Freighter Medium Capital Transport 80 (20) (1/4) (1)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Heavy Capital Interceptor - - - 4
Cruiser Heavy Capital General - - - 4
Heavy Cruiser Heavy Capital Hunter - - - 4
Research Vessel Heavy Capital Scout - - - -
Armoured Cruiser Heavy Capital Defender - - - 4
Heavy Carrier Heavy Capital Carrier - 80 - 2
Heavy Freighter Heavy Capital Transport 160 (40) (1/2) (2)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Battlecruiser Supercapital Interceptor - - 1 8
Battleship Supercapital General - - 1 8
Dreadnought Supercapital Hunter - - 1 8
Supercapital Scout - - - -
Supercapital Defender - - 1 8
Fleet Carrier Supercapital Carrier - 160 - 4
Bulk Hauler Supercapital Transport 320 (80) (1) (4)
Ship Class Role Cost Build Time Support Cargo Hangar Invasion Raid
Flagship Interceptor - - 2 16
Flagship General - - 2 16
Flagship Hunter - - 2 16
Flagship Scout - - - -
Flagship Defender - - 2 16
Flagship Carrier - 320 - 8
Flagship Transport 640 (160) (2) (8)

Research

Research and development is largely limited to the unlocking of alien technologies, and perhaps the discovery of a means to resettle the Earth. The GM will inform you of what technologies are available and how long they will take to unlock. There is generally no cost to research things, but you may need to build prototypes before you can put alien designs into full-scale production.

Unique Traits

Each empire has a unique trait, defined by discussion with the GM. This provides an advantage in a particular area over other empires, but should not be heavily overpowered. These traits are not technologies, though they may represent a particular technology the empire possesses, and so cannot be developed by other empires. If the trait is one affecting ships then it will stay with the ship if it is subsequently transferred to another empire’s control.

System Raids

If a fleet contains insufficient forces to capture a system, it may instead raid the system for resources. The fleet must possess sufficient ships to intercept enemy shipping, represented by Raid Points. A light capital generates one raid point, a medium generates two, heavies generate four, supercapitals generate eight and flagships generate sixteen. Carriers and Carrier Role transports generate raid points at half this rate, while scouts and all other transports (except Q-Ships) do not generate raid points. The raid points of a fleet is the total resources they can divert to their own empire, up to a maximum of the systems total output.