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1.0.0
Introduction
2.0.0 The Game
Map
3.0.0 Pre-Game
Setup(s)
3.1.0 Race
Design
3.2.1
Governments & The People
3.2.2
Satisfaction Rating Modifien
3.2.2.1 Governments
3.2.2.2 Dependent SR Modifiers Tax
Rate
3.2.2.4 Long-Term Independent
Modifiers
3.2.2.5 Short-Term Independent
Modifiers
3.2.2.6 Short-Term Dependent
Modifiers
3.2.2.7 Determining Satisfaction
Ratings
3.2.2.9 Losing Control of a
State
3.2.2.10 Changing Governments or Other Long-Term
Independent Social Modifiers
4.0.0
Movement
4.2.0 Plotting Starship
Movement
4.3.0
Starship Endurance & Maintenance
4.3.1
Starship Supply and Endurance Limits
4.4.0 Towing and
Tugs
5.0.0 Resource Points &
Economics
5.1.0
Income
5.2.0
Deficit Spending and
Debt
5.3.0
Freighters
5.4.0 Types of Facilities & General
Rules
Agricultural
Stations
Core
Taps
Heavy
industry
Light
industry
Medical
centers
Mining
Stations
Refineries
6.0.0 Construction
6.1.0 The Role Of
Shipyards
6.1.1 The Role Of Subassembly
Plants
6.2.0 Starship Design &
Construction
6.4.0 Other Types Of
Construction
6.5.0 Crashbuilding Starships, Bases, Gunboats
& Fighters
6.6.0 Scrapping and Mothballing
Units
7.0.0
Colonization Of New Planets
7.0.1 Populations
(optional)
7.1.0 Mining & Strip-mining Of
Planets
7.2.0 Supplies & Supply
Depots
8.0.0 Research
& Development
8.2.0 The Role Of Science
Stations
8.3.0 Technology
Transfers
9.0.0 Combat
9.1.0 Detection - General
Concepts
9.1.1 Detection
Ranges
9.1.2 Active
Systems
9.1.3 Detection
Rolls
9.1.4
Concealment
9.1.5 Target
Discrimination
9.1.6 The Role Of
Listening
9.1.7 The Role Of
Early Warning Stations
9.2.0 Combat
Engagements
9.3.0 The Mechanics Of
Combat
9.3.1 Fleet
Files
9.4.0 Planetary
Invasions
9.5.0 Pacification,
Rebellion, Insurrection, and
Genocide
9.6.0 Break Off
Levels
9.7.0 Damage
Levels
9.8.0 Destroying Colonies & Devastating
Planets
9.9.0 Damage Control &
Repairs
9.10.0 Repair Ships & Fleet Repair
Docks
9.11.0 Organizations & Battle
Tactics
9.12.1
Organization
9.14.0 Fleet Formations & Intra-Turn Combat
(Optional)
9.14.1
Definitions
9.14.2 Scenario
Generation
9.15.0 Battle
Tactics
9.16.0
Commerce Raiding Rules
9.16.1 The
Basics:
9.16.2 Qualifications
for Commerce Raiding Groups
9.16.3 Where to Raid
Commerce
9.16.4 Modifiers to
Victim RP Loss Roll
9.16.5 Modifiers to
Piracy Take Roll
9.16.6 Closing
Colonies to Interstellar Trade
9.16.7 Example of
Commerce Raiding
9.17.0 Flag Officers & Graded
Crews
9.17.1 Flag
Officers
9.17.2 Crew
Grade
10.0.0 Economics &
Trade
10.1.0 Alliances &
Diplomacy
11.0.0 Diplomatic
Limitations
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12.0.0
Mapping, Scouting & Surveying
12.1.0 Scouting &
Surveying
12.1.1 Mapping
Missions
12.1.2 Survey
Missions
12.1.3 Time, Numbers
& Additional Scanners
12.1.4 Limitations On
Surveys Done Per Turn
12.1.5 Detailed System
Surveys
13.0.0
Communications
14.0.0 Weather
& Terrain Effects
Planets
Asteroid
Fields
Comets & Cometary
Tails
Radiation
Zones
Nebulae
Ring Debris
Fields
Stars
Wormholes
Blackholes &
Stellar Hypermasses
Magnetic
Storms
Ion
Storms
Gravitic
Storms
Pulsars
Neutron
Stars
Brown
Dwarves
15.0.0 Psionics
15.1.0 Telepathy /
Empathy
Level I Listening
Level II Interfering
Level III
Controlling
15.2.0 Extrasensory
Perception
17.0.0
Intelligence & Counter-Intelligence Operations
17.1.0 Special and Standard
projects
17.2.0 Open and Specified
projects
17.3.0 Summary of project
types
17.4.0 Operation Point
sources
17.4.1 Spy
Networks
17.4.2 Specific
Bureaus
17.4.3
Agents
17.5.0 Specified Operation
Types
17.5.1
Counter-espionage/Conversion Specified
Operations
17.5.2 Military
Specified Operations
17.5.3 Research
Specified Operations
17.5.4 Economic
Specified Operations
17.5.5 Political Specified
Operations
17.5.6 Diplomatic
Specified Operations
17.5.7 Cryptographic
Specified Operations
17.6.0 Attitudes toward
Espionage
Core manual 4th Edition
Appendices
Appendix 1 -
Technology Definitions
Appendix
2 Additional Technology Definitions
Appendix 3 - R&D
Success Chance Table
Appendix 4 The
Battle Manual
Appendix 5 Critical
Hits
Appendix 6
Supplemental Critical Hits Implemented in the Battle Engine
Appendix 7
The Rules for Being Sneaky
Appendix
8 Alternate Income Strategies in FOTS
Appendix 9
Fighters and Casualties
Appendix 10
Gunboats as Combat Units
Appendix
11 - Pickets, Scouting, and Blitzkrieg: Detachments in FOTS
Appendix
12 - Strategies of Annihilation & Exhaustion
Appendix 13 -
The Blind Watchmaker
Appendix
14 - The Care and Feeding of a FOTS Society
Appendix
15 - Oceans in FOTS Trade and Maritime Powers
Appendix 16 - Turn
Example
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