05: Strategic Tables

Economy :

   As far as interstellar overlords are concerned, the main point of planetary economies is to pay taxes. A planet is generally capable of supporting itself-but paying taxes is another matter. A world’s economy is a somewhat volatile thing. It can be cushioned a bit by expending one MCr on it, but otherwise an economy roll is required. Fortunately, worlds with high economies usually pay well. Possible modifiers include; +5% per MCr spent up to a limit of 5 MCr, an ongoing invasion/ raid (-50%), or if it was attacked / raided within the last two turns (-25%).

  • -60 or less : Loss. -10 MCr and Economic Collapse (-5 on the worlds permanent economy score).
  • -59 to -15 : Loss, 8 MCr or Economic Collapse -5.
  • -14 to -10 : Loss, 5 MCr or Economic Collapse -5.
  • -9 to 20 : Loss, 3 MCr, no production this turn.
  • 21 to 40 : Breakeven, normal production.
  • 41 : Natural Disaster. -10 on total planet ratings, spend 5 MCr on disaster relief or the loyalty drops by 10% as well.
  • 42 : Economic Boom. 8 MCr Profit, permanent planetary economy score goes up by 5-as does it’s production score.
  • 43-44 : Economic Bust. No profits, Economy -1%.
  • 45 : Strong Investment. Production +2%, +1 MCr profit, +500 CP for this turn only.
  • 46-60 : Good profits, +3 MCr.
  • 61-90 : Good profits, +2 MCr, +1000 CP for this turn only.
  • 91-92 : Major Strike, half CP this turn.
  • 93-120 : High profits, +4 MCr.
  • 121 : Worldwide prosperity. Profits +5 MCr, loyalty +5%, CP this turn 1.5x normal.
  • 122-140 : Excellent profits, +5 MCr.
  • 141 : Natural Disaster, as per “41”.
  • 142-143 : Major Economic Boom! Profits +12 MCr, otherwise as per “41”.
  • 144 : Economic Bust. No profits, Economy -5%.
  • 145 : Strong investment. Production +5%, +3 MCr profits, 1250 CP bonus this turn.
  • 146-175 : Good Profits, +6 MCr.
  • 176-180 : Economic downturn, breakeven.
  • 181-198 : Enormous profits, +10 MCr.
  • 199 : Emigration. Boost ratings on any minor industrial or “other” world by 10%. No profits this turn, -2500 CP this turn.
  • 200+ : Bubble bursts! Economy -10, production -5, no profits, and no production, this turn.

Espionage :

   While minor espionage is a fact of life, major projects are a good deal more problematical. It costs a total of 5 MCr to make an espionage roll, and only one may be made per turn. Espionage rolls must be directed against a specific target, but the results need not be accepted. If you have a policy against assassination and kidnapping, your agents will pass up such chances. The roll may be modified by +5% per MCr spent up to 5 MCr.

  • 01-04 : No results this turn. Too bad.
  • 05-17 : Planetary Surveys. You may request general evaluations of 1D6+2 of the targets worlds. This normally reveals the planetary scores, any major (10%+) resources, and the general size and composition of the garrison. If the players find it overly hard to agree on how much garrison data is reasonable, consult a neutral player.
  • 18-22 : Datatheft. You may determine the existence, and terms, of any alliances or trade agreements your target possesses.
  • 23-32 : Sabotage. You destroy (1D6)x1000 CP worth of your target’s units and/or supplies.
  • 33-37 : Planetary Sabotage. Reduce the ratings of a target planet by a total of (1D6-1)%.
  • 38-40 : Datatheft. You obtain a list of the forces currently committed to 1D6+2 planets and/or campaigns.
  • 41-46 : Create a diversion on any desired world. If the owner does not boost the local garrison to at least 2x the “standard” level for the next 4 turns the planet’s permanent loyalty score will drop by 5.
  • 47-49 : Datatheft. You may steal the information on any one jump route or exploration discovery your target has available. In the case of a new planet, cache’, or resource, this often leads to a fight over who gets it.
  • 50-57 : Counterespionage. You may lie the next time an opponent obtains a “Datatheft” espionage
  • result. If the theft was of a unit design, new technology, or a technical improvement, the resulting worthless prototype will cost the hapless victim 1D6 MCr.
  • 58-59 : Good luck! Roll again at +60%.
  • 60-63 : Datatheft. Obtain a list of your target’s campaign objectives. The next time he/she attacks one (or more) of your planets, you may “retroactively” move up to 10% of your total forces around to meet the attack.
  • 64-66 : Spy established. You may “name” a specific agent in a particular position (EG; A minor scientist in research facility who can pass on anything they develop, a functionary who can pass on data about a planet’s garrison, or some such) or simply take a +1 on future espionage rolls against that target.
  • 67-70 : Incite civil unrest (See Politics, 03-06). You may select any planet save a capital.
  • 71-75 : Kidnapping/Assassination. Remove a selected personality from play for (D6) 1; One turn, 2-3; 1D4 turns, 4; Until a specified ransom is paid, 5; Permanently, 6; Until a hostage is recovered.
  • 76-80 : Set up a mercenary or pirate raid against a randomly selected enemy “other”-or “minor industrial”-world. (QV; Politics, 10-18).
  • 81-84 : Counterespionage. You identify a major spy or spy ring. You may either feed back false information (As in 00-00) or make political capital from the situation (+5% on the next politics roll). If the spy is a personality you wish to keep, you may simply block his or her messages.
  • 85-89 : Kidnapping/Rescue/Capture. You may acquire, or rescue, a notable captive. If anyone is holding one against you, you recover him or her. If you’re acquiring one, he or she may be used to gain (D6) 1-2; A random roll on the alliance benefit table, 3; Lots of Money (1 MCr per -1 you’re willing to accept on your next politics roll), 4; To arrange a modest invasion/reinforcement (Two Companies under your control for 2 turns), 5; To neutralize one invasion or raid, 6; Oops!! You’ve gone and provoked a major invasion or raid. This will involve an attack by 3+ companies, and may complicate things greatly.
  • 90-92 : Datatheft. Obtain some of your target’s security codes, contingency plans, or command data. You get six extra battlecards to use during your next campaign against him/her.
  • 93-95 : Sabotage. You may bypass orbital and jump point defensive installations the next time you attack one of your target’s worlds. The installations are not destroyed, and are very likely to be problems later on, as whatever you did will be quickly straightened out.
  • 96-100 : Datatheft. You may steal any single design. This does not, however, include any new inventions or technical improvements employed in it-hence some designs may be difficult or impossible to produce.
  • 101-110 : Good luck! Roll twice more, but reroll this result if it turns up again.
  • 111-117 : Create an incident. You may arrange a small skirmish between (D6) 1-2; The garrisons of any two unallied worlds within three hexes, 3-5; A quarter company of mercenaries and the garrison of any selected “other” or “minor” world, or 6; The garrisons of 2 neighboring allied worlds. In such cases, both sides must commit at least 1/3’rd of their forces to the struggle.
  • 118-122 : Steal a ship. While this is usually a jumpship (Selected at random. Warships recieve a resistance check of 6+), a player may opt to steal a specific dropship from among any currently in action against him or her.
  • 123-125 : Intelligence Leak. A random opponent gets a free espionage roll targeting you. Unlike most results, this one must be accepted.
  • 126-135 : Datatheft. You may steal any one invention or technical improvement. Unfortunately, it takes at least (Resource point “Cost”/5 +1) turns to put it into production, as well as spending of 5 MCr to set up the facilities.
  • 136-140 : Subvert Personality. You manage to get one of your target’s “personalities”-selected at random-to defect. (D6) 1-2; To you, 3; To you, but at a cost of (1D6/2) MCr, 4; To you, but he / she will act as a spy for the original player, 5; To the inner sphere, 6; To whoever will pay the most for his or her services (Everyone bids).
  • 141-155 : Datatheft. You may request fairly detailed answers to (2D6) questions. If the question of what “fairly detailed” means comes up, a neutral player should rule on the matter. It must be noted that this does not get you designs, exact routes, or technologies, but does let you discover the existence of most things (Jump routes, garrison strengths, or current jumpship assignments, are examples)
  • 156-165 : Select, 01-135.
  • 166-171 : Incite a rebellion (QV Politics, 01-02). If the rebels successfully escape, or are permitted to leave, there is a 50% chance that you’ll be able to recruit them. The planet affected should be selected randomly.
  • 172-175 : Sabotage. You may wreck any one “alliance” that your target happens to have.
  • 176-180 : Subversion. You may start a rebellion (QV; Politics, 01-02)-but the rebels are loyal to you, rather then to themselves. You may assume control of that portion of the local garrison. If the units involved can be fit into ONE of your dropships, you may attempt to get them out before this treason becomes known, with a 4 in 6 chance of success. In any case, you wind up spending 1D6 MCr.
  • 181-200 : Select anything, 01-180.

Exploration :

   Exploration actually costs very little, but it does require the assignment of a ship and dropship for a full turn. Assigning a multijump-capable or warship to such duty is worth a 5% bonus, as is a Jump-3 ship. If the ship is both, the bonus is 10%. Assigning extra ships is helpful as well; Assigning two ships is worth a +5% bonus, while assigning three or more is worth a +10%.

  • 01- Disaster! Entire expedition lost, usually with no trace.
  • 02-43 Nothing of importance found.
  • 44-45 Expedition dropship lost.
  • 46-57 Chart new jump route, maximum length of 2D6+2.
  • 58-67 Potentially habitable world located. These may be “seeded” at a neglegible cost-but will not be genuinely livable for generations. This may be sped up to a mere 24 turns at a cost of some 24,000 CP and the long-term assignment of a jumpship to the project.
  • 68-75 New resources located, usually in the form of a rich asteroid cluster or some such. While not worth a full colony in a system without a livable planet, an installation to exploit them may be established at a cost of 10 MCr. The “yield” is checked on a D6 after paying. 1-2; 5%, 3-4; 10%, 5; 15%, and 6; 20%.
  • 76-85 Exploitable solar system located :
  • 76-78 Contains a livable, but uninhabited, planet. It may be colonized as usual.
  • 79-81 Outpost of an otherwise out-of-reach house / major group located. +5% on trade rolls.
  • 82-83 Contains a “lost” colony. D6; 1; LowTech, as an “Other” world. 2; As “1”, but there is a salvagable jumpship in orbit. Fixing it will require expending 2000 CP over two turns, it will have a jump rating of 1/2 D6, and will be able to carry 1D6+2 Dropships. 3; Hightech and friendly, but without jump technology. Can usually be persuaded to join. The system includes a major and a minor industrial world. 4; Isolationist, as “3” but not friendly. A brief campaign will probably suffice to take the place over. 5; Colony failed-but could be restarted for only 1/4’th the usual cost.
  • 6; Clan fragment or outpost. Extreme caution is in order.
  • 84-85 Pirate base located. Pirates typically have a modest jumpship (Jump-2, 1-3 dropships), a medium dropship, and enough light dropships to load their jumpship. Their forces ordinarily total about 6000 CP, mostly in older, light, mechs and vehicles. If successfully overrun, a pirate base yields D6; 1-2; Nothing much, 3; A useful hostage (QV; Politics), 4; 1D6 MCr, 5: 1D6*500 CP worth of spare parts, 6; check twice, rerolling sixes. The type of base may be determined with a D6; 1; Asteroid or moon installation, 2; Asteroid habitat, 3; An old orbital installation, 4) A livable but uninhabited world, 5) A small colony (As “Other” world) on a livable world that they’ve taken over, 6; An iceworld installation.
  • 86-90 Abandoned installation located.
  • 86 Interesting, but nothing worthwhile is found.
  • 87 Salvage 2D6*500 CP worth of materials.
  • 88 As per (68-75), but re-opening the installation will only cost 2 MCr. Unfortunately, the yield is reduced by 5%, thanks to prior exploitation.
  • 89 Salvage interesting data. Take two, free, +50% research rolls-ignoring any negative results.
  • 90 It contains 1D6/2 salvagable dropships. These should be determined randomly using the list of light and medium dropships. Each will cost 1000 CP and one turn to renovate.
  • 91-94 Standard cache located. 1-4 more will be found in the same area at a rate of one per turn, but a jumpship must be assigned to salvage duty. A cache holds 1D6*1000 CP worth of equipment and/or spare parts and supplies. Each may also hold 1D6; 1-4; Nothing, 5; 1D4 common mech designs, or 6; data worth +10% on the next research roll. 95 Salvagable jumpship located. Repairs require a total of 2000 CP over two turns. It has a jump rating of (D6-1)/2 and can carry 1D6+2 dropships.
  • 96-98 Expensive damage to jumpship/dropship. Expend 1D6*500 CP to repair.
  • 99 Interesting scientific observations, but little of immediate value.
  • 100 An remarkably eventful trip! Roll three times, ignoring results of “01” and “100”.
  • 101 Mysterious relics of vast scientific importance located! These count as a portable 10% resource rating (Justify this however you like), but are likely to prove a source of contention. If one of the great houses finds out about these, they are almost certain to demand them. This should be handled by a neutral player-but a forcible “purchase” is the most likely outcome.
  • 102+ Select from 01-100, or roll again with an extra +40%. bonus.
  • 140+ Lost or alien civilization located. This is not necessarily a good thing, and should be throughly discussed with the other players.

Politics :

   Everybody is subject to politics-and there’s simply no getting out of it. Each player rolls on this table once, and only once, each turn. Political rolls may be modified by expending MCr, with no upper limit, but it requires 2 MCr per percentage point-in advance. The politics table is unique in that personalities may try to produce specific outcomes. In this case their base % rating is doubled and, if that modification, whether positive or negative, would suffice to reach the desi- red result, that’s what happens. If it’s not, there is no effect. For example, if Sir Winston, a 5% diplomat, is trying to end a war, he’d succeed on a roll of 46-70 (56-60, plus or minus 10%). Other penalties include a -2% for each planet with a garrison at or under half strength, the -5% penalty for an ongoing nearby war, and a -5 if you’re maintaining more infantry platoons then your total loyalty ratings. Bonuses are mostly limited to personalities, treaty benefits, and resources.

  • Negative : Succession. This usually involves 1D6+1 worlds, however it does not affect planets with loyalty ratings of 25+. It will also involve (1D6+6)x10% of the total garrisons and home guard units on those planets. This is a major disaster. The planets will (D6) 1; Set up as an independent state, 2; Join another minor state, 3; Join a great house 4; Fragment into solitary worlds, 5-6; Get talked into rejoining after 1D6/2 turns or immediately if attacked in the meantime. In any case, each worlds total ratings are reduced by 15%.
  • 01-02 : Rebellion. Affects any world save for the Capitol itself. The cause may be utterly trivial, but 2D6*10%-loyalty% of the local garrison and home guard rebel. It can be put down by (D6) 1; “Fixing” something trivial (in terms of the game), 2; Expending 1D6/2 MCr, 3; Reinforcing the local garrison, 4; Permitting the rebel forces to leave, 5; A major show of force, 6; Only by force. If not successfully put down, rebellions roll on the Succession subtable, above. If the result is “Fragmentation”, 1D6 more worlds will join the rebellion.
  • 03-06 : Civil Unrest. A planet’s total scores are reduced by 40% during this turn, and by 5% permanently. The effective garrison is reduced by 50% during the turn, and will rebel if the worlds loyalty rating is below 20%.
  • 07-09 : Invasion, usually from off-board. This is a serious attempt to grab some worlds, and normally targets random systems within the map sector until at least three “habitable worlds” have been selected. The attackers will usually have a total of two companies at their disposal. Unaligned worlds may be targeted, and so may become outposts of some more powerful state elsewhere.
  • 10-18 : Raid/Occupation. Launched against a random “Other” or “Minor Industrial” world (Major worlds with garrison strengths at or below 50% of standard are possibile as well). If the target world boasts any resource at 15 or more, or has a production/economy score at 75+, there’s a 50% chance of the “raid” becoming an occupation. If so, the forces already committed will be doubled. If any truly unique target is available (New tech with a 25+ “value”, alien artifacts, etc), there’s a 50% chance of it being the major target. The “basic” raid has an objective determined on that subtable-and involves (D6) : 1-2; 1/4 Company, 4-5; 1/2 Company, 6; A full company. A successful raid is a serious problem.
  • 19-20 : Lose a random personality. You may hold an elaborate funeral or retirement party, vow eternal vengeance, have a wedding, condemn him or her for treason, or have a tragic accident, depending on what you decide to say has happened.
  • 21-24 : A random alliance fails-if you have any.
  • 25-28 : Desertion. Some of your units on a random world head off to (D6) 1; Whoever bids the most, 2; The inner sphere, 3; Set up their own ministate, 4; pursue some private vendetta, 5; Become mercenaries somewhere a long ways off, 6; Join the military forces of some other small state, randomly chosen from among those in play. This ordinarily involves (1D6+2)*10% of the garrison-and cannot be effectively forestalled. By the time anybody knows about it, the deserters have taken commercial transport out.
  • 29-30 : Hostage Situation. While these may be run as Mechwarrior scenarios if the players so desire, their standard effect is to take a random strategic or campaign “personality” out of action for the turn. Births, family problems, severe illnesses, and so on, all fall into this general category. It’s just that the “Hostage” in question isn’t being held by a human enemy.
  • 31-33 : Lose Mercenary/Allied Forces (If more then one group exists, select one at random. If a mercenary group’s taken a land grant, it will ignore this result on a 1-4 on a D6.
  • 34-35 : A challenge. One or another clan fragment challenges you to a trial-by-combat, using relatively minor forces, for (D6) 1-2; One of your “Other Worlds”, 3; Because of some personal motive, 4; Free passage thru your domains, 5-6; Their services, if you prove to be a worthy leader. While they have D6) 1-3; 1/2 Company, 4-5; One company, 6; One and a half standard companies available, the challenge generally involves 1D6/2 Lances. Refusing their challenge generally means a fight with all of them.
  • 36 : Grand invasion or massive threat. If this turns up, it should be discussed among the players, as this sort of thing is normally grounds for a temporary alliance. The base forces for an invader will usually consist of 1D6+6 standard companies, with jumpship and dropship support as needed.
  • 37-38 : You are stuck with giving a gift or bribe. Make a roll on the “Alliance cost” chart – but gain a +5% bonus on your next politics roll.
  • 39-41 : Major espionage attempt. One of the great houses suspects that, just maybe, you have something they want, and makes 3 Espionage rolls against you at +25%.
  • 42-45 : A request for sanctuary, usually from some minor, losing, faction. Such a group will still control (D6) 1; 1/4’th Company, 2-3; 1/2 Company, 4-5; 1 Company, 6; 1 1/2 full Companies-which will be at your disposal if you take them in. Sadly, this costs 2D6 MCr, inflicts a -5% on your politics rolls for the next 4 turns, and may entangle you with whoever chased them out (D6) 1-2; You are subject to 1D6 retaliatory raids, 3-4; You are subjected to 3 espionage rolls, at +10%, 5; It’s ignored, 6; You’re slipped a bribe of 3D6 MCr and 5000 CP worth of common military gear to keep them out of the way.
  • 46-50 : An ally is attacked. If you have any force commitments, they’re now due. Even if you don’t, you’ll have to send some assistance (At least 12,000 CP worth) or lose face on the interstellar level (-5 penalty on your next politics roll). You’ll lose 1D6*5% of whatever forces you send-but if you send 24,000 CP worth or more, you’ll gain +5 on your next politics roll.
  • 51-55 : Nearby war begins. Any force committments due to alliances are called due. Politics rolls are made at -5% all around until the thing is settled. Everyone also rolls 1D6 on the following list each turn until it’s settled; 1; Trade disruptions. You lose a trade roll, 2; 1D6/2 planets are subjected to standard raids this turn, 3; Invited to make an alliance. If you do so, you get 3 rolls on the benefits list instead of two, 4; High tensions. All worlds want at least a doubled garrison this turn, and suffer a -10 penalty on their economy rolls if they don’t get them, 5; High demand. +5% on all economy rolls this turn, and you may sell up to 6000 CP worth of war materials at 1 MCr per 500 CP, 6; You suffer an invasion-as in 07-09. Wars are automatically settled after four turns.
  • 56-60 : War Ends. Any committed forces return, but losses will amount to 1D6*5%.
  • 61-65 : VIP Visitor. Expend 1 MCr and gain the use of a personality for one turn. Since this is normally someone of importance from the inner sphere this is also a chance to show off/sell/trade new Mech and Vehicle designs, exotic inventions, technical improvements, and captured gadgetry. This sort of thing usually must be handled by the players, as it’s too complicated for a set of rules.
  • 66-70 : Acquire a hostage. QV; Espionage, 85-89.
  • 71-75 : You may acquire a secure Jumproute through the Inner Sphere-if at the cost of 1 MCr for every 2 hexes of length.
  • 76-77 : Something great happens. Reroll at +55-and reroll any unpleasant or damaging results.
  • 78-85 : A major diplomatic event. A summit, coronation, major house festival, or whatever. No direct game effect, but all the players are encouraged to talk and to try and make private deals with each other.
  • 86 : A new religion arises. This may have very little effect-or the players may discuss how this might complicate their situation.
  • 87-90 : Gain a Personality. (D6) 1-3 tactical, 4-5 Strategic, 6 Campaign. The exact nature of the personality is up to you.
  • 91-95 : You may recruit some Mercenaries. Roll D6; 1; Two lances, 2; 1/3 company, 3-4; a half company, 5-6; a full company. This comes at a cost of (D6) 1-4; Double maintenance, 5; A land/title grant (Free!), being taken into your forces, and normal maintenance, or 6; Normal maintenance and the launching of a raiding campaign against some target.
  • 96-97 : Minor Alliance. You form an alliance with a minor, independent, world. You may draw on up to 50% of it’s resources/production, but have an obligation to assist if and when it’s attacked. Unattached planets in your quadrant take priority, otherwise this may be an offboard (D6) 1-3; Other World, 4-5; Minor Industrial World, 6; Major I. World. It’s major military forces also fall under your control, but it’s economy doesn’t.
  • 98 : Minor planetary disaster strikes. It could be an epidemic, earthquake, tidal wave, or whatever. -1 on any one permanent rating of any one world.
  • 100-110 : Wealthy civilians establish a “Home Guard” unit at (D6) 1-3; 5%, 4-5; 10%, 6; 15%.
  • 111-120 : Intrigue. Make a free “Espionage” roll.
  • 121-125 : ComStar decides to open a relay station on one of your planets. Your trading center and capitol are presumed to have one already – but you may select any other world and put it there, where it acts as a “+5” economic resource.
  • 126-130 : Political Favors. Make a free “Trade” roll at +60%.
  • 131-135 : You are offered a bribe of 3D6 MCr to send a raiding party into the inner sphere. The objectives are determined normally, but if the “job” is taken you will suffer a “-5%” on your next political roll. The target is a (D6) 1-2; Other World, 3-4; Minor Industrial world, 5-6; Major Industrial World.
  • 136-140 : A major trading firm moves into your area. Make three “Trade” rolls at +15%, ignoring “piracy” results – for free.
  • 141-145 : Form an alliance with a major house / some other periphery “lord”. Roll twice on the Alliance Benefits subtable, and twice on the Alliance Costs subtable. If the terms seem unfavorable you may reject the treaty, but do not roll again.
  • 146-147 : Recieve a gift. You get a free roll on the Alliance Benefits table. If you so desire, you may take “Technical Aid” automatically
  • 148-149 : Gain Solar System. (D6) 1-2; One “Other” World, 3; Two “Other” worlds, 4; One Minor Industrial World, 5; One Minor Industrial World and one “Other” world, 6; One Major Industrial World and a choice of one Minor Industrial World or two “Other” worlds.
  • 151-155 : Increase the bonus provided by one of your personalities by 5%, to a maximum of 15%.
  • 156-165 : Something nasty happens. Roll (D100/2) on this table.
  • 166-175 : Select any desired result from -10 to 165, applying it either to yourself, or to some other world/player/group of your choice.
  • 176-185 : Assume control of the sector assets of one of the major houses. Triple the size of your empire. Everyone else in the game probably unites against you.
  • 186-199 : Assume control of one of the great houses. As far as the game goes, “you” (as the ruler) delegate some trustworthy individual (once again run by you) to take over and give him whatever resources you can spare (what you had before plus two military companies determined at random). If anyone wishes to expand this to house-to-house, go for it.
  • 200+ : Reunite the Inner Sphere and the Periphery under your command. The Star League makes a big comeback. You win. Go play something else. How did you manage to get a roll of 200+ on this table anyway?

Alliance Benefits :

  • 01-04 : Allied Forces. You gain the services of a standard military company. Sadly, as allies, they are under orders not to get annihilated. They are only 50% effective (Halve the available units) unless cornered, and are subject to recall if/when the alliance ends.
  • 05-12 : Cash. You gain 4D6 MCr.
  • 13-20 : Defensive Alliance. One “standard military company” is available as reinforcements one turn after any major attack or planetary invasion-provided that fighting is still going on. A defensive alliance isn’t much use against a raid.
  • 21-25 : Designs. You obtain 2D6 “standard” combat unit designs, but LAM’s and Omniunits count as two-and original designs count as three.
  • 26-28 : Dropships. You gain one or more dropships; (D6) 1; Two light dropships, 2; Three light dropships, 3-4; One light and one medium dropships, 5; Two medium dropships, 6; One heavy dropship.
  • 29-35 : Information. You gain three immediate free espionage rolls, but only informational results count.
  • 36-45 : Jumproute. You gain access to a protected Jumproute/routes thru the inner sphere. These may have a total length of up to 12 hexes and are considered to be fully secure. No one else may use them even if they manage to discover or trace the route.
  • 46-48 : Jumpship. You gain Jumpships with a total jump capacity of (D6) 1-4; 1, 5-6; 2, and a total Drop- ship capacity of 1D6.
  • 49-55 : Marriage. Congraluations! You’ve hit the neo-feudal jackpot. Select any one benefit-and roll again. Optionally, roll a D6. On a 1-3 it’s somebody marrying into your ruling family-and you get to roll again twice. On a 4-6 a member of your ruling family marries into theirs, and you have to roll on the costs table. The benefits of an alliance-by-marriage tend to be longer-lasting them most alliances. An alliance-by- marriage will survive results that would usually bring it to an end (“Alliance Fails”, etc) 4 out of 6 times.
  • 56-58 : Military Supplies. You are supplied with 3000 CP worth of spare parts, ammunition, and standard military supplies (IE-Maintence CP) a turn until the alliance is abrogated.
  • 59-61 : Personality. You gain the “use” of a (D6) 1; Tactical, 2-4; strategic, 5-6; Campaign personality for the duration of the alliance.
  • 62-70 : Political Support. You gain a 5% bonus on your political rolls until this alliance is abrogated.
  • 71-75 : Research Access. You gain a free, “+50%”, Research roll each turn. Negative results are ignored. This continues until the alliance is abrogated.
  • 80-85 : Resources. Whether in the form of special materials or special components, you recieve shipments equal to a Special Materials Resource of 25% until the alliance is abrogated.
  • 86-87 : Solar System. You gain control of one or more worlds; (D6) 1-2; One “Other”, 3; Two “Other”, 4; One “Minor”, 5; One “Other” and one “Minor”-and 6; Two “Minor”. If there is an appropriate house-owned system nearby, you gain it. Otherwise, these can generally be treated as being off- or “under-” the board.
  • 88-94 : Technical Aid. You may add 10 “points” to the production score, and 5 points to the economy score, of any single planet.
  • 95-98 : Trading Alliance. See; “Trade”, 151-180.
  • 99-00 : Unique Technology. You gain access to some new development-whether a technical improvement or a new invention. This has a base value of (D6) 1-3; 5%, 4-5; 10%, 6; 15%.

Alliance Costs :

  • 01-04 : Accepting Refugees. These are usually some minor, losing, noble and his/her family and entourage. Additional details can be found under Politics, 42-45. Unfortunately, once you’ve taken refugees in, there is no way to get rid of them-even if the alliance ends.
  • 05-12 : Committing Forces. You must commit a full battalion of Mechs, with apropriate Aerospace support, when and if your ally calls upon you. These will not be available until the situation is resolved and are either subject to random losses (1D6*5)%, or may be entangled in various scenarios if the players elect to play them out.
  • 13-20 : Political Support. While this costs little or nothing to supply, you can only support one side at a time. If you are already supporting someone and roll this result you must roll again twice.
  • 21-25 : Cash. This alliance costs you 3D6 MCr.
  • 26-31 : Raiding. For whatever reason, (Objectives may be determined randomly on the Raiding tables if so desired), finalizing the alliance requires launching a series of raids against one or more worlds. These may be periphary, inner sphere, or even clan, worlds-but it may be assumed that reaching them is not a problem. Succeeding, or at least putting up a good showing, is. 1D6 raids are required-of which at least half should be reasonably successful.
  • 32-44 : Defensive Alliance. You wind up obligated to send a total of 2D6+4 lances of mechs, and 2D6 lances mechs or vehicles, to the assistance of some world if/ when it’s seriously threatened. This is automatic if a war breaks out-but there is a 1 in 6 chance of being called upon during any given turn in any case. Forces dispatched on such missions are subject to losses-as in Committing Forces, above-on a 2 in 6 chance. The rest of the time either a show of force is sufficient, or they turn out to be unnecessary.
  • 45-49 : Providing Special Resources. This alliance obligates you to provide (1D6; 1; 5, 2-3; 10, 4-5; 15, or 6; 20) points worth of special production resources to your ally per turn. Any necessary transportation is provided by the ally.
  • 50-54 : Providing Special Technology. You have to supply your ally with one or more pieces of “original” technology with a total “value” of at least 25 points. Unfortunately, releasing technology is a dangerous and unpredictable business. Roll 1D6) 1-2; It gets leaked. The other players will acquire it within 1D6 turns. 3; You are subject to 1D6 raids over the next three turns by various groups, 4-5; Units equipped with your tech. will begin appearing on the market, among mercenaries, and in raiding parties, 6; You get passed a useful tech. improvement on the stuff you gave away.
  • 55-59 : Personality. This alliance requires either (1D6) 1-4; donating the use of a strategic personality for it’s duration or, 5-6; either sharing (Economic or Production personalities), or donating the services of (Political and Research personalities) a “campaign” per- sonalities services for the duration of the alliance.
  • 60-65 : Providing a Jumproute. While this requires very little effort in itself, keeping it secure can be quite a problem. Roll 1D6 each turn while the alliance continues; 1-3; No problems arise, 4-5; you must “deal with” an aerospace raid on a random world, 6; you must deal with a standard raid on a random world.
  • 66-75 : Espionage Campaign. This requires allowing a bunch of spies to use your worlds as a base of oper- ations. This costs nothing-but can cause a good deal of trouble. (D6) 1-2; Nothing Happens, 3; -5% on your next Political Roll, 4-5; The “target” will make three Espionage checks against you next turn, 6; It costs D6 MCr to cover things up.
  • 76-79 : Use Of Your Jumpships / Dropships. 1D6 of your dropships and 1D6/3 of your jumpships will not be available during the next turn.
  • 80-86 : Military Support. You have another planet to garrison and defend, but get nothing out of it. If you fail to defend the planet, this alliance will very likely (4 in 6) fail.
  • 87-90 : Fealty. You may have no other “political” (Trade “alliances” do not count) alliances unless this one is allowed to lapse.
  • 91-00 : Land Grants, Concessions, Ceremony, and/or Recognition. Lucky you. In terms of the game, this is virtually “free”, costing only 2 MCr.

Research :

   While every world with a positive research score is entitled to a free research roll, this is not always a necessity. A world with a positive research score may automatically develop variants, and upgrades, of older designs without a roll, although this does occupy them for a turn. Similarily, any new design result can also be used to create modifications or upgrades of two old ones. Worlds with negative research scores may “buy” a a research roll for one MCr, but retain their negative modifier.

  • Negative : Discover new fad, -100 CP this turn. This does get you a 1% bonus on your next trade roll, so it’s not a total loss.
  • 01-60 : No results.
  • 61 : A research disaster, expensive failure, or similar boondoggle, costs 3 MCr. No result
  • 62 : Something truly nasty happens, -5% on your planets total ratings.
  • 63-66 : You discover new Resources, or some better way to exploit old ones. Add a 5% resource rating to this world, or to any world with zero or negative research score.
  • 67 : Invention / New technology. You create an entirely new item. This can be one of the (previously) unavailable items on the tech list or it may be negotiated directly with the other players. Development has been going on for quite some time. Anybody else who manages to get the design will have to wait two turns to put it into production.
  • 68-70 : Minor technical advance. Most commonly in weaponry (-1 on a systems heat production, number of critical slots, or weight-to a maximum of 25% off the grand total and 50% off any individual value. While possible reductions are rounded up, no value may be reduced below one. For example, PPC’s take up 3 critical slots, generate 10 heat, and weigh 7 tons-a total of 20. The maximum
  • reductions are 3 slots, 5 heat, and 3 tons – but the total may not exceed 5. Exceptions are possible, especially for 1/2 ton items, but these are general guidelines). Armor engines, IS, and so on, are also possible.
  • 71-73 : Discovery of old cache on (D6; 1; onworld, 2-3; any nonindustrial world, 4; in space, 5; on a new / unclaimed planet, 6; on some world somebody else owns). Caches contain 1D6*1000 CP worth of equipment/spare parts and supplies. Each may also hold 1D6; 1-4; Nothing, 5; 1D4 common mech designs, or 6; data worth +10% on the next research roll. 1-4 additional caches will be found on the same world at a rate of one per turn.
  • 74 : A minor production advance. The effect is actually spread over many planets-but is simulated by adding 5% to the “production” value of any one desired world.
  • 75 : As per “74”, but for economy.
  • 76-80 : Create a new vehicle / minivehicle design.
  • 81-85 : Create 2 new vehicle / minivehicle designs
  • 86-90 : Create a new mech design (No LAM’s).
  • 91-95 : Create 2 new mech designs.
  • 96-100 : Create a new aerospace fighter design.
  • 101- 110 : Create two new designs for mini-vehicles, drones, or combat armor.
  • 111- 115 : Create a new LAM design
  • 116 : Create a new infantry design (This must be negotiated with the other players), or any one unit design is created “standardized”.
  • 117- 130 : Select from 76-110.
  • 131- 147 : Select from 81 to 115.
  • 148- 150 : New Dropship design-or select any 116-.
  • 151- 155 : Invent a new resource-or some better way to exploit old ones. Add a +5% resource to on any world you so desire.
  • 156- 160 : Discover something extremely interesting – but of no practical value. You may hold an dramatic conference and take a bow.
  • 161- 166 : Major technical advances. 3 Improvements, as per 68-70.
  • 167- 169 : Invention (New Technology), as per “67”.
  • 170- 175 : Create five modest modificatons, upgrades, or variants on old designs.
  • 176 : Research disaster, as per “61”.
  • 177 : Something truly nasty happens, as per “62”
  • 178 : Mad scientist creates utter disaster, -30% on total planet ratings.
  • 179 : Mad scientist invents ludicrous gadget. It cannot be duplicated and burns out after 1D4 uses. Possibilities include a planet-moving warp drive, mass teleporter, time machine, etc.
  • 180 : Defector takes a random D4 of your designs or inventions to another player – who also gets +5% on any one world’s research score
  • 181- 195 : Select from 61-180-or create a new jumpship design, including warships.
  • 196- 199 : Contact made with an alien dimension, game gets really weird.
  • 200+ : Mad scientist achieves “personal godhood”, boosting your total planet ratings by 50%. He also lowers all your research scores to a maximum of 80% to prevent crowds.


Trade :

   Players may make up to 3 trade rolls per turn, at a cost of 3 MCr, or 1 MCr and the assignment of a jumpship for the turn, apiece. Individual rolls may be improved by assigning appropriate “trade” resources to them, or by expending up to four additional MCr at +5% per MCr. As usual, all this must be done before rolling. As an option, players may agree to allow the substitution of trade resources for the necessary cash expenditures at the same (1 MCr to 5%) ratio.

  • 01 Piracy. If you sent a Jumpship, you lose it. If not, you’re “just” out your 3 MCr.
  • 02 Piracy. May be fought as an Aerospace combat if you sent aerospace forces along. If not, or if you lose, there’s a 50% chance that you can ransom the ship and material for 5 MCr. Typical pirates will have D6/3 light dropships and 2D6/2 oldtech fighters averaging 40-50 tons. A jumpship will be around, but will be ready to run.
  • 03-15 Minor Losses. You only get 1 MCr back.
  • 16-30 Breakeven. You get 3 MCr back.
  • 31-45 A cash profit. You get 6 MCr back.
  • 46-50 You get back some new ideas (+10% on your next research roll), as well as 5 MCr cash.
  • 51-60 Production Boost, +5% on any one planet. This normally represents smaller boosts on numerous planets, although it could indicate a shipment of vital equipment or such to a single planet.
  • 61-70 Large profits. You get back 9 MCr.
  • 71-80 A good trip. You get back 5 MCr and a reroll, ignoring both bonuses and results of 01-02.
  • 81 Trading disaster! Lose an additional 3 MCr in repairs, on a bad contract, on import tariffs, or to some other difficulty.
  • 82-83 Random opponent gets a free “Espionage” roll.
  • 84 Cache Discovery, as in “Research”, 71-73. In this case, you bought the information from the cache discoverer.
  • 85-88 Trade Treaty/Bonus To Alliance. +10% on future trade rolls with an alliance, +5% without.
  • 89-90 Shipment of special parts or unique resources, equal to having a +50 “production” resource of your choice for the next turn.
  • 91-94 Rumors and Information. This may be taken as a free espionage roll, as a +5 bonus on the next political roll, as learning a new “jump route” (Maximum length of 6), or as a chance to buy a new, standard, design/designs (1 MCr per class of unit, 1 MCr minimum).
  • 95 Import new techniques or developments. Add +5% (Total) to the ratings of your planet(s). This may be something specific (Someone found a way to economically exploit something which occurs on one of your planets), or more general (Such as a technique worth a 1% boost on every world that’s a major steel producer or some such), a useful hybrid or species to boost the economy, a useful propoganda technique, or whatever.
  • 96-98 A Trading Bonanza! Roll three more times, but reroll this result if you roll it again.
  • 99 Immigration. +5% to total economy / production of any one planet.
  • 100 Sign a long term trading contract, +2 MCr/Turn
  • 101-104 Select result from 01-100. Alternatively, you may sell off advanced war materials, gaining 1 MCr per 500 CP sold.
  • 105 Trade Treaty/Bonus To Alliance/Trade Contract (If any) runs out/is abrogated. Oh well.
  • 106 Piracy. If you sent a Jumpship, you lose it. If not, you’re just out your 3 MCr.
  • 107 Piracy. May be fought as an Aerospace combat if you sent aerospace forces along. If not, or if you lose, there’s a 50% chance that you can ransom the ship and material for 5 MCr.
  • 108 Minor Losses. You only get 1 MCr back.
  • 109 Breakeven. You get 3 MCr back.
  • 110-115 A minor cash profit. You get 6 MCr back.
  • 116-120 A major cash profit. You get 10 MCr back.
  • 121-124 A chance to buy parts and useful materials, at a cost of 1 MCr per 500 CP. This doesn’t get you any new designs-but you can purchase the parts needed to build any old ones you’ve got.
  • 125-130 A contract with a merchant trader. In effect, you get a jumpship (D6; 1-3; Jump 1, 4-5; Jump
  • 2, 6; Jump 3). The cost is 5 MCr/Jump Rating.
  • 131-135 Acquire helpful political contacts, +2% on all politics rolls from now on, although the total may not exceed +10% from this source.
  • 136-145 Select anything 1-135.
  • 146 Breakeven. You get back whatever you spent.
  • 147-150 Gross profits. You get 15 MCr in cash.
  • 151-180 Trading Alliance. +10% on future trade rolls, may exchange 2 CP worth of your war materials for 1 CP worth of their’s-regardless of the necessary production levels-from now on.
  • 181-182 Locate bribable or needy local ruler. You may expend 3D6 MCr to gain a new planetary system; D6|D6; 1-4; 1 “world”, 5-6; 2 Worlds. D6; 1-4 other world, 5-6; minor industrial world.
  • 83-199 Select any 3 from 1-100 or any 2 from 1-135 or any 1 from 1-182.
  • 200 Contact Alien Race. Take 2D6 research rolls at +25%. The trade in unique artifacts yields 3 MCr per turn from now on.

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