Temperature | Temperate–Tropical |
---|---|
Gravity | 0.7–2.0 G |
Atmosphere | Oxygen |
Hydrosphere | Water |
Weather | None, Calm, Moderate |
Recommending a world for colonization pays a significant sum. The amount increases if the planet is particularly ideal for human life.
Planets with rich biological and mineral density are more valuable.
Humans can survive on planets up to 2.0 G, but are more comfortable ton a planet with less than 1.3 G.
Planets with 8.0 G or more crush the hull upon landing.
The hotter a star is, the further away habitable planets must orbit it.
Interstel pays for lifeforms and lifeform scan data at Arth's Starport.
Lifeform value is increased if it is previously unencountered, larger, more intelligent, or predatory. The distance of the creature's origin from Arth also increases value.
Hostile lifeforms must be stunned before capture. Floating and flying lifeforms can't be captured.
Dead lifeforms are worthless.
MM-YYYY | Sector (X) |
---|---|
01-4620 | 200–193 |
02-4620 | 192–186 |
03-4620 | 185–178 |
04-4620 | 177–171 |
05-4620 | 170–163 |
06-4620 | 162–155 |
07-4620 | 154–148 |
08-4620 | 147–141 |
09-4620 | 140–133 |
10-4620 | 132–126 |
Stellar flare phenomena are moving coreward to outward at a rate 7 clicks per month.
Your mission is to determine the cause of the solar flares.
Ships caught in a flaring star system are destroyed. Arth will be destroyed in 10-4620.
Engines | Fuel (CM) | Unit |
---|---|---|
Class 1 | 0.49 | Click |
Class 2 | 0.41 | Click |
Class 3 | 0.33 | Click |
Class 4 | 0.25 | Click |
Class 5 | 0.16 | Click |
Hyperspace travel consumes Endurium fuel, measured in cubic meters (CM). A click measures 1 unit on the starmap.
In combat, superior engines allow the ship to move before enemy ships.
Carrying heavy cargo or equipping armor also slows the ship down in combat.
Activity | Fuel (CM) | Unit |
---|---|---|
Land | 0.25 | G |
Launch | 0.25 | G |
Shields Raised | 0.10 | Hour |
Lasers Armed | 0.01 | Hour |
Missiles Armed | 0.05 | Hour |
Performing planetary maneuvers and arming weapon systems consumes Endurium fuel.
DD-MM-YYYY | MU/CM |
---|---|
01-01-4620 | 1000 |
20-02-4620 | 1500 |
15-05-4620 | 2000 |
Endurium fuel cost increases over time.
Interstel ships have 50 CM cargo capacity. Endurium fuel, minerals, lifeforms, and artifacts all count against the ship's cargo capacity.
Cargo Pods add 50 CM of cargo capacity.
After landing on a planet, the crew can disembark in TV to search for minerals, lifeforms, ruins, Endurium fuel, message logs or artifacts.
The TV has a cargo capcity of 50 CM. Cargo is loaded into the ship upon return. If the ship is full, the remainder remains in the TV.
Minerals appear in higher concentrations on rocky planets in higher elevations.
Difficult terrain and violent weather decrease TV energy efficiency.
If the TV runs out of energy, the crew must return to the ship on foot. Replacing a TV is expensive!
Element | MU/CM |
---|---|
Aluminum | 220 |
Antimony | 280 |
Chromium | 260 |
Cobalt | 80 |
Copper | 120 |
Gold | 380 |
Iron | 60 |
Lead | 40 |
Magnesium | 200 |
Mercury | 320 |
Molybdenum | 160 |
Nickel | 100 |
Platinum | 400 |
Plutonium | 420 |
Promethium | 300 |
Rodnium | 440 |
Silver | 360 |
Tin | 180 |
Titanium | 240 |
Tungsten | 340 |
Zinc | 140 |
If ship equipment is damaged, Repair Elements allow a skilled engineer to get it working again. Thrynn captains might exchange Endurium fuel for Plutonium.
Shields | DEF | DR |
---|---|---|
Class 1 | 400 | — |
Class 2 | 600 | 20% |
Class 3 | 800 | 40% |
Class 4 | 1000 | 60% |
Class 5 | 1000 | 80% |
Shield strength regenerates over time.
Shields don't function in nebulae.
Armor | DEF | DR |
---|---|---|
Ship Hull | 250 | — |
Class 1 | 500 | — |
Class 2 | 750 | 20% |
Class 3 | 1000 | 40% |
Class 4 | 1250 | 60% |
Class 5 | 1500 | 80% |
As armor is damaged, its DR rounds to nearest class.
Armor slows ship accelleration in combat.
Damage resistance (DR) subtracts a percentage of incoming damage while defenses function.
Purchase cargo pods, weapons, and defenses for your ship at Interstel's Starport orbiting Arth.
You can pay Interstel to repair the ship.
Laser | Damage |
---|---|
Class 1 | 90 |
Class 2 | 210 |
Class 3 | 360 |
Class 4 | 510 |
Class 5 | 660 |
Lasers have a maximum range of 6 spaces, and their damage is reduced by 5% each space traveled to the target ship.
Missile | Damage |
---|---|
Class 1 | 200 |
Class 2 | 400 |
Class 3 | 700 |
Class 4 | 1000 |
Class 5 | 1500 |
Plasma Bolt | 4000 |
The Plasma bolts fired by Uhlek warships home in on Interstel ships.
Tech | DEF |
---|---|
Ship Hull | 0–199 |
Class 1 | 200–399 |
Class 2 | 400–599 |
Class 3 | 600–799 |
Class 4 | 800–999 |
Class 5 | 1000–1199 |
Class 6 | 1200–1399 |
Class 7 | 1400–1599 |
Total alien ship defenses are equal to:
200 + [ (Armor + Shields) / 200 ]
Aliens adapt defenses each time a ship is destroyed, raising defense levels after the encounter.
This pattern continues until a fleet is destroyed. Powerful aliens with large fleets can gain defenses beyond class 5.
Captains of the fleet, the situation has never been more grave. Within two years, the star our home planet of Arth orbits will flare, killing all life in the system. This phenomenon is not unique to our star: flares have been deted all over this region of space, moving coreward to outward. Your mission is to find out why this is happening, and put a stop to it. Failing that, find as many colony worlds as you can. We'll need somewhere to begin again if Arth can't be saved.
Spacefaring Velox are exlusively male servants of a queen. The veloxi fleet patrols the are around their home world of Votiputox and four Veloxi Hive Worlds, demanding Endurium tributes from ships passing through it. Veloxi colonies are orbited by Drone security satellites. Six is a holy number to the Velox.
Elowans have been extremely receptive to human presense in their territory, having known our kind since the days of the Old Empire. They harbor deep distrust for the Thrynn of Thoss, who polluted their homeworld of Eleran, making it impossible for Elowan to reproduce. They have recently settled a colony world on Elan.
Gazurtoid are squid-like aliens from the planet Nirvana with a penchant for guns and religion. Conversation usually ends with laser fire blasting from the many cannons atop their giant cathedral-like colony ships. Special shielding renders their fleet impervious to Interstel missiles.
While the design of their ships suggests Old Empire origin, all else about these androids is shrouded in mystery. They appear to be waiting for something or someone, with a base of operations in orbit around the planet Heaven, coreward of Arth with caution. The androids have destroyed several Interstel ships.
Spemin ships are thoroughly unimpressive by sector standards, but their homeworld of Spewia has survived on the borders Uhlek and Gazurtoid space for centuries. Spemin lack a spine in more ways that one: avoid them unless you have the upper hand, then give them a good thrashing to get them talking.
Fiercely competetive traders and information brokers, the Thrynn believe themselves the apex of natural selection. Their homeworld of Thoss is in the same system as the Elowan homeworld of Eleran. They are knowledgeable about artifact locations in the sector, and will pay in Endurium for artifacts or plutonium.
Huge Uhlek fleets dominate the outward and upspin areas of our sector and have not communicated with others in centuries. Their warships are armed with deadly plasma bolts, which have double the destructive capacity of Interstel's Class 5 missiles, and home in on interstel ships. Venture into Uhlek space at your own risk.
Interstel has recieved scattered reports of a few other alien ships exploring hyperspace.
The Elowan tales of Delasa'Alia (wandering minstrels) appear to be true. There are many undiscovered lifeforms on planet surfaces.