Removed ammo from mass cannon, gauss cannon, and hvc
Added flak mode to above.
Increased rocket pod HP
Decreased all missile launcher tonnages
Changed shields to deflectors
Removed reactive armor
Changed shield and armor from 10% hull to a tonnage
Allowed for stacking of armor.
Removed Thermal bands shield mod
Removed shield reflection mod
Removed kinetic & thermal plating armor mods
Removed section on secondary power plant
Changed power plants from hull% to tons
Increased FTL drive tons
Changed FTL jump delay
Changed To hits to d10 rather than d100
Changed missile pen aids and weapon shield penetrator mod to reflect this.
Changed IEW to Energy Missiles
Changed IKW to Missiles
Changed DKW to Ballistic weapons
Changed DEW to Energy weapons
Changed Heavy Metals to Alloys
Changed Ornamentals to Rare Earths
Changed Abundance to 2d10 roll
Modified tech research slightly.
Changed None Technology to n/a RP required.
Extended PD range to 10 hexes
Swapped good rolls to high rolls.
Changed acquisition roll to high = good.
Changed reactor meltdown to d10 from d100
Put flak damage and targets in the table for the weapons
Changed Collapse to Breach for Armor
v23
Added Kinetic Weapon Ammunition tech line (off of military science I).
Kinetic Weapon Ammo (KWA) requires magazines.
KWA entry added for planetary industry and ship yards.
Clarified indirect projectile HTK.
Added CI modifier for occupation.
Changed Alliance from 126+ RSS to 126-150 RSS.
Added Unification at 151+ RSS.
Added a clarifying statement in Conquered World paragraph.
Implemented Revised Technology.
Added Ansible technology
Added Ansible facility
Added Ansible espionage actions.
Added section for identifying primitive and industrial populations.
Added “canonical” random percentages to determine research field.
Changed internal damage rolls to one roll for 10 points of damage.
Changed innate radiators to hull/250.
Added a bit to SCR for pre-industrial civilizations.
Changed weapon classes slightly. All similar types share the same to-hit numbers now.
Reorganized weapon chapters to conform to the new groupings.
Removed modification entries from the individual weapon chapters.
Added secondary power plants.
Reduced size of power plants.
Added HTK to power plants.
Changed some Energy tech levels to remove explicit “enhanced fusion” type entries to “enhanced” and “fusion” being separate entries. This resulted in 2 levels of no tech gain.
Added HQ units to TL 2 and TL 3 civs.
Rearranged survey levels. 3 is now asteroids/moons, 4 is atmospheric conditions, 5 is temperature/hydrosphere. Levels 0-2 and 6 & 7 are unchanged.
Added chemical and biological warheads for bombardments only.
Changed the LP cost on warheads slightly.
Swapped Warp and Grav warheads.
Added secondary effects to Fission, Fusion, Plasma, and Grav warheads.
Added game setup to Strategic rules chapter.
Added FTL styles to Strategic rules chapter.
Added political treaties.
Added 1 DCC as an automatic add to all ships.
Added heat to energy based indirect fire weapons.
Changed PD heat to 20 points of energy per heat
Added loss of control to a combat roll.
Added tonnage to small craft for ramming.
Changed no sensor range from 2 hexes to 8 hexes.
Removed dual mounts in favor of Multibarrel weapon mod (2-5).
Added Prox Fuses to all IEW.
Added a specific limit to weapon range based on sensor detection range.
Changed shard lance to be 10% current structure.
Specifically disallowed ammunition types for shard projectors.
Added Impact % to shields. This is a percentage of kinetic damage that will automatically penetrate shields.
Changed the Shield Penetration weapon mod to add 10% to the Impact%.
Changed Missile penetration aids to add 5% to the Impact%.
Changed Missile penetration aids to not stack.
Added Empire Origins
Added End of Turn Bookkeeping phase to Strategic turns.
Added Food requirement for population upkeep
Added Consumer Goods requirement for population upkeep
Added upkeep cost for facilities
Added Synthetic race
Added homeworld Biomes
Added homeworld sizes
Added homeworld minerals
Added a number of advantages and disadvantages
Added Relic worlds, Shattered worlds, and Machine worlds.
Added Synthetic Technology line.
Added Synthetic racial advantages.
Reduced the amount of HP on Defence Installations.
Added a new non-player race.
Added Blow Through, reducing the amount of damage highly damaged ships sustain.
Added a bit about not having lock on to double the effective range.
Changed power plant HTK to set values rather than based on the hull percentage.
Changed damage application to 1x HTK = disabled, 2x HTK = damaged, and 3x HTK = destroyed.
Added a couple of traits.
Changed KW ammo to cp instead of tons.
Added Increased Channel sensor mod.
Added EM/Thermal damage degradation due to atmosphere.
Standardized small craft to tons from bay points
Increased ship construction rates.
Changed ammo and missiles to tons from CP
Added ability to change governments
v22
Removed mitigation references in shield/armor
modifications.
Added per month/year comments to CI modifiers
Added explicit pre-reqs to missile components.
Added moon revolution.
Add note that 2500+ ton ships with 1 thrust may
still turn.
Added notation to upkeep cost regarding holds
Added example freighter.
Removed Build Point references (legacy)
Added radiators to example ships.
Added a “missile fund” for buying missiles only
at campaign start.
Clarified fleet fund only for ships.
Fixed costs for example ships
Adjusted carrier hangar capacity on example
ships
Added meltdown reduction chance for technologies
greater than Fission.
Changed hardpoints to 1 per 250 tons for PD, 1
per 500 tons for standard, and 1 per 1000 tons for capital.
Modified shield absorption values.
Swapped PD Fire and fighter launch timing
Added Political Capital.
Fixed some missing pics.
Added two traits to Personalities for Political
Capital (one positive, one negative).
Swapped Critical Hit value from 00 to 01 since
to hit roll is under the calculated number.
Changed multiple Hangars/Cargo Holds/Troop Bays
from percentage bonus to flat tonnage bonus.