Astra Imperia v23 Update
Astra Imperia v23 is available, or will be soon after I write this. The full changelog is below. The update includes the v23.2 update also.
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 Defense 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
- Removed EM/Thermal/Kinetic damage types
- Reduced weapon HP
- Increased weapon tonnage
- 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
- Explicitly denied destroyed items to be fixed by damage control.