Rules:

Star Exploration
Terrain
Roll Terrain
2-4 Nothing
5-6 Area Terrain
7-11 Star System
12 Area & System

Area Terrain
Roll Terrain
2 Supernova
3 Nebula
4-7 Dust cloud
8-9 Radiation Zone
10-11 Ion Storm
12 Roll Twice

Star Type
Roll Type
2 Black Hole
3 Neutron Star
4 White Dwarf
5-10 MS Star
11 Variable Pulsar
12 Roll Twice

Roll Inner Zone Biozone Gas Giants Outer Zone
2-3 1 0 1-3 1
4-5 1-2 0-1 1-3 1-2
6-8 1-3 1 1-4 1-3
9-11 1-4 1-2 1-4 1-4
12 1-5 1-3 1-5 1-5

MV or mineral value is rolled for each zone of each world, for a total of 12 times.
An empire or nation is made up of the various populations under it's sphere of influence.  A planet is not the smallest division of population.  A planet consists of 12 planetary zones, 6 northern zones and 6 southern zones.  For an M class planet, there is a flat 40% chance for each zone to be either mostly water(1-2) or mostly land(3-5) and a 20%(6) for the zone to be archepalego.  There can be an effectively infinite number of populations in each zone, potentially owned by different nations, but each settlement must be designated as "bordering" one of the four adjacent zones.  The total population of all settlements can be up to 800M for land zones, 600M for archepalego and 450M for water zones before it suffers overpopulation.

Weapons

Laser Cannon

    Energy: V
    ROF: 1/.5
Range 0 1 3 4 5 6-8 9-15 16-25 26-30
ToHit 1-6 1-5 1-4 1-3 1-3 1-3 1-2 1-2 1
Attenuation 0 -1 -2 -3 -4 -5 -5 -6 -6

Particle Accelerator
    Energy
        STD:  2
        OL: 3
    ROF: 1/1
    Holding: 6 pt capacitor
Range 0 1 2 3-4 5-8 9-15 16-22 23-30
ToHit 1-6 1-5 1-4 1-4 1-3 1-3 1-2 1-2
Dmg, STD NA 4 4 3 3 3 2 1
Dmg, OL 8 8 8 6 6 - - -

Disruptor
   Energy
      STD: 2
      OL: 4
   ROF: 1
Range 0 1 2 3-4 5-8 9-15 16-22 23-30
ToHit - 1-5 1-5 1-4 1-4 1-4 1-3 1-2
ToHit,OL 1-6 1-5 1-5 1-4 1-4 0 0 0
Dmg, STD - 5 4 4 3 3 2 2
Dmg, OL 10 10 8 8 6 - - -

Mass Driver
    Energy: 3
    ROF: 1/1
    Holding: 1
Range 0 1-5 6-10 11-15 16-20 21-25 26-30 31-35
To-Hit 1-6 1-5 1-5 1-4 1-4 1-3 1-3 1-2
Dmg 20 17 14 11 8 5 2 1

Ground facilities
Facility Effect Cost(maint)
Crew Training Facility Can replace 1 CU (Green) for every 50 pop (round down) per month (count all friendly pop on planet)
4 Months to build.
Can take 500 pts of damage
Can "stockpile" 200 CU (including marines)
Only one per planet
200(5)
Drone/Fighter Production Facility Generates 20pts (free) for drones or fighters construction / month
4 months to build
Can take 500pts of damage
Can "stockpile" 1000 CS worth of drones and/or fighters (crated and unavailable for flight/launch)
300(5)
Army Base Allows ground troops to be bought on location 1 CU (green) worth for every 20 pop / month (as with CTF)
4 months to build
Can take 1000 pts of damage
Can house 1000 CU worth of ground troops ready for combat.  Vehicles take extra space
Only one per planet
200(5)
Industrial Facility
Generates 10 RPs or "ore"
Takes 4 months to build
Requires a population of 10 or more (10pop/facility)
Maximum of 10 per settlement
Can take 10000pts of damage (every 1000pts reduces output by 1)
100(-)

Unit Cost Storage
Admin 2 25 CS
HTS 6 50 CS
Pros 7 25 CS
IM Drones 1.5 1 CS

Ground Combat
     Ground combat is initiated when a military force moves into territory occupied by another nation and that nation contests the move, or when the military forces of one nation are given an attack order targeting another nation.  Each planetary settlement is considered one Ground Control Area.  Each GCA can be controlled by only one faction at a time.  In the same Zone, a faction with military units in a GCA can attack any other GCA in that zone.  In order for forces in a GCA to attack an adjacent zone, there must be no enemy GCAs on the side closest to the target zone and the target GCA must be on that side of the target zone.  For instance.  A GCA is located in Planetary Zone 1N on the east side.  Military forces there are able to attack any GCA in Zone 1N and any GCA that is on the west side of Planetary Zone #2N.  If the controling faction wishes to attack a GCA in Zone 1S, there must be no enemy GCA's on the south side of zone 1N.  A neutral GCA may block an attack if the controling faction wishes to, in which case the attacking force has the option of immediately attacking that GCA.

Ground Units
Unit OCV DCV HP Cost
Divisional HQ 1 0 2 2
Regimental HQ 0 0 2 2
Infantry Squad (IS/BP) 1 0 1 0.5
Commando Squad (CS) 1 0 1 1
Heavy Weapons Squad (HWS) 2 0 1 1
Militia Squad (MS) 1 0 2 1.0
Combat Engineer (CE) 1 0 1 1
Civilians (CV) 0 0 2 -
Armored Fighting Vehicle (AFV) 3 1 3 1
Tank Destroyer (TD) 6 1 3 2
Main Battle Tank (MBT) 6 2 6 3
Artillery (Art) 1 1 3 3
Armored Personell Carrier (APC) 1 1 3 1
Command Post Vehicle (CPV) 0 1 3 2
Combat Engineer Vehicle (CEV) 2 1 3 3
Control Station 0 1 2 -
Ground Defense Bunker (GDB) 2 2 2 2
Transport 0 1 1 0.2
Admin Shuttle 2 1 2
MSS 2 1 2
MRS 4 1 4
GAS 4 2 4
GBS 6 2 4
HAS 4 2 7
HTS 0 1 4
Fighter 1 1 V

Combat resolution
The attacking force adds up the OCV of all units fighting and subtracts the DCV of all enemy forces.  Roll 2D6 as a percentage (eg a roll of 11 is 11%)  The die roll is the percentage of the OCV the attacker inflicts on the defender in the form of damage points.  The defender then rolls using the same procedure.  Then both players remove casualties, allocating damage points to any unit they wish.  Either the attacker or the defender can declare directed damage, dividing his damage inflicted on his opponent by 2 and allocating half the remaining points to any unit(s) he wishes.  The other half is considered normal damage.  Support units (fighters, shuttles, artillery) may only be hit by directed damage.  The owning player cannot voluntarily allocate damage to support units unless there are no remaining front-line units in the players force.  After each day of combat resolution, either player may withdraw or surrender.

System Space Cost Effect
Fission Reactor (APR) 3 1
Produces 1 pt of power / turn
Fusion Reactor (APR) 2 3 Produces 1 pt of power / turn
Anti-matter reactor 1 10 Produces 1 pt of power / turn
Batteries 1 1 Stores 1 pt of power
Bridge 1 1 Allows control of ship
Adds one command point
  but not more than 4
Aux Con 1 1 Requires at least 1 Bridge
Allows control of ship
Adds one command point
  not more than the bridge
Emergency bridge 1 1 Requires at least 1 Bridge or AC
Allows control of ship
Flag Bridge 1 2 Requires at least two bridge
Can substitute for Bridge or AC
Adds one command point
  not more than bridge
Shield capacitors 0.25 0.25 Covers one hex-side
adds 3 shield points
Shield generators 2 4 Uses 2 pts of power
Regenerates 1 shield point per turn on any one facing
C-drive 1 2 Can use up to 10pts of power
Jump Drive 10 10 Can use up to 20pts of power
Jump point size = power * 10
Moves ship into and out of hyperspace
Hull 1 1 Any unused space is automatically hull
Armor 3 3
Requires no power
Stops 1 pt of damage and is destroyed
Facing Armor
1
1
Requires no power
Stops 1 pt of damage from one shield arc and is destroyed
Lab 1 2
Shuttle 3 2 25 cargo spaces worth of small craft ready for flight
SC sensors 2 10
Probe launcher 2 2 Holds 5 probes
Probes - 0.5
Tractor beam 1 1
Cargo 2 2 adds 50 cargo spaces not ready for flight
Repair
5
5
can repair ship systems
Fabrication 10 5 can construct 1 hull space / month
Mining Equipment
10
2
Mines 3 RPs of ore
Barracks/Quarters 1 2 Increases CU/BP capacity by 5.
Missile rack 5 5 Holds 4 missiles ready to fire
Holds 4 missiles in storage
LC-1 2 2 Can hold up to 4 pts of power for firing
add .25 to cost and space for every half-hexside added to the firing arc
LC-2 3 3 Can hold up to 6 pts of power for firing
add .25 to cost and space for every half-hexside added to the firing arc
LC-3 4 4 Can hold up to 9 pts of power for firing
add .25 to cost and space for every half-hexside added to the firing arc
LC-4 6 6 Can hold up to 15 pts of power for firing
add .25 to cost and space for every half-hexside added to the firing arc
Disruptor 5 5 Uses 2 pts of power to charge
Can be overloaded for 4 pts of power
add .25 to cost and space for every half-hexside added to firing arc
Mass Driver
10
10
Uses 3 pt of power
Can be held for a cost of 1 pt of power per turn
add .5 to cost and space for every half-hexside added to firing arc

Size Hull Spaces Turn mode MC Excess Dam Hull Cost LS Cost
1
1-50 8 0.25 1
0.1
0.5
2
51-150
7
.33
3
0.2
0.5
3
151-200 6 0.5 4 0.3 0.5
4
201-250 4 1 5
0.4
1
5
251-350 3 2 7
0.5
1
6
351-400
3
2
8
0.6
2
7
401-600
3
2.25
12
0.7
2
8
601-800
2
2.5
16
0.8
2.5
BS
1+ -
-
HS/50
0.3
V
Crew Requirements: 1 CU / 10 HS (round off)