| Roll | Terrain |
| 2-4 | Nothing |
| 5-6 | Area Terrain |
| 7-11 | Star System |
| 12 | Area & System |
| Roll | Terrain |
| 2 | Supernova |
| 3 | Nebula |
| 4-7 | Dust cloud |
| 8-9 | Radiation Zone |
| 10-11 | Ion Storm |
| 12 | Roll Twice |
| 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 |
| 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 |
| 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 | - | - | - |
| 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 | - | - | - |
| 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 |
| 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 |
| 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 |
| 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 |