                                   
                                   
                      Beyond the Stellar Empire







                      Rules Version 5.0 [5/1/95]


















                      Rolling Thunder Games, Inc.
                              PO Box 1240
                       Broomfield, CO 80038-1240
                         voice: (303) 466-8600
                          fax: (303) 466-5411
                          bbs: (303) 466-8681
                            cis: 71370,2707
                             aol: rtgames
                       internet: rtgames@aol.com
                                   
                                   
                                   
                                   
 Originally designed and programmed by Robert Cook, Michael Popolizio
                          and Jack B. Everitt
 Many thanks to R. Steven Hasen, Marti Popolizio and Liz Le Blanc for
                     their extensive contributions
                                   
  We would like to offer special thanks to the many players who have
          contributed their ideas for the improvement of BSE
                                   
 Version 5.0 rules updates, game design modifications and programming
                    by Peter Dorman and Thad Catone
                                   
    All rights reserved. No part of this book may be reproduced or
  transmitted in any form or by any means, electronic or mechanical,
 including photocopying, recording, or by any information storage and
  retrievel system, without permission in writing from the copyright
  owner. Beyond the Stellar Empire, BSE & Turn Card are Trademarks of
 Adventures by Mail. Copyright 1981, 1982, 1984 and 1989 by Adventures
        by Mail. Copyright 1995 by Rolling Thunder Games, Inc.

Chapter 1 - Orientation

                                     is  limited  to  three  starship
        A Quick History              setups.   Additional   positions
                                     must    be    acquired   through
Beyond the Stellar Empire  takes     skillful play.
place  200 years in the  future.     
Humanity  has  built  a  sizable                     
Stellar  Empire,  ruled  by  the               How To Play
Emperor Jasil. Located at one of     
the  frontiers of the empire  is     You  write your orders on a turn
the Capellan Periphery. Here you     sheet  and submit it to  Rolling
will  attempt  to  explore   and     Thunder Games every week or two.
exploit    hundreds   of    star     We process your instructions and
systems.                             mail  you the results. Each time
                                     a  turn is processed you  pay  a
The  BSE campaign began in 1981.     turn  fee. You can play  for  as
It   has   a  rich  history   of     long as you wish.
exploration  and conflict.   You     
can become a part of this legacy                     
and   even  attain   a   certain           The Diplomacy Aspect
degree   of  fame  during   your     
tenure as a starcaptain in BSE.      One  of the most enjoyable parts
                                     of  any Play-By-Mail (PBM)  game
          The New BSE                is diplomacy. Diplomacy involves
                                     communicating     with     other
A new era of BSE began in May of     players.  There is a lot  you'll
1989.  This included  brand  new     want  to  discuss.  You'll  also
programs,  maps,  rulebook   and     want  to  trade market  reports,
computer    system.   Additional     system  maps, world maps, colony
upgrades,  including significant     locations,    vicious    rumors,
game design features, were added     current    happenings,    battle
in  1995.  Every aspect  of  the     results, and more. Diplomacy  is
game  has been improved  to  the     especially  fun in  BSE  because
point where no other Space Role-     most  of players role-play their
Playing game can compare.            positions to the hilt!
                                     
                                     Each  time you encounter another
         Position Types              position  during your turn,  you
                                     may receive the name and address
There  are  multiple  types   of     (and  possibly  phone#)  of  the
positions   in  BSE:  Starships,     player running  the position. An
Colonies,  Ground  Parties,  and     option    for    limiting    the
Political  Positions. You  start     distribution of your address  is
in   command   of  a   Starship.     described in Appendix F.
Starships     are    all-purpose     
spacecraft      capable       of                     
exploration, hauling cargo,  and               Affiliations
battle.    Colonies  are   small     
cities   found  throughout   the     Every player who joins BSE  does
Capellan   Periphery.     Ground     so    as   a   member   of    an
Parties  are composed of  people     affiliation.   Many affiliations
and/or  equipment outside  of  a     are   mega-corporations  of  the
ship or colony. Their purpose is     Stellar Empire while others  are
to  explore or conduct  military     non-human races. Each is led  by
operations on the surface  of  a     a  Periphery  Director.  Serving
world.  Political Positions  are     the   Periphery   Director   are
a  position  type  reserved  for     Coordinators - each with his own
advanced players.                    area   of  responsibility,  i.e.
                                     shipping, colonization, defense,
To make things fair, each player     information, etc.
                                     within a Star System you'll need
Most  affiliations have  immense     a  System Map. To obtain the map
resources, including many  ships     of  the  system you are  located
and   colonies.   Conflict   can     in, you must fire a SYSTEM PROBE
develop between two affiliations     from your ship.
and is often settled with force.     
                                     Each  world (except Gas  Giants)
                                     has  a  World map. This  can  be
             Goals                   obtained  by orbiting the  world
                                     and  then firing a PLANET  PROBE
                                     from  your ship. You cannot land
Set  your  goals  and  seek   to     on   a  Gas  Giant  because  its
attain   them  through  skillful     gravity    would   crush    you.
play.  Only you (and maybe  your     Asteroids   do  not  appear   on
friends) can judge the level  of     System  Maps but can be  probed,
your success. Don't be surprised     orbited  and  landed  upon.    A
if  you  find your time  in  the     SYSTEM PROBE can be expended  to
Capellan Periphery and beyond to     thoroughly explore any one space
include   some   of   the   most     square  in  a system; the  probe
enjoyable gaming experiences  of     will reveal all planetary bodies
your lifetime.                       that  can  possibly be  orbited,
                                     including  asteroids   and   any
                                     other planetary body types  that
        The BSE Universe             may or may not show up on normal
                                     system maps.
The BSE Universe consists of six     
parts:  the  Capellan Periphery,     World  maps  depict  a  grid  of
the    Transhole   Region,   the     Sectors,   each  of   which   is
TransCanally Region,  the  Inner     further divided into 100 Squares
Empire, the Draconian Region and     for  pinpointing exact locations
the    Nexus.    The    Capellan     on  the  world. World maps  wrap
Periphery  is  the main  playing     around from east to west only.
area  and all new players  begin     
there.  The Transhole Region  is                     
an  area for experienced players             BSE World Detail
and  is  accessible through  the     
Portcia and Canally Systems. The     Each    world   has   its    own
TransCanally Region  is  another     atmosphere,  gravity,   terrain,
area for experienced players and     and  ecology.  Worlds  that  are
can  be  reached via the Canally     simply hunks of craterous  rock,
System. The Inner Empire is  the     like  our  own moon, aren't  too
remainder of the Stellar Empire.     interesting.  But  others   (and
The  Draconian Region is an area     there are many) have life!
of  space  that can  be  reached     
through   the   Applecore   star                     
system.  The  Nexus  is  a   new             Position Numbers
region  of space that opened  up     
for  exploration in early  1995.     Each  ship, colony, ground party
It is a true frontier area and a     and  political position  in  the
perfect place for new players to     game   is   assigned  a   unique
explore and exploit.                 position  number.  When  writing
                                     orders,   you  must  use   these
                                     position numbers where indicated
    BSE Star Systems & Maps          for Standard Actions.
                                     
Each   Star  System   may   have                     
planets,  moons,  asteroids   or                Game Units
other celestial objects to visit     
and  explore. To find  your  way     Stellars are the monetary  units
used   in   BSE.   All   stellar                     
transactions are rounded to  the                  Items
nearest whole number.                
                                     Items  are  objects weighing  at
Items   in   the  game   (except     least  one  MU and  include  raw
stellars) have a specific  mass.     materials,  manufactured   goods
The measure of an item's mass is     and  people. Some items function
called an MU (Mass Unit).            only  in certain position types.
                                     Common   items  are  listed   in
The  measure  of  game  time  is     Appendix  A;  the statistics  of
called  a  TU (Time Unit).  Each     these items, Appendix J.
action  you  perform requires  a     
certain   number  of   TU's   to                     
accomplish.  You  may  not  save               Minor Items
TU's from turn to turn.              
                                     Minor  Items  are small  objects
Each  game year consists  of  52     weighing less than one MU. These
weeks,   numbered   from   1-52.     are  not  shown on your  results
Every Monday is the start  of  a     printout.  The  GM  assumes  you
new  game week. A game  week  is     already  have a number of  minor
composed of 70 TU's. Players can     items  aboard your  ship.  These
opt  to  submit ship  or  ground     include   space  suits,    spare
party turns weekly or every  two     parts, clothing, etc.
weeks. (See Appendix C.)

                
        Standard Actions

The  game  is designed  so  that
routine  actions, such  as  ship
movement,   buying  items,   and
changing  your  battle  options,
are computerized.  You have more
than  200  choices  of  Standard
Actions  (see Appendix L).   You
must  write  them in a  specific
format on your turn sheet.

                
        Special Actions

Special Actions are processed by
the  Gamemaster (GM)  and  allow
you  to attempt any non-Standard
(i.e.   non-programmed)   action
that  you  can think of.   Using
Special  Actions you  can  role-
play   whatever  situation   you
encounter in the game. They  can
range     from    the     simple
description  of a  trip  to  the
sleazy section of a starport, to
interactions with an intelligent
race  of beings. Special Actions
are  highly individual,  limited
only by your imagination and the
space on the turn sheet for your
description.


Chapter 2 - Starships

This   is   the  most  important     warships. A new player can  also
chapter! It contains the details     join  an  affiliation (human  or
and workings of your starship.       alien)  by  having  an  existing
                                     ship    in    that   affiliation
                                     transferred to his control. This
         Ship Structure              would,    of   course,   require
                                     conducting negotiations to  come
Hulls form the superstructure of     into  possession of such a ship.
starships.  Each  starship   has     Starships     are    all-purpose
three sections:                      spacecraft.   For  example,  you
                                     can perform freighter operations
Command  Section -  Composed  of     using   a  Corvette.  The   ship
COMMAND  HULLS.  This   is   the     classes are usually based on the
bridge  of your ship. Functional     usefulness   of   certain   hull
items    include   CREW,    LIFE     configurations  for  a  specific
SUPPORTS,   SENSORS,    JAMMERS,     mission.
BATTLE COMPUTERS and SHIELDS.        
                                     Each type of hull is composed of
Main  Section - Composed of MAIN     a  certain  number of MU's.  The
HULLS.    This  is  the  general     MU's   of  a  hull  can   become
purpose  area of your  ship.  It     damaged.  Since  hulls  maintain
contains  your weapons,  troops,     the  structural integrity  of  a
and  general purpose  equipment.     ship it is important they not be
Cargo are all items in your ship     severely  damaged.   A  ship  is
that  are  not installed.   Your     destroyed when all the  MU's  of
Cargo Hold consists of the space     hulls  have been damaged in  any
not   currently   occupied    by     one    section.   For   example,
functioning  items.   Functional     COMMAND HULLS have a mass of  80
items   include  SYSTEM  PROBES,     MU's. If your ship has 4 COMMAND
PLANET  PROBES, space  weaponry,     HULLS  and it receives 320  MU's
GPI's, SHIELDS, BIOLABS, PHYSICS     of  hull damage, *KABOOM*,  your
LABS  and more. All troop  types     ship is destroyed.
go in your Cargo Hold.               
                                     It  is  very important to repair
Engine  Section  -  Composed  of     hull damage as soon as possible;
ENGINE   HULLS.  This  is   your     each  week,  any  existing  hull
engine  room.  Functional  items     damage  is  increased  by   10%.
include  JUMP  ENGINES,   THRUST     Damage  to hulls does not reduce
ENGINES and SHIELDS.                 a section's MU capacity.
                                     
Each  hull, regardless of  type,                     
holds  20  MU's of items.   Some             Repairing Damage
affiliations  have   a   special     
ability  to  load more  than  20     An item may be damaged up to its
MU's  of  items per  hull;  this     individual number of MU's,  upon
ability   is  termed   a   "Hull     which it is destroyed. The  only
Shift".  See Chapter 11 for more     exception  is ship  hulls  which
details on Hull Shifts.              accrue damage up to their  total
                                     MU's  in  that section and  then
Various numbers of each  of  the     all  are  destroyed, blowing  up
hull    types   are    assembled     the  entire ship. Damaged  items
together   to   form   different     do  not  function and cannot  be
classes   of  ships.   Beginning     moved, but can be jettisoned.
players are offered a choice  of     
Surveyor,  Fast  Freighter,   or     For   example,  you  could  have
Corvette.   Surveyors are  small     THRUST  ENGINES, a 10  MU  item,
exploration     ships.      Fast     damaged  up to 9 MU's.  If  they
Freighters are small freighters,     received   1  MU  of  additional
and    Corvettes    are    small     damage   then  1  THRUST  ENGINE
would   be  destroyed  and   the     1 50 20
remaining  THRUST ENGINES  would     2 40 25
have zero damage.                    3 30 30
                                     4 30 35
It  is possible to repair damage     5 20 40
in  two  ways.  First,  you  can     
visit  a  colony  starport   and     The  week  your Ship Maintenance
purchase  repair from  a  REPAIR     is  due is shown on your results
COMPLEX.    This    is    highly     printout.   If you  continue  to
efficient  in  TU's  but   costs     operate  your ship  beyond  your
stellars.                            maintenance   week   your   crew
                                     morale will decline drastically.
The  second way is to  use  your     
own  resources  to  perform  the                     
repair.  CREW and REPAIRBOTS are               Crew Morale
used  to  perform  repair.  Each     
CREW  member repairs  1  MU  and     It  is  important to  keep  your
each  REPAIRBOT repairs  3  MU's     crew morale high. A morale of 20
per  10  TU's spent on  repairs.     or below can result in a mutiny.
Using this repair method you may     The   lower  your  morale  falls
only perform repair on your  own     below 20, the greater the chance
position.  If you wish to assist     of  mutiny. When it reaches zero
in  repairing  another  position     your ship (or ground party) will
you   must  transfer   CREW   or     automatically mutiny whether you
REPAIRBOTS directly to the other     submit   a  turn  or  not.   The
position.   CREW and  REPAIRBOTS     mutinied  ship may be  disbanded
cannot repair damaged hulls.         or  it  could rebel and  join  a
                                     rival affiliation.  If you wish,
                                     you  can issue a standing  order
        Ship Maintenance             to   "Turn  Automatic  R&R  ON",
                                     which means that if morale drops
Ships     are    highly    self-     too  low and the ship is running
sufficient. Their LIFE  SUPPORTS     the  risk of a mutiny, a  70  TU
provide  food  and a  breathable     turn  filled  with R&R  will  be
atmosphere for the lifeforms  on     processed   for  your  position.
board.                               Your  account  will  be  charged
                                     normally and you will receive  a
However, every 20 to 40 weeks  a     turn  report  in the  mail  just
ship   must   visit   a   colony     like  with any other turn. There
starport   which   contains    a     is  no  requirement to use  this
MAINTENANCE complex and  perform     option, and all ships start with
Ship Maintenance.  This costs  5     it set to OFF.
stellars   per   hull   and   an     
additional  5 stellars  pay  for     Morale is measured on a scale of
each  living  thing aboard.  The     1-100 with 100 being the highest
number  of TU's to perform  Ship     morale possible. Each week  your
Maintenance  is based  upon  the     crew's    morale   will   slowly
quantity      of     MAINTENANCE     decline.    Giving  them   Shore
complexes   located    at    the     Leave  at  a colony's RECREATION
starport. Also, Ship Maintenance     complex   will  greatly  improve
does not repair existing damage.     their   morale.   It   is   also
It    only    prevents    future     possible  to give your crew  R&R
problems. Keeping track of  your     aboard   your  ship  to  improve
ship's fuel is not necessary  in     their morale. Allocating R&R  in
BSE  as  this is generalized  in     this  way is far more productive
Ship Maintenance.                    in  blocks of 10 TU's  or  more.
                                     However, neither is as effective
# of Complexes TU Cost Weeks of      as  Shore  Leave at a RECREATION
Duration                             complex.
                                     of  time that an action could be
Another factor affecting  morale     considered suicidal,  so  it  is
is   LIFE  SUPPORTS.  Each  LIFE     entirely  possible that  a  ship
SUPPORT  in your command section     with  a Crew that is fanatically
can  adequately support 10  life     loyal to their Affiliation could
forms on your ship. They provide     still   be  destroyed  in   some
the   breathable   air,   proper     suicidal manner without a mutiny
temperature, and food to sustain     occurring.)            Switching
life.  If you have an unexpected     Affiliations is the most  common
shortage  of LIFE SUPPORTS  your     reason this rating is checked by
morale       will       decrease     the computer.  Should a position
considerably. You may  not  lift     voluntarily  switch Affiliations
off  from a planet if your  LIFE     successfully,  the   Affiliation
SUPPORT capacity is exceeded.        Loyalty  Rating of that position
                                     is  set to fanatical towards the
A  REC-DECK  is a self-contained     new  Affiliation.  Over time the
recreation   center   integrated     rating will reflect a shift away
with a ship's main computer. Its     from  the Affiliation and toward
main  feature is a sophisticated     the   unit  commander  (captain,
holographic  projection   system     ground  party leader  or  colony
capable   of   running   various     governor), but it takes  a  long
recreational,  educational,  and     time for any noticeable shift to
athletic  programs. Due  to  its     occur.   It's best not to  tempt
delicate computer interface,  it     fate  by  switching Affiliations
cannot  be removed after it  has     too often...
been  installed. Ships  equipped     
with  a  REC-DECK  will  have  a                     
weekly morale decline of only  1              Ship Movement
or  2. Only 1 REC-DECK is useful     
at  a  time.  At the  time  ship     Moving to another star system is
maintenance  is  performed,  the     called    jump   movement    and
REC-DECK  must  be  removed   in     requires  a JUMP ENGINE.  Moving
order  to properly maintain  the     within  a star system is  called
Command  Section.  This  renders     thrust   movement  and  requires
the   REC-DECK  non-operational,     THRUST ENGINES.
effectively destroying it.           
                                     By  expending 20 TU's,  you  can
                                     jump  a distance no greater than
      Affiliation Loyalty            the  number  of JUMP ENGINES  in
                                     your   Engine  Section   (or   8
In addition to Crew Morale, each     systems,  whichever  is   less).
ship  has an Affiliation Loyalty     For  example, if you have 3 JUMP
rating   (ground   parties   and     ENGINES it will take you 20 TU's
colonies  also have  Affiliation     to jump up to 3 systems away. In
Loyalty   ratings  that  operate     such a jump you never appear  in
identically.)   This  rating  is     the intervening systems. You may
used  to measure the loyalty  of     perform a jump from any location
the crew to the Affiliation that     in  space,  including the  space
they  belong to, rather than  to     square   where   a   planet   is
the captain, ground party leader     located. You may NOT jump  while
or   colony  governor.   It   is     you  are  orbiting or landed  on
checked   by  the  computer   to     any celestial body (i.e. planet,
determine whether a mutiny  will     moon,  asteroid, etc). When  you
result   should   their   leader     perform  a jump you will  appear
decide    to    either    switch     in the ending system in the same
affiliations   or   attempt   to     space  square  where  you   were
engage  in an obviously suicidal     located in your starting system.
action (the Crew of a ship  must     If  you  attempt to jump into  a
have  some way of knowing  ahead     space square that is not allowed
(such as the square occupied  by     
a   sun)   your  jump  will   be     If  you wish to land on a planet
aborted.      Some       systems     from orbit or to take-off from a
(especially  in  the   Transhole     planet  and  assume  orbit,   it
Region)  vary  in size.  If  you     costs 5 times your Base Speed.
attempt   to  jump  to   another     
system and the square where  you                     
are  located does not  exist  in               Towing Ships
the destination system, the jump     
is aborted.                          A  ship  equipped  with  Tractor
                                     Beams   can   tow  other   ships
Space movement is the process of     provided  the  other   ship   is
using  your  THRUST  ENGINES  to     either Derelict (see Chapter  5,
move  from  one space square  to     Space  Battle) or the two  ships
another  within  the  same  star     are  owned  by the same  player.
system.      Moving       either     The towing vessel must also have
horizontally or vertically  into     at  least three Tractor Beams in
another  space square costs  you     its  Main section for each  hull
TU's  amounting to 1 times  your     of  the  towed ship.   If  these
ship's    Base   Speed.   Moving     conditions  are  met,  the   two
diagonally costs you  1.5  times     ships  move together  until  the
your   ship's  base  speed.   To     towing ship either ends its turn
perform   space   movement   you     or   voluntarily  releases   the
simply  specify your destination     tractored  vessel.    For   Base
square.  The computer will  move     Speed  purposes,  the  hulls  of
you   diagonally   as   far   as     both  vessels  are combined  and
possible       toward       your     only  the Thrust Engines of  the
destination. It will  then  move     towing  ship are used,  even  if
you   along   a  horizontal   or     the  towed  ship has functioning
vertical  row  of squares  until     Thrust  Engines  in  its  Engine
the destination is reached. Your     section.   This type  of  towing
Base  Speed  is  calculated   as     only  allows movement  from  one
follows,  with  a minimum  final     space  square  to another,  from
value  of 0.70 (not withstanding     orbit  to the surrounding  space
any   special   technology    or     square,  or from a space  square
abilities  that  your  ship  may     into orbit.
have acquired):                      
                                     A ship can also be towed through
   Base Speed = (Total  Hulls  X     a wormhole, StarGate or during a
0.7)  /  #  of THRUST ENGINES        normal   Jump  transition,   but
                                     twenty  Tractor Beams are needed
The  lower your Base Speed,  the     for   each  hull  of  the  towed
faster  your  ship  moves.   The     vessel.   TU  requirements   for
reason  for  this is  that  Base     either  towing method are  based
Speed  is measured in TU's.  The     on the ship doing the towing.
lower your Base Speed, the fewer     
TU's  you will use for each type     One  ship can tow several  other
of    movement.    Using   space     ships  provided it  is  equipped
movement  you may not  move  off     with sufficient Tractor Beams to
the  edge  of a system map,  nor     handle all of the towed vessels;
into  a  space square  having  a     the  hulls  of all of the  ships
sun. A sun  square is defined as     are   combined  for  Base  Speed
any  space square containing any     purposes.
part of a sun.                       
                                     Ships  cannot  be  towed  during
Once  you are in a space  square     takeoffs or landings.
containing  a planet  where  you     
wish  to  land  you  must  first                     
enter  orbit. To orbit a  planet              Gravity Rating
costs 1 times your Base Speed.
                                     delivered to this position,  you
The   gravity  of  a  world   is     may  perform  a  10  TU  Special
compared to your ship's  Gravity     Action to activate the StarGate.
Rating  to determine if you  can     A  StarGate cannot be built  nor
land   safely.  If  the  world's     exist  in the same space  square
gravity  is  higher  than   your     as  another heavenly  body,  nor
ship's   gravity   rating,   the     can  more than one be active per
computer will automatically void     system.    All   StarGates   are
any landing attempt and you will     powered  by the Solar  Array,  a
remain in orbit.                     massive    alien-built     solar
                                     collector    located    on    an
      5  /  Base  Speed  =  Your     asteroid.    Even   though   the
Ship's Gravity Rating                energy  produced  by  the  Solar
                                     Array    is    vast,    it    is
                                     insufficient to fully  power  an
      Blackhole Transition           unlimited  number of  StarGates.
                                     Furthermore, the Solar Array can
Several      systems     contain     be  damaged, which may  increase
blackholes.     Performing     a     the   transit  time.   As   more
blackhole transition (BHT) is  a     StarGates are added to the grid,
very  dangerous  operation.  All     the  energy drain on  the  Solar
the PULAC CRYSTALS and any items     Array   results   in   increased
composed of PULAC CRYSTALS (e.g.     travel  times between  StarGates
PULSAR  BEAMS, JUMP ENGINES  and     as  shown in the following table
any  other item either  entirely     (damaged  StarGates  and   those
or  partially composed of  PULAC     deliberately  shut  down   count
CRYSTALS)   blow  up   and   are     against  the total #  of  active
destroyed during the transition.     StarGates   as  if   they   were
Moving through a blackhole costs     undamaged):
20  TU's  and you end  up  at  a     
blackhole exit point in a random     #  of  active StarGates TU  Cost
blackhole system. If you want to     per Transition
navigate through a blackhole  in     1-8 10
a way that permits you to choose     9-16 20
your  final  location  you  must     17-24 40
acquire    a    TNU   (Transhole     25+ 70
Navigation Unit).                    
                                     The  player who controls of  the
                                     Solar  Array  complex  can  shut
           StarGates                 down  power to any StarGate,  or
                                     can   restore   power   to   any
StarGates   are   devices   that     StarGate    that    power    was
permit  a ship to move from  one     previously  denied  to  by   the
location with a StarGate to  any     Solar  Array owner.  The  player
other  StarGate location without     who   owns   the  StarGate   can
the   need  to  perform   normal     similarly shut down and turn  on
jumps.   All  affiliations   can     his  StarGate by using a  10  TU
build and transit them at will.      Special  Action  with   a   ship
                                     located at the StarGate.
Construction   of   a   StarGate     
requires 675 Industrial  Complex     Movement  through a StarGate  is
Modules, 270 Pulac Crystals  and     accomplished   by   issuing    a
27 Collidium be delivered to the     "StarGate Transition <new system
construction  site.    StarGates     #>" order.  Your ship must be at
are represented by ships with  a     the   location  of   an   active
hull  structure of  100-1400-100     StarGate  and  be attempting  to
(100 Command, 1400 Main and  100     move  to another system with  an
Engine).    Once  all   of   the     active StarGate.  Otherwise, the
construction materials have been     transition  will fail  and  your
                                     ship  will still be charged  the
TU's   for   a  failed  StarGate     
Transition.     A     successful     When  you scan another ship  you
transition will materialize your     will  always be told  its  name,
ship  at  the  location  of  the     number,  affiliation and  class.
destination StarGate.                This is called a Brief Scan.  In
                                     addition,  you  may   obtain   a
StarGates are considered damaged     Detailed  Scan which  gives  you
if they have insufficient ICM's,     the  player's name & address (if
Pulac  Crystals or Collidium  to     not     playing    anonymously),
meet  construction requirements.     something about the contents  of
StarGates can be destroyed  just     his   ship   and  possibly   the
like    any   other   ship    by     affiliation that built the ship,
inflicting  enough   damage   to     ship  specialization  and  other
destroy   any   of   its    ship     details.  The more  sensors  you
sections.  Extra  ICM's,   Pulac     have, the greater the chance  of
Crystals  and Collidium  can  be     gaining this information.
transferred  to  the  StarGate's     
Cargo section to provide it with     The  quantity of Detailed  Scans
backup   systems  in   case   of     you  may obtain on a single turn
damage,  and  Shields   can   be     is   equal  to  the  number   of
transferred  to  the  StarGate's     SENSORS you have placed on scan.
Command, Main or Engine sections     You will only perform a scan  of
to  give  it some extra  overall     a  ship  once per turn, even  if
protection.   Ships  wishing  to     you   move   through  the   same
defend a StarGate can place  its     location    more   than    once.
position  #  or  affiliation  on     Detailed Scans are given of  the
their  Defend Lists.   Should  a     first ships  you encounter.  You
StarGate   be   attacked,    the     may not save them until later in
StarGate and any ships defending     the turn
it will fight as a group to fend     
off the attacking vessels.           Whenever  you enter orbit  of  a
                                     planet you receive a Brief  Scan
            Scanning                 of  any  colonies located there.
                                     To  obtain a Detailed Scan of  a
The   SENSORS  in  your  Command     colony   from  orbit  you   must
Section  are your ship's "eyes."     expend  5  TU's. This gives  you
They  permit  you to  see  other     the   colony's  market   report,
ships  as you move and  to  scan     market  message, type of  colony
for additional information.          and number of starport complexes
                                     as  well  as the possibility  of
Your sensors on Scan will detect     information   on  the   colony's
all   other  positions   located     contents. Also, if you end  your
there each time you enter a  new     turn landed at a colony you will
location. For instance,  if  you     be  given  the  colony's  market
enter  orbit you will learn  all     report and market message for no
the   ships  in  orbit  and  any     cost   in  TU's.  Performing   a
colonies  on  the planet  below.     colony  scan does not lower  the
You  will  not be told ships  in     number  of  Detailed  Scans  you
the   space  square  where   the     receive.
planet  is located. In  a  space     
square  you will learn only  the     MARKET RECEIVERS are capable  of
ships  at that location. If  you     obtaining colony market  reports
land  you will be told  all  the     at  long distances. When  it  is
positions  in  the  same  SECTOR     used it is expended. The cost to
where you are located.               use  it  is 10 TU's. Any  colony
                                     market may be obtained, alien or
As  you  move, scanning will  be     human.  The MARKET RECEIVER  may
done    automatically   at    no     only be used aboard ship and the
additional cost in TU's.             ship  may  be  at any  location,
                                     even landed.
                                     (Destination   space    square).
JAMMERS   are  used  to  prevent     Launching a Space Probe  from  a
ships    and    colonies    from     ship takes 10 TU's.
obtaining a detailed scan of the     
inside of your ship or colony.                       
                                                Korondite
The  quality of a Detailed  Scan     
depends  upon your  quantity  of     KORONDITE  is a special  mineral
SENSORS,  the  other  ship's  or     found  in  rare mineral deposits
colony's  quantity  of  JAMMERS,     on  certain worlds. It  obscures
and the size of the items inside     the   ability  of   SENSORS   to
the  ship or colony. The greater     operate   -   this   is   termed
the  total  MU's he  owns  of  a     Cloaking a Ship.
particular  item,  the   greater     
chance you have of detecting it.     When  a  ship uses KORONDITE  it
                                     appears  to  other positions  as
When  your ship orbits  a  world     simply  *CLOAKED  SHIP*.  It  is
you can scan the starport of any     impossible to learn more about a
colony on the world below for  a     cloaked  ship Cloaked ships  may
cost  of 5 TU's. You will obtain     not  scan  other positions,  may
a  Brief  Scan of the  positions     not  engage in battle, and  will
located in this starport.            not  receive  reports  of  other
                                     ships that attempt to scan  them
One final ability of SENSORS  is     between turns. In other words, a
that they will report to you any     cloaked ship may not operate its
ships  which scanned you between     sensors as they too are affected
turns.                               by the KORONDITE.
                                     
                                     There   are  two  ways  to   use
          Space Probes               KORONDITE. Both methods take  10
                                     TU's to apply.  The first method
This  probe may be fired by both     uses  .5  MU's of KORONDITE  per
ships  and  colonies. Each  time     ship  hull and it conceals  your
weekly adjustments are run,  the     movement  during your turn.  The
probe  moves  5  squares  toward     duration of this cloaking  is  1
this  destination  in  the  same     TU.  Therefore you may  need  to
fashion  that ships move.   When     use more KORONDITE to conceal  a
it  arrives  at its  destination     movement that requires more than
square  it  returns a report  to     1  TU  (like sneaking through  a
the   owner   of  the  positions     hostile orbit).
located there.  Can ONLY be used     
to  get  a  report  of  a  space     The  second  method  is  to  use
square,  not of orbits.   It  is     KORONDITE  to  cloak  your  ship
destroyed  if  it  attempts   to     between turns.  This uses 3 MU's
enter   a  sun  or  non-existent     of  KORONDITE per  hull  and  is
square. Ships may only launch it     done as your last order in space
from  a  space square, not  from     or   orbit  for  the  turn.  You
orbit  or when landed.  If  your     remain cloaked until either your
ship passes a SPACE PROBE during     next  turn is processed or until
its movement you will be told of     the  end  of the following  game
its  existence but not who  owns     week - whichever comes first.
it.  If  your  ship  ends  in  a     
location  that is  probed  by  a     Other  methods of  cloaking  may
SPACE PROBE you will be able  to     include alien artifacts, special
detect  who received the report.     abilities or technology.
For  a  ship  to  fire  one  you     
should  use  the  order  'LAUNCH                     
SPACE  PROBE AT SQUARE XXXX'.  A       Acquiring Sector Information
colony   uses  the   order:   LP     
To obtain additional information     position. Example: If POSITION A
on  a Sector of a world that you     wishes   to  transfer  2  PLANET
are  orbiting you must expend  4     PROBES  to POSITION Z  he  first
TU's.  If you are landed outside     moves  to  the location occupied
of  a  starport,  you  can  also     by POSITION Z. He then expends 4
expend 4 TU's to get that Sector     TU's  and  issues  the  transfer
map.   You   will  also   obtain     order. POSITION Z receives the 2
information   on    any    other     PLANET   PROBES  and  has   them
positions located in that Sector     available  to use  on  his  next
(but  not  any positions  within     turn.
colony starports).                   
                                     There  may  be a time  when  you
                                     wish  to  transfer items  around
  GPIing for Mineral Deposits        within   your  own   ship.   For
                                     instance,   you  loaded   BATTLE
A   GPI   (Geologic  Probability     COMPUTERS  into Cargo  when  you
Indicator)   permits   you    to     purchased them but now you  want
analyze  a world from  orbit  to     them  to  become  functional  in
learn  the chances of finding  a     case you get into battle. To  do
mineral deposit there.               this you must transfer them into
                                     the  Command Section.  Remember,
To  GPI a world from orbit costs     your orders are processed in the
5 TU's. The result of a GPI scan     sequence you write them. If  you
tells you the percentage of land     need to move other items out  of
Sectors on the world below which     your  Command  Section  to  make
contain a mineral deposit.  This     room  for  the BATTLE  COMPUTERS
is  called  GPI'ing  the  entire     you  should do it first or there
world.                               will be no room for them and the
                                     transfer    will   fail.    Each
Once  you have learned there  is     transfer within your ship  costs
ore  on a world you can then use     4 TU's.
your    GPI   on  a   particular     
Sector.  This costs 10 TU's  per     A   special  type  of   transfer
Sector  and tells you if an  ore     within   your   ship   is    the
deposit is located in the Sector     JUMP/THRUST  ENGINE  swap.   The
you have chosen.  If you perform     entire swap costs 4 TU's (not  8
this  from orbit you may  select     as   you  would  expect).   This
any  Sector. If you  perform  it     permits  you  to  swap  JUMP  or
while landed you are limited  to     THRUST  ENGINES from Cargo  into
the   Sector   where   you   are     your    Engine   Section    very
located.                             quickly.   The  swap   is   done
                                     simultaneously so you don't have
To  actually locate the  mineral     to transfer one of them out of a
deposit  within the  Sector  you     section  to  make room  for  the
must  use a ground party or ship     other.   You specify the  number
to prospect for the deposit. The     of  JUMP ENGINES to remove  from
procedure for this is  given  in     either  Cargo or Engine and  the
Chapter 4 - Ground Parties.          computer removes twice  as  many
                                     THRUST  ENGINES from  the  other
                                     section and performs the swap.
       Transferring Items            
                                     When  you  read  Chapter  12   -
Transferring is the  process  of     Training,  you will  learn  that
moving  any quantity of a single     you can improve the training  of
item  (or  stellars) to  another     any  troops  in your possession.
position. To perform a  transfer     It  is possible to transfer such
both  positions must be  at  the     training  to any other  position
same location and 4 TU's must be     THAT  YOU  CONTROL provided  you
spent    by   the   transferring     are  at the same location.  This
                                     action   costs   20   TU's   and
transfers all levels of training     Under  normal circumstances,  no
that   are  higher  than   those     more  than  3 coats of PROCESSED
currently owned by the receiving     THORLIUM may be applied to  your
position.                            ship. To apply one coat costs 50
                                     TU's regardless of the number of
Whenever SHIELDS are moved  into     ship  sections you wish to coat.
or  out of a colony, they always     Coated  hulls reduce the  damage
come/go   to   the  Non-military     taken in space battle by 15% per
Ring.                                coat.
                                     
If  you attempt to transact with                     
a  colony  Hiport and no  Hiport                Enemy List
exists, the GM may land  you  at     
the   colony's  starport.    The     Each position has three lists of
extra TU's this takes might  not     standing  orders that  determine
allow you to accomplish some  of     if  you'll  enter battle.  Every
the  actions at the end of  your     time you move to a new location,
turn.                                the Enemy List (only) is checked
                                     for  your position and all other
                                     positions at this location. Your
          Buys & Sells               movement stops at this location.
                                     At  the end of the current  game
When  you  land at a colony  you     week  ALL  of  your  lists   are
have the opportunity to purchase     checked   (Enemy,  Defend,   and
or  sell items specified in  the     Support)  to  determine   if   a
colony's  market report.  Buying     battle  condition still  exists.
or  selling  each item  costs  4     Regardless of whether  a  battle
TU's regardless of the quantity.     occurs  or  not,  your  movement
                                     will  continue at this time  (if
At the time of purchase you must     possible).
specify  if  the  item  you  are     
buying is to be installed  in  a     Enemy  List  -  A  list  of  the
specific section of your ship or     positions  you  will  attack  if
to  be  placed into  your  Cargo     encountered.
Hold.                                
                                     Defend  List  - A  list  of  the
                                     positions  you  will  defend  if
        Thorlium Coating             they   are  attacked   at   your
                                     location.
PROCESSED  THORLIUM is  used  to     
coat  your ship's hulls; it  has     Support  List - A  list  of  the
the  ability  to  absorb  damage     positions  you will  support  if
that  your  ship would  normally     they  either perform  an  attack
receive in space battle.             themselves  or are  attacked  by
                                     someone else at your location.
To coat your ship you must first     
acquire  the PROCESSED THORLIUM.     Each  of these lists may contain
Then, at a colony, apply it.  It     a maximum of 15 entries.
takes 1 MU of PROCESSED THORLIUM     
to coat each hull. The PROCESSED     Indicate  an  entire affiliation
THORLIUM must be located in your     by  adding 7000 to the number of
cargo section at this time.  You     the  affiliation. To indicate  a
must  coat an entire section  of     posted  list  of an  affiliation
your ship at once.  For example,     add  8000 to the number  of  the
you   would  need  15  MU's   of     appropriate   affiliation.   For
PROCESSED THORLIUM to  coat  the     example, to place all GTT posted
Main    Section   of   a    Fast     ships  on  your enemy  list  you
Freighter.                           would  place the number 8007  on
                                     your Enemy List.
                                     6 Commodore
If   you   want  to  add   every     7 Rear Admiral
position  in  the game  to  your     8 Vice Admiral
Enemy List, add the number  9999     9 Admiral
to  your  List. This will  cause     10 Star Admiral
you  to  attack  every  ship  or     
colony   that   you   encounter,     Periodically  your actions  will
unless  the encountered position     be      reviewed     by     your
number  (either specifically  or     affiliation's  Coordinators  and
as    part    of    an    entire     the  computer. If you have  been
affiliation) is present on  your     operating  in the best interests
Support or Defend Lists.             of  your affiliation you may  be
                                     eligible for promotion.  If  you
Individual position numbers  and     have  been doing less than  what
all  affiliation numbers  (7000)     is expected of you then you will
may  be placed on all the lists.     be passed over. If you have been
Affiliation    posted    numbers     downright  negligent   in   your
(8000)  may  only be  placed  on     duties  you  may  be  placed  on
your Enemy List.                     probation.  Probation means  you
                                     are on the verge of being kicked
Please   note  that  you  cannot     out   of  the  affiliation   and
single    out   any   individual     temporarily   have   lost    the
Imperial Service on your  lists.     special   abilities   of    your
Any   reference  to  an   entire     affiliation. On your first  turn
single  Imperial Affiliation  is     you    are   given   information
treated  as a reference to  them     pertaining to your affiliation's
all.                                 special    abilities.    If    a
                                     starcaptain  under probation  is
Keep    in   mind   that    your     asked to return his ship to  his
position's  Enemy list  is  very     affiliation and fails to  do  so
different       from        your     he may become posted.
Affiliation's  Posted  List.  An     
affiliation's  posted  list  may     When  you begin playing BSE your
only      contain     individual     affiliation gives you a starting
positions.                           ship.   A  ship debt  is  levied
                                     against   this  ship   by   your
                                     affiliation.   Your  affiliation
       Starcaptain Ranks             actually owns the ship until you
                                     pay off the debt.  Each starting
The  term  for the character  in     ship   has  a  debt  of   30,000
charge   of   a   starship    is     Stellars.
Starcaptain.   This   does   not     
stand  for any particular  rank.     Coordinators           recommend
When  you  begin the  game  your     promotions,  ship ownership  and
character   has  the   rank   of     probations for final approval by
Ensign.  As  you gain experience     the Periphery Director.
you will be promoted upward into
higher   ranks.   Among    other
things,  rank  is  an  important
factor  in  space  combat.   The
sequence of ranks is show on the
following chart.

Rank # Rank Name
1 Ensign
2 Lieutenant
3 Lieutenant Commander
4 Commander
5 Captain

Chapter 3 - Colonies

This       chapter      provides     the  colony and protects it from
information needed by  a  player     ground attack.  The Space Combat
to   run   a  colony.    Players     Ring   contains   the   colony's
operating  ships may  find  this     defenses  against ship  attacks.
chapter informative due  to  the     The  Non-military Ring  contains
large number of times they  will     all    the   remaining    colony
be interacting with colonies.        possessions.
                                     
                                     A colony has no mass limitation.
   Becoming a Colony Governor        However, the computer will  only
                                     allow 100 different items in the
A  colony is a settlement on the     Non-military  Ring,  25  in  the
surface of a planet. The  player     Space Combat Ring, and 30 in the
controlling the colony is called     Ground Combat Ring.  But you can
the colony governor.                 have  an  unlimited quantity  of
                                     each  item you own (actually  it
Players  never  start   BSE   as     isn't  unlimited  but  we  don't
colony   governors.  These   are     expect  many players to  acquire
positions of respect which  must     over 2 billion of anything).
be   earned  through  successful     
game play.                                           
                                            Building a Colony
One   method   of   becoming   a     
governor  is  to  take  over   a     To build a colony just land on a
colony  by force.  This  is  not     world  and tell the GM  you  are
easy  as  colonies  are  usually     building  a colony there.  Don't
heavily  defended.  Attacking  a     forget  to indicate the name  of
colony is often a very quick way     the   new  colony  (give   three
to    earn   a   slot   on    an     choices).  When  establishing  a
affiliation's posted list.           colony, you must use at least 80
                                     COLONISTS (some affiliations use
A  more common way of becoming a     other creatures as their version
governor is to work your way  up     of  COLONISTS) and at  least  80
in  your affiliation and to gain     STRUCTURAL UNITS.
the respect of your coordinators     
as  a  capable  player.  When  a     If  the  planet has a breathable
colony      position     becomes     atmosphere       you        will
available  you can request  that     automatically  build   an   Open
it be assigned to you.               colony. If not, the colony  must
                                     be   Enclosed.  An  Open  colony
The  final  option is simply  to     requires one STRUCTURAL UNIT for
set-up your own colony.              every  10  life forms  while  an
                                     Enclosed  colony needs  one  per
                                     life  form.  An Enclosed  colony
      Colony Organization            also needs one LIFE SUPPORT  per
                                     10 life forms. Insufficient LIFE
A  colony  is composed of  three     SUPPORTS  will  result  in  mass
rings  (Non-military Ring, Space     deaths.   In   colonies,    LIFE
Combat   Ring,   Ground   Combat     SUPPORTS  do  not provide  FOOD.
Ring),  and  the  Starport.  The     Colony  LIFE SUPPORTS  are  used
colony   governor  has  complete     exclusively   to    provide    a
control  over each of the  rings     breathable atmosphere within the
and  limited  control  over  the     colony.   FARMS  are   used   to
starport. The starport  is  also     provide FOOD for the life  forms
the only area of the colony that     living there.
is   never   hit  during   space     
battle.                                              
                                          Choosing a Colony Type
The Ground Combat Ring surrounds     
There are three general types of     the  previous Specialty are lost
colonies:   Standard, Production     at  the time of conversion.  See
and  Research.  The chart  below     Chapter  13, Research  for  more
lists  the  differences  between     details on the research process.
these types:                         
                                     The  Governor  of  a  Production
Colony Type Description              Colony  can  remove any  of  the
Standard  Factories can  produce     items  from his specialty  list,
any  item  the  colony  has  the     but  no  stellars or  ICM's  are
technology    for,     including     recovered  as  a  result.    The
General   Research  Points   but     addition or removal of specialty
excluding  the  other   Research     items  requires  the  use  of  a
Point  types  (special  research     Special  Action  by  the  Colony
types are restricted to Research     Governor.
Colonies.)                                           
Production  Factories  can  only               Colony Class
produce a limited number of item     
types,  but  manufacture   these     The   class   of  a  colony   is
items more efficiently than  the     important.  It  effects  several
other   colony  types.    Cannot     areas of play.  See Chapter 10 -
produce   any  of  the  Research     Adjustments  and  Chapter  7   -
Point types.                         Space     Battle    for     more
Research  Can produce  any  item     information.
the  colony  has the  technology     
for,   including  its   Research     Below  is  a  chart showing  the
Point  type,  but production  of     class    of   the   colony    in
items  other  than its  Research     relationship  to the  number  of
Point type is inefficient.           MU's  of  life forms  and  other
                                     items. The MU's of lifeforms and
When  a  colony is first formed,     other   items  must  each  total
it  can be formed as any of  the     above   the   numbers   in   the
three Colony types shown below:      following chart to achieve  each
                                     level of colony class.
Colony        Type         Other     
Costs/Requirements                       Quantity of Each Colony
Standard No requirements                    Class Maximum # of
Production  50,000 stellars  and     Starport Complexes
500  ICM's to tool the  colony's     < 500 1 1
factories  for each item  chosen     500 2 3
as a specialty. No items have to     1,000 3 7
be     selected    when    first     5,000 4 13
converting    to    become     a     10,000 5 21
Production  Colony,   but   this     50,000 6 35
would preclude production of any     100,000 7 No limit
kind  until an item is  selected     300,000 8 No limit
and  paid for.  A maximum of  15     700,000 9 No limit
total  items can be selected  as     1,500,000 10 No limit
specialized   production   items     3,000,000 11 No limit
(the  tooling cost must be  paid     6,000,000 12 No limit
for each such item.)                 
Research Research Colonies  must     NOTE:  Merchandising,  Gambling,
select one Research Specialty.       Restaurant,   Recreation,    and
                                     Hospital   complexes   are   not
It  is  possible  to  convert  a     applied toward this limit.
Research Colony's Specialty into     
another  type  of  Specialty  by                     
paying   500,000  Stellars   and             Colony Starport
indicating   the  new   Research     
Specialty  in a Special  Action.     All  ships landing at  a  colony
Any existing Research Points  of
must  land at the starport. This     
is  an  area  where  the  colony     Some  Starport  Complexes  yield
governor   has   only    limited     morale  bonuses to  the  colony;
control. A starport can  contain     see Appendix B for more details.
many  "seedy" elements  such  as     
agents,    blackmarkets,     and     Maintenance  -  Allows  visiting
visiting starcaptains.               ships     to    perform     ship
                                     maintenance.  See Chapter 2  for
The  starport is usually a  busy     more  details. Your  colony  may
place.  Ships and ground parties     have  one  of these complex  per
are  coming and going. Some  are     Colony Class, starting at  Class
making   purchases   or   sales.     2.  Example: If your  colony  is
Others are interacting with  the     Class  4 you can have 3 of these
Starport complexes.                  complexes.
                                     
The   starport  area  is   self-     Merchandising     -     Provides
sustaining.   Colonists    often     shopping     facilities      for
visit  here to engage in  morale     COLONISTS   and  affects   their
boosting  activities that  could     morale.
be considered less than legal.       
                                     Gambling - Important to colonist
Located in every starport is  an     morale  as  well as to  visiting
office   of   the  Supragalactic     positions. Win or lose  stellars
Treasury Corporation (STC).  The     with   each   visit.   Costs   a
STC maintains a registry of each     visiting position 5 TU's to use.
position  in the periphery.  You     Your  position  must  have   200
may  visit the STC office  at  a     stellars available for gambling.
cost  of  5 TU's and 20 Stellars     
to acquire the position name and     Hospital  - Visiting  ships  and
player address, affiliation, and     ground   parties  can  have   10
class  (if ship) of any position     INJURED healed per TU, at a cost
in  the  game  IF you  know  the     of  5  stellars per person. They
position  number. You  will  not     can have a maximum of 150 healed
receive  the player's  name  and     per 70 TU's.
address  if he has the anonymous     
option set.                          Besides  the morale  benefit  of
                                     having  a Hospital complexes  at
                                     your   colony,   during   weekly
       Starport Complexes            adjustments, up to 150 lifeforms
                                     will   be  healed  per  HOSPITAL
Starport   Complexes   are   not     complex. INJURED are healed  and
considered "items" in the  game.     become COLONISTS as a result.
They  are  immovable  structures     
built in a starport for specific     Additionally, having 1  Hospital
purposes.  The  table   in   the     per  1000 population makes  your
Colony  Class section lists  the     colony   immune  to  the   alien
number   of  Starport  Complexes     plague. Visiting ships can  cure
allowed   for  each   class   of     themselves from the alien plague
colony.  Starport Complexes  are     by expending 500 Stellars and 10
composed  of various numbers  of     TU's  at  any Hospital  Complex,
complex  modules. The  types  of     regardless  of  if  the   colony
complex  modules  available  are     itself is immune or not.
BASIC   COMPLEX  MODULES  (BCM),     
INDUSTRIAL    COMPLEX    MODULES     New  plagues may develop (or  be
(ICM),  MILITARY COMPLEX MODULES     researched!) from time to  time,
(MCM),  TRANSPORT MODULES  (TM),     and Hospitals may or may not  be
LIGHT   BASIC  COMPLEX   MODULES     of any assistance, depending the
(LBCM) and ENTERTAINMENT MODULES     nature of the plague.
(EM).                                
                                     Military   Training  -  Provides
military  training  to  visiting     special  action is necessary  to
positions.   See  Chapter  12  -     justify  any item (and quantity)
Training for more information.       to  be produced. A maximum of  5
                                     different items may be produced.
Shipyard  -  Provides  for  ship     
upgrades, ship building and ship     Hiport   -  Hiports  are   cargo
specialization. See  Chapter  11     handling facilities linked to  a
for  more  details. Your  colony     colony on the world below  by  a
may have one Shipyard per Colony     thorlium  strengthened dropline.
Class.   Each  level   of   ship     They  allow  orbiting  ships  to
specialization    requires     1     Buy,  Sell, Pickup, and  Deliver
Shipyard.                            items, and transfer training  to
                                     the colony, without the need  to
Security - Provides for starport     land at the starport. These  are
security.    For  each   complex     the  ONLY starport actions  that
present   10%  of  the  colony's     can  be performed from a Hiport.
ground forces can respond to  an     Only  ships may interact with  a
attack   on   ships  or   ground     Hiport.
parties  located in  the  colony     
starport.                            Hiports are fragile and  can  be
                                     destroyed  by  a ship  with  any
Recreation - Provides relaxation     space  weaponry.  However,   any
for  all  who  visit,  including     attack on a hiport is considered
colonists. A substantial  morale     to  be  an attack on the  colony
increase  is noted by those  who     itself, thereby causing a battle
use  this  complex. It  costs  5     to   occur   with   the   colony
Stellars per life form  on  your     following the destruction of the
ship and 10 TU's.                    Hiport.
                                     
Repair - Visiting positions  can     Colonies must be Class 5 or over
repair  items and damaged hulls.     to support Hiports.
It  costs 20 TU 's to use Repair     
Complexes, and 5 Stellars per MU     System    Array    Complex     -
repaired.  Each  Repair  complex     Construction  of a System  Array
can  fix up to 150 MU's per week     requires that the colony have  a
per position.                        Hiport  in  existence.   If  you
                                     build a System Array Complex and
Restaurant   -   Important    to     then   lose  your  Hiport,   the
colonist  morale.  Can   provide     System  Array  is  automatically
needed support to ground parties     destroyed with it.
visiting a colony. Ships have no     
need for Restaurants.                System Arrays cost 500 ICM's  to
                                     build  and, due to the excessive
Boot   Camp   -  During   weekly     power usage, it burns through 50
adjustments,    each     complex     ICM's every two weeks.  It  also
produces  6  GREEN  TROOPS  from     costs   2400  POWER  every   two
colonists.                           weeks.
                                     
Crew  Training  -   During  each     A  System Array enables a colony
adjustment period it produces  6     to   monitor  every  ship   that
new crew members from colonists.     enters  or  exits its system  by
It costs 100 Stellars to operate     jumping,     moving      through
each week.                           StarGates,     or     transiting
                                     wormholes.   The owner  is  told
Special  -  A  special  type  of     the  name of the ship, the space
complex  used  to  exploit   the     square   it   entered/left   the
environment  and  ecology  of  a     system   and   the   week#    it
planet. A Special Complex can be     occurred.  It  will  NOT  detect
set-up to produce/refine an item     cloaked  ships  or  RIP   ships.
native to a particular world.  A     Obviously   this  is   of   most
importance to governments as  it     Transit requires the expenditure
lets   them  monitor  incursions     of 5 Transport Modules each week
into their home territories.         to  provide for maintenance, and
                                     consumes 500 Power per  week  to
To    control  a  System   Array     run    the   various   transport
Complex,  use  the Change  Array     systems.
order: CA 0 to shut it off or CA     
1 to turn it on.  Once turned on     # Complex Name BCM ICM MCM TM
it  will monitor the goings  and     1 Maintenance 6 10
comings of ships every two  week     2 Merchandising 15 1
period until you turn it off. It     3 Gambling 16
doesn't matter when you turn  it     4 Hospital 10 6
on  during the two week  period.     5 Military Training 8 1 7
You  can turn it on at the  last     6 Shipyard  *
day  of the period and still get     7 Security 5 1 10
the  full  report.  Reports  are     8 Recreation 16
generated  once every two  weeks     9 Repair 10 6
for  everyone.  To build one use     10 Restaurant 16
complex #15 in your colony's  CC     11 Boot Camp 2 2 12
order.                               12 Crew Training 14 2
                                     13 Special 16
Colosseum - A large amphitheater     14 Hiport 20 30  30
for    public   sports   events,     15 System Array  500
entertainment   or   assemblies.     16 *Gambling **16
The Colosseum includes a limited     17 *Restaurant **16
transportation systems  to  move     18 *Recreation **16
spectators  to  and   from   the     19 *Special **16
Complex.    Sports  events   are     20 ***Colosseum 4,000   250
especially   popular,   with   a     21 Mass Transit    5,000
variety of teams from the colony     
and   even   offworld  locations     * For Shipyards 1 to 5, the cost
competing whenever possible.  If     to   construct  is  16   ICM   *
there  is at least one Colosseum     Shipyard class to be built.  For
in a colony, then a considerable     Shipyards 6 through 12, the cost
morale gain is realized.  Having     is  160  ICM's, 320  ICM's,  640
more  than  one  results  in  no     ICM's,  1280 ICM's, 2560  ICM's,
additional  morale   bonus.    A     5120   ICM's  and  10240  ICM's,
Colosseum  consumes  100   Power     respectively. Also, your  colony
each week.                           must  already have the class  of
                                     Shipyard one lower than the  one
Mass   Transit  -  This  is   an     you  wish  to  build  (i.e.   to
upgrade to the transport network     construct  a  Shipyard  5   your
that   is   inherent  in   every     colony   must  already  have   a
colony,  and  includes  a   wide     Shipyard 4 and your colony  must
variety  of light rail  systems,     also  be  at  least  Class   5).
subterranean    and    suspended     Before attempting to build  your
people     movers,    electromag     first  Shipyard, determine  from
trains, buses and other forms of     your   affiliation   that   your
transport    vehicles.      Mass     affiliation   does   have   Ship
Transit   represents  a  massive     Building Technology.
improvement  in the  ability  to     
move  colonists and items inside     **     Gambling,     Restaurant,
the  colony,  and results  in  a     Recreation and Special Complexes
considerable improvement in  the     may  also  be built using  Light
efficiency of the colony (colony     Basic Complex Modules[LBCM's], a
morale  rises, which  translates     special module type developed by
into  greater factory production     Stellar  Mining & Smelting[SMS].
among  other things).  There  is     These Complexes (#'s 16-19)  are
no point in having more than one     identical   to   their    normal
Mass   Transit  Complex.    Mass     counterparts (#'s 3, 8, 10 & 13)
in  all  ways except that LCBM's     A colony market may list no more
can be used instead of BCM's for     than  90  different items.   The
construction purposes.               first  sixty of these items  are
                                     termed  the Open Market and  are
***  In addition to 4,000  BCM's     available to anyone who wants to
and   250   Transport   Modules,     interact with your market, while
construction  of   a   Colosseum     the  remaining 30 are called the
requires the expenditure of  250     Restricted Market and  can  only
Entertainment Modules.               be  interacted with by positions
                                     belonging    to     the     same
                                     affiliation   as  your   colony.
  Scrapping Starport Complexes       Positions placed on your Support
                                     or  Defend  Lists will  also  be
Complexes  may  be  broken  down     allowed  to interact  with  your
into  their component  parts  by     Restricted  Market. Use  the  ZB
using  the BC order (Break  down     (Restricted Market Buy)  and  ZS
Complexes)  on  a  Colony   Turn     (Restricted Market Sell)  orders
Sheet.    80%  of  the   various     to   designate  items  for  your
Complex    Modules    used    to     Restricted Market.
construct   the  Complex,   with     
fractions   rounded  down,   are     It is wise for a colony governor
recovered  and placed  into  the     to  maintain  a  stable  market.
Colony's  Non-Military Ring  for     This includes replenishing items
future use                           purchased  from  the  market  as
                                     well   as   maintaining   stable
       Security Crackdown            prices. If your prices fluctuate
                                     you  will be angering those  who
Chapter  7  describes how  ships     transact with your market.
and  ground parties can  recruit     
agents in a colony's starport. A     In   addition  to  your   market
colony  governor  may  find   it     report, you can specify a market
necessary  to increase  security     message that is given to  anyone
to  attempt  to apprehend  these     who receives your market report.
agents.   The  colony   Security     This  can be up to 5 lines long,
Crackdown levels can be set from     70 characters per line and it is
0   (pitiful)  to  9  (extremely     written  in  the Special  Action
high).                               area of the turn card.
                                     
The  security level of a  colony                     
directly     affects    COLONIST             Priority Market
morale.   Each level of security     
will  increase your  chances  of     A  colony governor may select up
capturing   agents   but    will     to  2 of the items on his market
decrease   COLONIST  morale   by     as  priority items.  These items
approximately 5%. If an agent is     should   be  ones  the  governor
captured  there is a  chance  he     wishes to emphasize.  Maybe your
will reveal who hired him.           price   is  particularly   good.
                                     Maybe you need a particular item
                                     very badly.
    Market Report & Message          
                                     When  you  designate a  priority
As governor you can buy and sell     item, this will be indicated  on
items to and from visiting ships     your    market    report.     In
and ground parties by using your     addition, it will be included in
market  report.  List  the  item     the   priority  market   listing
number and the quantity you wish     received    by   many   Shipping
to  buy  or  sell.  Your  colony     Coordinator political  positions
results  printout will show  all     and     Periphery     Directors.
transactions  with your  market.     Distributing your priority items
in  this manner encourages trade     Market   and  still  keep   your
among colonies.                      exclusion  setting  to  restrict
                                     normal  pickups. Stellar pickups
Use the PM order to designate an     can   also   be   excluded    in
existing   market  item   as   a     combination  with  colony   Ring
priority  item. When you  remove     exclusions. You may change  your
it  from  your market that  item     Pick-up Code at any time.
will  lose priority status. Only     
class  5 or higher colonies  may     Exclude Ring Code Excludes Which
issue this order.                    Rings/Stellars
                                     0   No  Exclusions  (allow   all
                                     pickups)
          Pickup Code                1 Non-Military
                                     2 Space Combat
There may be times when you want     3 Ground Combat
another   position  to   pick-up     4 Non-Military & Space Combat
items at your colony rather than     5 Non-Military & Ground Combat
having  him purchase  from  your     6 Space Combat & Ground Combat
market  report.   To  accomplish     7 Stellars
this you set a Pickup Code. This     8 Non-Military & Stellars
is  a  number ranging from 1  to     9 Space Combat & Stellars
9999.  When a position  attempts     10 Ground Combat & Stellars
to  pick-up items at your colony     11   Non-Mil,  Space  Combat   &
he  gives  the  GM  your  Pickup     Stellars
Code.  This permits him to pick-     12   Non-Mil,  Space  Combat   &
up anything he wishes, including     Stellars
Stellars. If he picks  up  items     13 Space Combat & Stellars
that you did not intend for  him     
to  carry off, it will  be  your     
responsibility to prosecute  the                     
offending position. The GM  will          Pickup Authorizations
not  cancel  pickup transactions     
when  a  position  has  a  valid     There will be times when you  do
pickup  code. This also  permits     not  trust another player enough
players  who  do not  belong  to     to  give him your colony  Pickup
your  affiliation  to  use  your     Code.  You can issue up to three
MILITARY TRAINING complexes.  It     specific  pickup  authorizations
is  possible to exclude  one  or     to  any  position.  You indicate
more   colony  Rings  from  your     which  position  number  is   to
Pickup  Code  authorization   by     receive  the authorization,  the
using   the  ER  (Exclude  Ring)     item  number, and the  quantity.
order.  By default, any position     He  will be permitted to pick up
with  your colony's Pickup  Code     only   these  items.   You   can
has  access to all three of your     change  or  cancel the  pick  up
colony's   Rings  (Non-Military,     authorization  at  any  time  by
Space  Combat & Ground  Combat);     issuing   another  authorization
the  ER order lets you place all     for  a  different  quantity   or
items in any of these Rings off-     zero. To authorize Stellars  use
limits   for  pickup   purposes.     item  number 9999. To  authorize
Individual PA orders  (see  next     use  of  your MILITARY  TRAINING
section)  will still be  allowed     complexes use item number  9998.
access  to  all three Rings,  so     To   authorize   use   of   your
you    can    grant   individual     shipyard's  ship  specialization
positions access while excluding     facilities, use the number (9000
all  other   positions  who  may     plus   the   id#  of  the   ship
know  your general Pickup  Code.     specialization allowed) for  the
Market  transactions ignore  the     item#  and the highest level  of
ER  setting as well, so you  can     specialization that you wish  to
place any items you like on your     allow  for  the  quantity.   For
example,  PA 1234 9008  4  would     produce    items    from     raw
allow position #1234 to use your     materials.  Raw  materials   are
colony's   LUXURY   LINER   ship     minerals  such  as FISSIONABLES,
specialization   facilities   to     METALS/NON-METALS,         PULAC
specialize  his  ship  up  to  a     CRYSTALS,   and  FOSSIL   FUELS.
Class "D" LUXURY LINER.  You can     Refer  to  the  Item  Chart   in
grant  a  Pick-up  Authorization     Appendix    J   to   find    the
for  an  entire  affiliation  by     quantities of each ore necessary
using  the affiliation id#  plus     to build an item.
7000  as  the position  #.   For     
example,  PA 7008 122 500  would     To  perform production a  colony
duplicate  an  authorization  to     governor   must   first   create
pickup  500 Collidium  to  every     TOOLED   FACTORIES   from    his
ship and ground party in the SMS     stockpile of UNTOOLED FACTORIES.
affiliation  at  the  time   you     This    is    accomplished    by
issue   this   order.    It   is     indicating   the   quantity   of
important to note that each ship     factories   to   tool.    TOOLED
and  ground party may only  have     FACTORIES are restricted in that
three  PA authorizations  active     they  cannot be transferred  out
at any time.  In the case of the     of   your  colony  or  sold.  To
Collidium   PA  order  mentioned     transfer  a  TOOLED FACTORY  you
above,  if an SMS ship  had  all     must first untool it, making  it
three  of  its PA slots  already     an UNTOOLED FACTORY.
filled  with  other items,  that     
ship  would  be skipped  and  it     Next,  the  governor  issues   a
would not be given the Collidium     series of orders that are placed
pickup authorization.                into  his  Production  Schedule.
                                     The  Production  Schedule  is  a
Sometimes  when a player  begins     queue   that  holds  orders   to
running  a  new  Colony  he   is     produce up to 10 different items
rudely  surprised  when  someone     as well as the quantity you wish
shows  up  at  his starport  and     to  build. They are processed in
uses an old pickup authorization     the order they are issued during
to  make  off with some  of  his     weekly colony adjustments.
possessions.   Technically  this     
is  a legal action since he does     A    Colony   must   have    the
have the correct pickup code for     technology  to  build  an  item.
the  transactions.   To  prevent     Sometimes  this  technology   is
this  from  happening,  you  can     owned  by an affiliation,  which
purge  from every other position     allows  all  colonies  in   that
in    the    game   all   pickup     affiliation to build that  item.
authorizations currently  issued     However,  most of  the  time  it
by  your  Colony.  To  do  this,     must be acquired by each colony.
write        "Clear       Pickup     
Authorizations" in  the  Special     Individually  acquired   special
Action  box  of  a  Colony  Turn     technology can be transferred to
Sheet.   This command  costs  30     another  colony in  one  of  two
Colony  orders.   Remember  that     different    formats.     Normal
individual pickup authorizations     transfer will give a copy of the
can   be   canceled  by  issuing     technology to another colony who
another  PA order for  the  same     can  then  transfer  it  to  yet
position  and  item  #,  with  a     another     colony.     Licensed
quantity of zero.                    transfer   will   give   another
                                     colony a protected copy of  this
                                     technology   which   cannot   be
       Factory Production            transferred.  See Chapter 13 for
                                     more details.
Colonies  are the only  position     
which   may  use  FACTORIES   to     Each TOOLED FACTORY requires 100
                                     man-hours   to   operate.   Each
colonist  provides  1  man-hour.     consumed.   The following  chart
Your colonist man-hours must  be     shows       the       production
multiplied   by   your    morale     efficiencies  of  various  items
percentage   to  determine   the     created  by  the  three   Colony
total  man-hours  available  for     types:
your factories.

Each TOOLED FACTORY uses 3 POWER
at the time of production. POWER
is  created  from  FISSIONABLES,
FOSSIL FUELS, or PULAC CRYSTALS.

STRION  is  a special  ore  that
increases   the  output   of   a
factory.   One MU of STRION  can
be   used  for  every  4  TOOLED
FACTORIES.  A  factory  normally
produces  25 MU's of  goods  per
week.  Using  STRION   increases
this to 30.

The     three    Colony    types
(Standard,     Production      &
Research)     have     different
production  capabilities.   When
Standard Colonies produce  items
other   than  General   Research
Points (Standard Colonies cannot
produce  any of the other  types
of  Research Points),  the  mass
units of the item in question is
used   as-is.   Thus,   when   a
Standard   Colony  attempts   to
produce   Pulsar   Beams,   each
Pulsar Beam counts as its listed
20    MU's   for   purposes   of
determining   how  many   Pulsar
Beams    are   produced.     For
example,   4  Tooled  Factories,
when  fully manned and  supplied
with  POWER,  would produce  100
total  MU's  of material.   This
would  translate into  5  Pulsar
Beams  for  a  Standard  Colony.
When  a Standard Colony attempts
to   produce  General   Research
Points,  which are a 1 MU  item,
the  Colony's  Tooled  Factories
will  treat them as if they were
4  MU's  each  for  purposes  of
determining  how  many  will  be
produced.   In this case  the  4
Tooled   Factories  could   only
produce   25  General   Research
Points  instead of the  expected
100.   It  should be noted  that
since   only  25  are   actually
produced,   only  the  resources
needed for the production of  25
General   Research  Points   are



------------------- APPENDIX.ASC follows --------------------

Appendix A - Items Listing

This  listing contains  a  brief     biological laboratory needed  to
description  of the more  common     Investigate   creatures,   plant
items   found  in   Beyond   the     life,   and   other   biological
Stellar  Empire. There are  many     samples    discovered     during
more items in the game than  are     exploration.
detailed  here. See  Appendix  J     
for  more  details on these  and     BLACK  LOTUS (1 MU) -  A  highly
other items.                         addictive synthetic drug. It  is
                                     the  most powerful narcotic ever
AA  TANK  (30 MU's)  -  Provides     created  and withdrawal from  it
anti-aircraft support for ground     can be life threatening.
forces. Since this weapon system     
was  designed  specifically  for     BORIFLOR  (1  MU)  -  A   potent
its  AA  capability,  it  has  a     aphrodisiac  derived   from   an
limited   short   range   combat     exotic    plant.    Males    are
application.                         especially  susceptible  to  its
                                     effects.
ANTIMISSILE BEAM (AMB) (5  MU's)     
-  Used to engage enemy missiles     COLLIDIUM  (1  MU)  -   A   rare
during  space battle.  Each  AMB     mineral      which     possesses
will shoot down one missile just     properties  that  permit  it  to
before  it would have  hit  your     transmute into various forms  of
ship.                                energy.
                                     
APC    (20   MU's)   -   Armored     COLONISTS (1 MU) - The  citizens
Personnel  Carriers are  armored     of  a  colony. They provide  the
fighting  vehicles  capable   of     manhours  needed to operate  the
carrying  20  personnel.   APC's     factories.
have limited offensive abilities     
and  are only capable of surface     COMMAND  HULL (80  MU's)  -  The
movement.                            structural   components   of   a
                                     ship's Command Section.
ARALDO  POTION (1 MU) - A  life-     
prolonging drug derived from the     CONSUMER GOODS (CNGD) (1  MU)  -
Araldo  plant.  It  is  commonly     Given to COLONISTS by the colony
used  throughout  the  periphery     governor   to   improve    their
and the Inner Empire.                morale.  They consist  of  small
                                     manufactured items suitable  for
BASIC  COMPLEX MODULE (BCM)  (40     colonist's households.
MU's)  - The basic component  of     
most     starport     complexes,     CORTALON (1 MU) - A short acting
consisting       mainly       of     drug  capable of increasing  the
prefabricated           building     combat effectiveness of troops.
components and supplies.             
                                     CRAWLER  (20  MU's)  -  An   all
BATTLE  ARMOR (BA)  (1  MU's)  -     purpose tracked vehicle used  in
Worn  by GREEN TROOPS, SOLDIERS,     surface  movement. It can  carry
&  VETERANS in ground battle.  A     20 MU's of cargo.
trooper hit in ground combat but     
wearing   battle   armor    will     CREW  (1 MU) - Trained personnel
survive.  His  armor   will   be     who  operate  a  starship.  They
destroyed.                           have no combat ability. You need
                                     a  minimum of 1 CREW per COMMAND
BATTLE COMPUTER (BC) (2 MU's)  -     HULL to move your ship.
State   of  the  art,  targeting     
computers  used in space  battle     CYBERNETIC  MIND  (1  MU)  -   A
to   increase  your  chances  of     Samillian  device  incorporating
hitting the enemy.                   cybernetic    intelligence    to
                                     operate  their  weapons   during
BIOLAB (20 MU's) - Sophisticated     battle;  a  highly sophisticated
ba                                   
                                     FLITTER  (20 MU's) -  A  general
DALIUM  HYDROXIDE  (1  MU)  -  A     purpose   hovercraft   used   in
yellowish  gas  with  properties     surface  movement. It can  carry
similar  to "laughing  gas."  It     20 MU's of any other item.
has no known side effects and is     
often used at parties.               FOOD  (1  MU)  -  Used  to  feed
                                     COLONISTS  and  maintain   their
DURABLE  GOODS (2 MU) -  A  next     morale. Also required to support
generation   type  of   CONSUMER     ground  parties  in  the  field.
GOODS   which   are   given   to     Produced      during      weekly
colonists   to   improve   their     adjustments by FARMS.
morale.                              
                                     FOSSIL FUELS (FF) (1 MU) -  Used
ECM  POD  (1  MU)  -  Electronic     to  generate  power  in  to  run
Counter  Measures  used  in  Air     factories a colony. Each  MU  of
Combat  during ground battle  to     FOSSIL FUELS generates 1 POWER.
protect  your aircraft  from  AA     
fire.  ECM in a colony or ground     GPI  (2  MU's)  -  The  Geologic
party   will  automatically   be     Probability Indicator is used to
mounted on aircraft prior  to  a     obtain    a   report   on    the
mission.  A  GROUND  BOMBER  can     probability    of    a     world
carry  a  maximum of 5 ECM  pods     containing each type of ore.  It
and a GROUND FIGHTER can carry a     is  also used to determine if  a
maximum of 3 ECM pods. Each  ECM     specific  sector  on   a   world
will neutralize 5 AA factors.        contains an ore deposit.
                                     
ENGINE  HULL  (70  MU's)  -  The     GREEN   TROOPS  (1  MU)  -   Raw
structural   components   of   a     recruits   who  are  the   least
ship's Engine Section.               skilled  human troops in  ground
                                     combat.
ENVIRONMENTAL DOME (100 MU's)  -     
Enhances  the living  conditions     GPI  SCRAMBLER (20  MU's)  -  An
of   COLONISTS  in  an  Enclosed     electronic     device      which
colony,  improving morale.  They     interfere with the operation  of
may not be moved from the colony     a  GPI. When placed at a mineral
where   they   are  constructed.     deposit, it will cause  any  GPI
Maximum effectiveness is 1  dome     of that sector to report that no
per 1000 colonists.                  minerals are present.
                                     
EUPHORIA PLANT (1 MU) - A  plant     GRASSJUICE  (1 MU) -  The  basic
extract   that   possesses    an     intoxicant of the periphery.  It
incredibly pleasant and euphoric     is  sold  in kegs and  the  ever
fragrance.                           popular grassjuice ball.
                                     
FARM   (200  MU's)  -  Automated     GROUND  BOMBER (15 MU's) -  Used
hydroponic agricultural facility     during  the Air Combat phase  of
that produces 12 food each week.     ground  battle to  attack  enemy
                                     ground   forces.   Capable    of
FIBRILLIUM (1 MU) - Rare mineral     carrying ECM PODS.
often  used to construct robotic     
items       with      artificial     GROUND  FIGHTER (8 MU's) -  Used
intelligence.                        during  the Air Combat phase  of
                                     ground  battle to  either  shoot
FISSIONABLES  (FIZZ)  (1  MU)  -     down  enemy GROUND FIGHTERS  and
Used  to generate power  to  run     GROUND   BOMBERS  or  to  attack
factories in a colony and in the     enemy ground forces. Capable  of
production  of many items.  Each     carrying ECM pods.
MU  of FISSIONABLES generates 10     
POWER.                               HEAVENHERB   (1    MU)    -    A
recreational  drug   with   mild     capable of long and short  range
intoxicant  properties.   Either     fire.
smoked or baked in brownies.         
                                     LIFE  SUPPORT (LFS) (2  MU's)  -
HEAVY  TANK (HT) (40 MU's)  -  A     Provides necessary environmental
large,  armored,  tracked   tank     control in a ship and colony.
capable of long and short  range     
fire.                                LUXURY  GOODS  (LUX)  (1  MU)  -
                                     Represents various unique  goods
INDUSTRIAL COMPLEX MODULE  (ICM)     that   are   not  able   to   be
(40  MU's)  - Used by  a  colony     manufactured by a factory.  They
governor   to   build    various     include   gourmet  foods,   art,
starport complexes.                  precious stones, perfumes, furs,
                                     pets and much more. They must be
INJURED  (1  MU) -  Category  in     acquired   from  their   natural
which injured humans are placed.     sources.
This  classification  represents     
injuries  so  severe  that   any     MAIN   HULL  (60  MU's)  -   The
training  that they  possess  is     structural   components   of   a
lost.  After INJURED are  healed     ship's Main Section.
by   a   HOSPITAL  complex  they     
become COLONISTS.                    MEDIUM TANK (MT) (30 MU's)  -  A
                                     medium-sized,  armored,  tracked
INTOXICANT  (1 MU) -  A  general     tank  capable of long and  short
category for less common drugs.      range fire.
                                     
ION  CANNON (20 MU's)  -  Weapon     MEK   (3   MU's)  -   Mechanized
used in space battle which fires     Exoskeletal Armored-Killbot - An
ionized particles. Damages  only     exoskeleton into which a man  is
lifeforms.                           inserted.  A  MEK  magnifies   a
                                     man's strength a hundredfold and
JACIUM  (1  MU) - Mineral  which     is   heavily  armed.  It   takes
enhances      the     structural     considerable  skill  to  operate
integrity of material.  Used  by     and requires MEK training.
factories   to   build   certain     
items.                               METALS/NON-METALS (METS) (1  MU)
                                     -  The most common type of  ore.
JAMMER  (3  MU's)  -  Each  will     Used  by  factories to construct
negate one SENSOR from acquiring     other items.
information via a Detailed Scan.     
                                     MILITARY  COMPLEX  MODULE  (MCM)
JUMP  ENGINE  (JE) (20  MU's)  -     (40   MU's)  -  Used  to   build
Used  to  jump your ship between     various starport complexes.
star systems.                        
                                     MILITIA    (1   MU)    -    Used
KINSHI (1 MU) - A drug that  has     defensively by a colony only. Up
cosmetic applications. When used     to  30%  of the colonists  in  a
as  a  skin  salve  it  makes  a     colony  will  automatically   be
person    appear   many    years     converted   to  militia   during
younger.                             ground   battle.   Militia   are
                                     formed from COLONIST and .01  MU
KORONDITE  (1  MU)  -   A   rare     of SMALL ARMS.
mineral   that  interfere   with     
sensor scanning. It can be  used     MINE  (200  MU's) -  Used  in  a
to  cloak  your ship from  being     colony or outpost to extract ore
scanned either during your  turn     from  a  mineral  deposit.  Each
or between turns.                    week  a  mine  will extract  ore
                                     equal   to  the  yield  of   the
LIGHT  TANK (LT) (20 MU's)  -  A     deposit it is on.
small,  armored hovercraft  tank     
MISSILE (MX) (2 MU) - Fired by a     
MISSILE  LAUNCHER  during  space     POWER  (1  MU)  -  Used  to  run
battle.  Does a large amount  of     TOOLED  FACTORIES in  a  colony.
damage when it hits.                 FISSIONABLES produce 10,  FOSSIL
                                     FUELS   produce  1,  and   PULAC
MISSILE LAUNCHER (ML) (10  MU's)     CRYSTALS produce 20.
-  Each  fires one  missile  per     
round during space battle.           PRISONERS  (1 MU) -  Unfortunate
                                     lifeforms  who have fallen  into
NATIVES   (1  MU)  -   Lifeforms     the wrong hands.
native to certain worlds.            
                                     PROCESSED THORLIUM (PT) (1 MU) -
PERIMETER DEFENSE UNIT (PDU) (60     Refined  THORLIUM  ORE.  It   is
MU's)  -  An electronic  barrier     capable   of   absorbing   large
placed along the perimeter of  a     amounts  of  damage  in  battle.
colony  to keep annoying  native     Used  by  factories  to  produce
lifeforms from passing.              certain  military  items.   Also
                                     used to coat the hulls of a ship
PERMANENT STRUCTURAL UNIT  (PSU)     to   reduce  damage   in   space
(1 MU) - Light weight structural     battle.
units that cannot be moved  from     
the   colony  where   they   are     PULAC CRYSTALS (PULAC) (1 MU)  -
constructed. PSU utilize  JACIUM     Jump  Engine technology was made
in their construction.               possible   using   the   unusual
                                     properties of this crystal. Also
PHOTON   GUN  (6  MU's)   -   An     used  to generate POWER  to  run
effective low mass space  weapon     factories   in  a   colony   and
developed  by  the  alien   race     construct pulsar beams.  One  MU
Flagritz (FGZ).                      of  PULAC CRYSTALS generates  20
                                     units of POWER.
PHYSICS   LAB   (20   MU's)    -     
Sophisticated laboratory  needed     PULSAR BEAM (PB) (20 MU's) - The
to  Investigate  geological  and     standard  beam  weapon  used  in
physical      finds       during     space  battle. In the event  you
exploration.                         are   being  attacked  by  enemy
                                     SPACE FIGHTERS your PULSAR BEAMS
PLANET  PROBE (PP)  (2  MU's)  -     are  automatically diverted from
Used from the main section of  a     enemy  ships to shoot  down  the
ship  in orbit to obtain  a  map     fighters.
and  other information about the     
planet  or moon below.  Expended     RDB  (20 MU's) - Robotic Defense
when used.                           Bunkers are a static weapon used
                                     only  by  a  defender in  ground
PLASMA PROJECTOR (100 MU's) -  A     battle. They are capable of both
space weapon that fires a stream     long and short range fire.
of plasma. Each projector uses 8     
METALS/NONMETALS every  time  it     RECON PLANE (20 MU's) - Used  by
is  fired to create the  plasma.     colonies  to get information  on
METS  are  removed automatically     the   sectors   surrounding    a
from  cargo  or the non-military     colony.
ring  of  a  colony when  fired.     
Causes  a  tremendous amount  of     REPAIRBOT  (1 MU)  -  Repairs  3
damage.                              MU's per 10 TU's.
                                     
PLEASURE SLAVES (1 MU) -Used for     SCIENTISTS(1  MU)  -   Brilliant
...   well,  we  think  you  can     individuals     who      provide
figure   this   one   out    for     assistance     with     research
yourself.    They    are    very     projects.
effective    at   improving    a     
colony's morale.                     SCOUT  TANK (20 MU's) -  Lightly
armored tank with no long  range     STIMBREW  (1  MU)  -  A   frothy
fire  ability. It  has  a  cargo     intoxicant  with a long  lasting
capacity of 10 MU's.                 high.  It  is  often said..."You
                                     don't  buy  stimbrew,  you  rent
SECURITYBOTS    (1     MU)     -     it."
Independently  operable  robotic     
troops. The use of FIBRILLIUM in     STRION  (1  MU) - Increases  the
their construction accounts  for     production of your factories  by
their  high degree of artificial     25%.   Automatically   used   if
intelligence.                        available in your colony.
                                     
SENSOR (SEN) (4 MU's) - Used  to     STRUCTURAL UNIT (SU)  (1  MU)  -
scan  positions you pass  during     The  basic structural components
your  turn.  If you have  enough     of  a colony. Also used to build
SENSORS  you can obtain detailed     outposts.
reports of the contents of other     
ships  and  colonies.  You  must     SYSTEM PROBE (1 MU) - When fired
have  at  least  one  sensor  in     within a system you obtain a map
order to use your ship's weapons     of  that  system. Expended  when
during space battle.                 used.
                                     
SHIELD  (4  MU's) -  Protects  a     TANK  CARRIER (60 MU's) - Poorly
ship  from approximately 20 MU's     armored   vehicle   capable   of
of  damage and a colony  from  6     shuttle movement. Cargo capacity
MU's.  The  more  shields  in  a     is 60 MU's of tanks or planes.
section of a ship or the ring of     
a  colony,  the  less  efficient     THORLIUM ORE (1 MU) - 4 MU's  of
each  shield is. Shields  absorb     it  can  be refined by 4 Factory
damage  first, followed  by  any     points  into  1 MU of  PROCESSED
THORLIUM coating, before  damage     THORLIUM.
is  sustained  by your  ship  or     
colony. SHIELDS only protect the     THRUST  ENGINE (TE) (10 MU's)  -
section  of  the  ship  or   the     Engines  enabling  you  to  move
colony  ring in which  they  are     within a star system.
located.                             
                                     TNU   (10   MU's)  -   Transhole
SHUTTLE  (40 MU's) -  A  general     Navigation   Unit.    Used    to
purpose   vehicle   capable   of     eliminate the random exit  of  a
carrying 20 MU's of any item.        blackhole enabling you to choose
                                     your destination.
SMALL  ARMS  (1 MU)  -  Used  by     
COLONISTS to become militia.         TOOLED  FACTORY  (400  MU's)   -
                                     Factories   that  are  currently
SOLDIERS  (1  MU)  -  Troops  of     dedicated  to  production.  Each
average military ability.            requires   3   POWER   and   100
                                     manhours to function. May not be
SONIC  BLASTER  (20  MU's)  -  A     transferred or sold.
space  weapon developed  by  the     
Samillians.                          TRACTOR  BEAM (TB)  (2  MU's)  -
                                     Used  in  space battle  to  lock
SPACE  FIGHTER (SF) (20 MU's)  -     onto  an  enemy ship, making  it
Used  during rounds 2 and  3  of     more   difficult  for   him   to
space   battle.  Can  target   a     accurately  target  during   the
specific  area on an enemy  ship     next round.
very accurately.                     
                                     TRANSPORT MODULE (TM) (40  MU's)
SPIDER TANK (150 MU's) - SAM and     -  Used by a colony governor  to
KZK  fighting  vehicle  used  in     build  and increase the capacity
ground battle.                       of existing RTS's.
                                     
TROOP CARRIER (TC) (40 MU's) - A
shuttle    craft   capable    of
carrying 20 MU's of troops only.
It  has the firepower of a LIGHT
TANK  and  is  used  to  make  a
ground party shuttle capable.

TRUMPETER  SEEDS (1 MU)  -  When
chewed,  this drug  has  a  kick
like a mule. It is often used as
a  substitute for GRASSJUICE  or
HEAVENHERB.  The slogan  on  the
box says, "Seeds Taste Good Like
a Peripheral Intoxicant Should."

UNTOOLED  FACTORY (400  MU's)  -
Factories  currently  not  being
used for production.

VETERANS (1 MU) - The most elite
troops available to humans.

WARBOT (1 MU) - A military robot
which    requires   a    trained
operator.  They  are  considered
troops  for  boarding  purposes.
WARBOTS    lacking   a   trained
operator   operate    at    half
effectiveness and  may  be  used
only defensively.

WHITECLOUD (1 MU) - A mild  non-
persistent   nerve   gas    that
incapacitates most lifeforms for
a  brief  time. Due to extensive
Chemical  Warfare drills,  human
troops  are not affected by  its
use.

WORK   SLAVES  (1  MU)   -   Any
enslaved   being   capable    of
contributing   manhours   to   a
colony's   labor   pool.    Each
produces five times the manhours
of a COLONIST.

Appendix B - Morale Gains Chart

This chart contains a listing of the more common morale-boosting items
found  in  Beyond the Stellar Empire. There are many other items  that
can be given to your colonists to raise their morale.

   Item    id      Drug or Manufactured      Morale
            #   Good/Other Morale Category   Value
Alien      43    Manufactured Good/Other       5
Animals
Araldo     12              Drug                6
Potion      5
Black      13              Drug                30
Lotus       3
Bonium     16              Drug                2
            2
Boriflor   13              Drug                2
            1
Catwood    19    Manufactured Good/Other       12
            4
Cevene     16              Drug                25
            1
Consumer   60    Manufactured Good/Other       1
Goods
Dalium     13              Drug                2
Hydroxide   0
Dryzillium 15    Manufactured Good/Other       30
            1
Durable    21    Manufactured Good/Other       15
Goods       0
Euphoria   12              Drug                3
Plant       9
Fixators   16              Drug                2
            3
Furkies    22             Morale               10
            1
Grassjuice 67              Drug                1
Heaven     68              Drug                1
Herb
Indigenon  15              Drug                5
            8
Kinshi     13              Drug                20
            2
Luxury     61    Manufactured Good/Other       10
Goods
Other      66              Drug                2
Intoxicant
s
Robotic    14    Manufactured Good/Other       5
Sheep       1
Sampoon    13              Drug                3
            7
Stimbrew   12              Drug                2
            7
Trumpeter  12              Drug                2
Seeds       8

The  following chart lists the morale bonuses that result from  Colony
Starport  Complexes.  Most require one Complex  per  1,000  population
present in the Colony to yield the full Morale Value shown.

#  Complex    Morale      Need
   Name        Value     1/1000
                          Pop?
1  Maintenan   None       N/A
   ce
2  Merchandi    12        Yes
   sing
3  Gambling      4        Yes
4  Hospital      6        Yes
5  Military    None       N/A
   Training
6  Shipyard    None       N/A
7  Security    None       N/A
8  Recreatio     4        Yes
   n
9  Repair      None       Yes
1  Restauran     4        Yes
0  t
1  Boot Camp   None       N/A
1
1  Crew        None       N/A
2  Training
1  Special     None       N/A
3
1  Hiport      None       N/A
4
1  System      None       N/A
5  Array
1  *Gambling     4        Yes
6
1  *Restaura     4        Yes
7  nt
1  *Recreati     4        Yes
8  on
1  *Special    None       N/A
9
2  Colosseum    20         No
0
2  Mass         15         No
1  Transit

Appendix C - House Rules

                                     turn  every week without falling
       BSE Playing Costs             behind.  (140 TU turns can  only
                                     be used if your position did not
Rules  Package: $10.00 (Training     process   a   turn  during   the
Manual is free)                      previous week.)
                                     
Starship  &  Ground  Party  Turn     The  140  TU turns can  also  be
Fee:  $6.00 for 70 TU  turn  and     used by players who simply don't
$10.00 for 140 TU.                   wish  to  play as often as  once
                                     per    week    due    to    time
Colony   Turn  Fee:  $6.00   per     constraints. They  may  also  be
printout or 30 orders, whichever     used as make-up turns by players
comes first.                         who normally submit weekly turns
                                     but happen to fall behind.
Military  Training  Turn:  $5.00     
for  140  TU turn (must  consist                     
entirely  of  military  training          Paying by Credit Card
orders).                             
                                     Rolling  Thunder  Games  accepts
Starship  &  Colony Set-up  Fee:     payments   through   Visa    and
None                                 MasterCard. Just request a  copy
                                     of our credit card authorization
Ground Party Set-up Fee: None        form  and whenever your  account
                                     falls below $0 we will charge  a
Battle Fees: None                    minimum of $60 to your card.
                                     
You  need  to always maintain  a                     
positive   account  balance   to              Phone Service
cover your turn fees. As much as     
we'd  love to, we can't  process     Rolling  Thunder Games, Inc  can
turns  which  would  cause  your     be  reached  at  (303)  466-8600
account  balance to  fall  below     between  the hours of  10am  and
zero.  If  this occurs  we  will     5pm  (Mountain  Time)  weekdays.
hold  on to your turn sheet  and     It's  possible to catch somebody
send  you a note. Then  you  can     in  the  office at other  times,
send  funds and rescue your turn     but   we  can't  guarantee  that
from the dreaded "HOLD FILE."        we'll pick up the phone at  3:00
                                     in the morning...
If  possible,  please  submit  a     
minimum   of  $20.00   to   your     You  may call and talk to  a  GM
account  at  a time.  To  insure     concerning  rules questions  and
that   your  check  is  credited     game  mechanics.  You  may   not
properly  to  your account  make     submit  instructions nor receive
sure you write your account#  on     turn results over the phone.
the check. Thanks.                   
                                     Rolling   Thunder   Games,   Inc
                                     maintains a dedicated  FAX  line
Your choice: 70 or 140 TU Turns      that operates 24 hours a day,  7
                                     days  a week. The RTG FAXLINE  #
BSE is normally played with each     is (303) 466-5411.
player  submitting a 70 TU  turn     
each week. However, this is  not     We   also   maintain  a  24-hour
always possible for players  who     bulletin board service for those
reside  far from the offices  of     of   you  with  computers.   The
the moderator. For these players     THUNDER  BBS can be  reached  at
we  offer the option of  playing     (303) 466-8681.
one 140 TU turn every two weeks.     
This allows you to accomplish as                     
much  as  someone sending  in  a             Sequenced Turns
                                     submitting  notices   or   other
In   BSE,  turns  are  processed     material for the CPT.
sequentially  in  the  order  we     
receive   them  from  the   post                     
office.  Sometimes  a  group  of           Dropping a Position
players wish their turns  to  be     
processed in a certain  specific     At  any time you wish to drop  a
order.    These    are    called     position    just   notify    the
Sequenced Turns.                     Gamemaster (in writing)  of  the
                                     position   number.    It    will
The  most  important concept  to     immediately be removed from your
understand  is  that   Sequenced     control at no charge.
Turns  are  still  processed  in     
sequence.  None of them  can  be                     
processed  simultaneously.   For              Improving BSE
example,  if SHIP A is first  in     
the  sequence and it moves away,     Since  its  inception,  BSE  has
when  SHIP B processes  it  must     undergone       change       and
deal  with SHIP A as it appeared     improvement.   We   are   always
at the end of its turn.              looking for ways to improve  the
                                     game  and add to your enjoyment.
A  space is provided on the  top     If  you have any ideas that  you
of  the  turn sheet to list  all     would  like  to  share  with  us
the  positions to be  sequenced.     please  send them on a  separate
Be  sure  to  list them  in  the     sheet.  We probably won't  reply
order you want them processed at     (due to time constraints) but we
the  top  of every turn involved     will  definitely  consider  your
in  the space provided. None  of     ideas.
the  turns in the sequence  will     
be  processed until all of  them                     
have   been  received.   It   is              Yearly Meeting
preferable, but not required, to     
include  all sequenced turns  in     Each  year Rolling Thunder Games
the   same   envelope   whenever     holds  a BSE meeting at a  major
possible.                            game  convention (usually GENCON
                                     or   ORIGINS).  This   generally
The  main use of sequenced turns     draws  a  large  crowd  of   BSE
is  to allow ships to travel  in     players.  You can talk with  the
convoy  and  to  coordinate  the     GM's,  learn  what  we  have  in
transfer  of  material   between     store  for  the future  of  BSE,
positions. An item may  only  be     attend    BSE   seminars,    and
transferred  between   positions     participate  in the antics  that
once per week. If you receive an     only BSE players can create.
item  from another position  you
cannot transfer it again in  the
same week.

                
    Capellan Periphery Times

The Capellan Periphery Times (or
CPT) is printed periodically and
distributed free to all  players
with their turns. It is the game
newsletter and contains  stories
about many current events in the
game. Ads are accepted but  must
first  be cleared with  the  GM.
Please  keep  in character  when

Appendix D - Affiliations

                                     invitation    to    join    that
     Affiliation Background          affiliation.
                                     
Several major Inner Empire mega-                     
corporations  have been  granted           Affiliation Posting
permission, in the  form  of  an     
Imperial Charter, to operate  in     When  a  ship, colony, or ground
the  Capellan  Periphery.  These     party commits an unjustified act
subsidiary companies  are  semi-     of  hostility or other  postable
independent,   follow    company     offense      against     another
policies,    observe     company     position,   he   risks   serious
directives, and hopefully make a     consequences. The victim(s)  can
profit  for  their stockholders.     ask  his affiliation to Post the
Profits   are  made  in  various     offending     position.     Each
ways.   This   includes   making     affiliation has its own list  of
important    discoveries     and     Posted  positions. The  Imperial
delivering  various  cargoes  to     Services share one common Posted
the  company's  major  colonies.     List which is maintained by  the
Often-times  these cargoes  take     ISP.
the  form  of  raw materials  or     
exotic items unavailable  or  in     Anyone  may  justifiably  attack
short   supply  in   the   Inner     any    position   on   his   own
Empire.  Twice a  year  a  major     affiliation's Posted  List.  The
fleet  of freighters enters  the     Posted   List  of  the  Imperial
periphery  to haul such  cargoes     Services  is  a  special   list.
back to the Inner Empire.            Anyone  may  legally  attack  an
                                     Imperially   Posted    position.
The  head of each company in the     These  positions are  no  longer
periphery  has  the   title   of     under  the  protection  of   the
Periphery     Director.      The     Empire    and   are   considered
Periphery  Director  answers  to     outlaws.
his  Inner Empire superiors.  He     
will deal with starcaptains  but     If   you  desire  to  have  your
prefers     to     have      his     affiliation     Post     another
affiliation's       Coordinators     position you must apply for  the
communicate with them.               posting   through  your  Defense
                                     Coordinator. He will review your
In    addition   to    chartered     case   and   possibly   make   a
companies a beginning player may     recommendation to your Periphery
choose   to  join  the  Imperial     Director. The burden of proof is
Services.  These  services   are     upon you.
employed   by  the   Empire   to     
perform  governmental  functions     Below is a short description  of
in the periphery. Each branch of     all of the known affiliations in
the  Imperial Services serves  a     the  BSE Universe at this  time.
different   function.   Although     Each  affiliation  maintains   a
each  has  its  own  affiliation     more  detailed "Profile"  laying
designation   they   all    work     out  the  affiliation's history,
together for the advancement  of     goals     and     other     such
the    Empire.   The    Imperial     information. You should  contact
Services protect the possessions     the  leader  of  an  affiliation
of   the   Empire  and   enforce     that   interests  you  for  more
Imperial  Laws. Additionally,  a     detailed information.
new player may choose to join  a                     
different  affiliation  provided            Imperial Services
that    memberships   to    that     
affiliation   has    not    been     Imperial   players   can    have
restricted by its players and/or     positions  in any  of  the  four
the  new player has received  an     Imperial Services. Each Imperial
Service is semi-independent  and     diplomatic    relations     with
its  own  area of responsibility     sentient alien races and catalog
and chain of command.                newly discovered lifeforms.  The
                                     HQ  is IMP SECUDUS on the planet
      ICN - affiliation #4           Capella.
     Imperial Capellan Navy          
                                     ISS  ships receive many TU  cost
The   ICN   is   a  governmental     reduction     for    exploration
affiliation.                         activity, and are somewhat  more
                                     difficult  to  damage  in  space
This is the main military arm of     battle.
the Empire in the periphery.  It     
is  responsible  for  protecting     
Imperial   interests   in    the           ISP - affiliation #1
majority of systems. ICN members         Imperial Stellar Patrol
commonly  patrol  the  periphery     
maintaining  open  space   lanes     This  is  the elite arm  of  the
with   the   Imperial  colonies,     Imperial  Services. The majority
watch for violations of Imperial     of  the  ISP is composed of  the
law, and respond when needed  to     Dreadnought    Squadron.    This
defend   the  Stellar   Empire's     squadron  usually operates  only
interests in the periphery.  The     as   a   fleet.  Smaller  fleets
HQ  is  IMP SAMMS on the  planet     include   the   Ground   Assault
Quellon.                             Squadron,  the  Scout  Squadron,
                                     and  the  Special  Investigatory
ICN  Positions  gain  additional     Unit.
benefits  from thorlium  coating     
and  receive  bonuses  in  space     The  ISP  Periphery Director  is
battle.                              the  senior Imperial officer  in
                                     the  periphery and is answerable
                                     directly    to   the    Emperor.
      ITS - affiliation #3           Beginning   players  are   never
   Imperial Transport Service        offered  a position in the  ISP.
                                     The   ISP  is  responsible   for
The   ITS   is   a  governmental     maintaining   order    in    the
affiliation.                         Capellan System and is available
                                     to  aid  the ICN when requested.
This  is the logistical  arm  of     The  HQ is IMP JAX on the planet
the  Imperial  Services.  It  is     Dogleg.
responsible    for     supplying     
Imperial  colonies  and  hauling     ISP  ships  have  a  significant
materials  to Imperial  colonies     bonus  in space battle and their
under  construction. The  HQ  is     thorlium armor is somewhat  more
IMP JAX on the planet Dogleg.        effective than normal.
                                     
ITS ships can carry 25% more per                     
hull,    but    have    negative           Chartered Companies
modifiers in space battle.           
                                     Below   is  a  listing  of   the
                                     current   companies   who   have
      ISS - affiliation #5           received charters to operate  in
    Imperial Survey Service          the Capellan Periphery.
                                     
The   ISS   is   a  governmental           GTT - affiliation #7
affiliation.                           Galactic Transport and Trade
                                     
This service is responsible  for     The    GTT    is    a    company
exploring new worlds and finding     affiliation.
colony sites for future Imperial     
colonization.    They    develop
The   GTT   is   the  wealthiest     than  most other ships and their
company in the periphery. It  is     agents  are slightly less likely
mainly   concerned   with    the     to  be caught by colony security
production  and distribution  of     forces.  Finally, SSL ships  may
manufactured goods. Due  to  its     operate  the  SSL  Roadshow,   a
substantial economic  clout  the     special  action  that  increases
GTT  is  a  powerful and  active     the morale of colonies where  it
company.  The HQ colony  is  GTT     is held.
GASPREE on the planet Petroom in     
the Newbian System.                  
                                          FET - affiliation #10
GTT   positions   have   bonuses      Frontier Exploration and Trade
related  to  factory production,     
repairbot  usage  and   stargate     The    FET    is    a    company
technology.                          affiliation.
                                     
      SMS - affiliation #8           The FET is interested in trading
  Stellar Mining and Smelting        in  many commodities but  has  a
                                     special interest in exotic goods
The    SMS    is    a    company     and  drugs. However, unlike  the
affiliation.                         SSL, the FET does not care about
                                     the legality of their methods of
The  SMS trades primarily in raw     acquisition  nor  if  the  items
materials   which   are   always     themselves are legal.  Their  HQ
needed by the Inner Empire. They     is  the  colony FET EGZ  on  the
rival  the  GTT  in  power   and     planet Pax in the Trian system.
resources.      SMS      members     
specialize  in  finding  mineral     FET   positions   gain   several
deposits and efficiently  mining     benefits  in  the area  of  drug
them.  Their  HQ colony  is  SMS     usage and manufacture. FET ships
COMTE on the planet DOGLEG.          have  the ability to cloak their
                                     ships  for 6 TU's once per  turn
SMS  positions have a myriad  of     without  the need for korondite.
bonuses  related to  mining  and     Their  agents are slightly  less
prospecting for minerals.  Also,     likely  to  be  apprehended   by
they gain enhanced benefits from     colony security.
Thorlium coating.                    
                                          AFT - affiliation #13
      SSL - affiliation #9             Association of Free Traders
    Solar Spices and Liquors         
                                     The    AFT    is    a    company
The    SSL    is    a    company     affiliation.
affiliation.                         
                                     The  AFT was originally a  group
The  SSL attempts to find exotic     of  traders  and  merchants  who
goods  and quasi-legal drugs  to     were   dissatisfied   with   the
sell  for a profit in the  Inner     monopoly  on trade held  by  the
Empire    or    through    their     major  companies. The AFT  began
blackmarket network. The SSL  is     as  an illegal organization  but
expansionist-oriented and  seeks     over  time it has become a major
to  find new sources of valuable     company. The AFT trades  in  all
exotic  goods. Their HQ  is  the     types  of  legal goods  and  raw
colony  SSL  AX  on  the  planet     materials. On 1/89, the  Chattan
Dogleg.                              Shipping   Service   (CSS)   was
                                     absorbed into the AFT. Their  HQ
SSL positions gain many benefits     is  the  colony AFT HOPE on  the
related to drug development  and     planet Utopia MCXVI.
marketability. SSL positions may     
create and operate blackmarkets.     AFT   positions  gain  many   TU
SSL  ships  are slightly  faster     benefits   related   to   trade,
movement  and  transfers.  Also,     
AFT  colonies  may  always  have     The   WCE   is   a  governmental
Hiports regardless of the colony     affiliation.
size. AFT positions are slightly     
better at negotiation <with non-     The  WCE  began as an Imperially
player characters>.                  Chartered affiliation (Whitehole
                                     Colony   Enterprises).  It   was
     USS - affiliation #12           among   the   leaders   of   the
 Universal Science and Services      exploration  of  the  Trans-Hole
The    USS    is    a    company     Region. In 190, the WCE declared
affiliation.                         itself separate from the Stellar
                                     Empire,    formed    its     own
Originally  formed by  a  merger     government encompassing much  of
between the QFP in the periphery     what is known as the Upper Trans-
and WCE in the Transhole Region,     Hole  and changed its name.  The
this   company  specializes   in     HQ  colony is at WCE ODIN'S  EYE
robotics  and  research.   Since     on  the  planet Abigone  in  the
that time the WCE has split  off     Lemke System.
again.  Their HQ is  the  colony     
USS ANDORA on the planet Dogleg.     The  WCE gains benefits  in  the
                                     area  of  blackhole transitions.
USS  ships have built in  Biolab     Also,    WCE   positions    have
and  Physics Labs. USS  colonies     superior  abilities with  regard
gain  benefits in the  operation     to   anti-missile   beams.   WCE
of  a  RTS and the operation  of     colonies   have  enhanced   food
Farms      and      Mechandising     production and morale abilities.
Complexes. Also, USS sensors can     
deliver more detailed scans  per          IND - affiliation # 14
turn than others.                              Independent
                                     
                                     Although  technically   not   an
                                     affiliation,   any  unaffiliated
       Other Affiliations            positions are grouped under this
                                     category.  Players  may  control
There     are     many     other     ships  in  one affiliation  plus
affiliations  operating  in  the     the IND affiliation.
periphery   ,  Trans-Hole    and     
Trans-Canally    areas.    These     
affiliations may or may  not  be          RIP - affiliation #17
available to new players.                Raiders of the Imperial
                                                Periphery
      STC - affiliation #6           
     Supragalactic Treasury          The   RIP   is   a  governmental
          Corporation                affiliation.
                                     
The  STC  is the banker  of  the     The  RIP are a pirate group  who
galaxy.  It  is responsible  for     appeared  at  the  beginning  of
standardizing the Stellar as the     184.  Every so often they are  a
galactic   currency   and    for     serious  threat to the  normally
brokering   stock  transactions.     safe   space   travel   of   the
The  STC  has no ships  but  has     periphery,  until the  Imperials
offices at the starport of every     teach them another lesson. Their
colony.    It   registers    all     lust  for  battle is  second-to-
starships in the periphery.  The     none.  The  RIP are led  by  the
main  offices of the STC are  at     famous Lord A. Gression, who  is
IMP JAX on Dogleg.                   their   major  benefactor.   The
                                     location of their HQ colony is a
     WCE - affiliation #11           closely guarded secret.
   Whitehole Colonial Empire         
                                     RIP ships receive bonuses in the
area  of space and ground combat     space and ground combat, jumping
and may plunder derelicted ships     and blackhole transitions.
immediately  following   battle.     
RIP  ships have special cloaking          TCA - affiliation #20
abilities  and  RIP  Agents  are        The Trans-Canally Alliance
somewhat  more effective.  Also,     
RIP colonies are specially built     The   TCA   is   a  governmental
as  to  be invisible from  orbit     affiliation.
without  a direct scan of  their     
specific location.                   The TCA is not a true
                                     affiliation and has no
     EEM - affiliation #18           positions. It is a
  Earth Exploration and Mining       representation of the
                                     governments of the Trans-Canally
The    EEM    is    a    company     area who have formed this
affiliation.                         Alliance. The current members of
                                     the TCA are the DTR, KAS, FOE,
The   EEM  is  main  human  ship     ZCS, MYR and PFM.
building  company. They  entered                     
the  Capellan Periphery  in  185          SAM - affiliation #23
and   are   very  selective   in                Samillians
acquiring   new  members.   They     
insist on a very strict code  of     The   SAM   are  a  governmental
conduct. Their HQ is the  colony     affiliation.
EEM  HYPSO on the planet  Utopia     
MCXVI.                               The  Samillians are an insectoid
                                     space-faring  race possessing  a
The  EEM is the only affiliation     hive mentality. Their empire  is
that  can  has  the  ability  to     primarily  in the far  transhole
construct  more  than  six  ship     systems.    They    are     very
classes at one time. The EEM has     protective  of their Queens  and
bonuses  related to research  in     may   fire  on  anyone  entering
the     field    of     starship     their      territory     without
construction   and  modification     permission.  Their  HQ  is   the
technology.                          colony  SAM  Home  Hive  on  the
                                     planet   Ovum  in   the   Kellon
     DTR - affiliation #19           system.
        Detinus Republic             
                                     SAM positions receive benefits
The   DTR   is   a  Governmental     in space and ground battle. SAM
affiliation.                         Drones are the equal of
                                     Repairbots and the SAM ships
The DTR is the government of the     receive benefits related to
rebels  who  escaped destruction     Korondite cloaking. SAM colonies
in  the  First Rebellion against     have no natural death rate.
the  Stellar Empire  many,  many     
years  ago. The rebels formed  a          WSP - affiliation #24
Republic in uncharted space  and      Warring Samillian Pompillidae
their   enclave  in  the  Trans-     
Canally region has only recently     The   WSP   are  a  governmental
been  discovered by the  Stellar     affiliation.
Empire.  The DTR are  a  charter     
member   of   the  Trans-Canally     The  WSP are an offshoot of  the
Alliance. Their HQ is the colony     Samillian race that formed their
DTR Detinus on the planet Italia     own government in the Trans-Hole
in the Empire system.                Region in 191. Although the  WSP
                                     are  very  similar to  the  SAM,
DTR ships can carry 25% more per     their    religion   and    value
hull than standard ships. DTR        structures     are      somewhat
positions gain advantages in         different.  Their  HQ   is   the
colony  WSP Balibus Hive on  the     alien   race   who   have   been
planet   Bodega in  the  Balibus     encountered in the Lemke  System
system.                              of  the  Transhole Region.  They
                                     are  rumored  to be  similar  in
WSP   positions  have  abilities     appearance  to  giant  broccoli.
very  similar  to those  of  the     The  CAT are closely allied with
SAM.                                 the  WCE. They are way ahead  of
                                     everyone     in     Terraforming
     QSN - affiliation #25           Technology.   The  location   of
        Quman Space Navy             their homeworld is not generally
                                     known.
The   QSN   are  a  governmental     
affiliation.                         The  CAT are rumored to have  an
                                     efficient       method        of
The  Qumans are a humanoid space     Terraforming. Other abilities of
faring   alien   race   in   the     the CAT are not generally known.
Capellan  Periphery.  They   are     
based in the Drell system, which     
they  claim as their own.  Their          AIS - affiliation #29
HQ is the colony QSN Unitredd in      Artificial Intelligence of Far
the  planet Oduds in  the  Drell                 Swinette
system.                              
                                     The   AIS   are  a  governmental
QSN    colonies   gain    morale     affiliation.
benefits.  QSN  positions   have     
substantial    ground     combat     The   AIS  are  a  robotic  race
advantages. QSN ships can  carry     indigenous  to  the  planet  Far
20%  mare per hull than standard     Swinette in the Porkette system.
ships.                               Much  of  the  AIS  history   is
                                     shrouded in mystery, as the  AIS
                                     have  only  recently decided  to
     FGZ - affiliation #26           undertake   space   exploration.
            Flagritz                 Their  HQ  is  the  colony   AIS
                                     Master Control on the planet Far
The  Flagritz are a governmental     Swinette in the Porkette system.
affiliation.                         
                                     The   AIS  are  reputed  to   be
The Flagritz are an interstellar     masters  of robotic control.  It
xenophobic   alien  race   whose     is  rumored that they can  cause
scouts and huge base ships  have     non-AIS robots to join the  AIS.
destroyed and damaged many human     It  is  generally believed  that
ships   in   the   past.   After     AIS  Securitybots  are  sentient
negotiating an end to the Human-     creatures. Little else is  known
Flagritz War they withdrew  from     about the AIS.
human-occupied    space.     The     
location    of   the    Flagritz     
homeworld   is   not   generally          KZK - affiliation #31
known.                                          Kazereckii
                                     
FGZ colonies receive substantial     The   KZK   are  a  governmental
morale benefits and their  ships     affiliation.
do not require maintenance.          
                                     The KZK are another offshoot  of
     CAT - affiliation #27           the Samillians who were stranded
            Catrark                  in  the Capellan Periphery  many
                                     centuries  ago.  They  developed
The   CAT   are  a  governmental     their   own  society   and   are
affiliation.                         generally  more  individualistic
                                     than  other hive-minded  groups.
The  Catrark are an space-faring     The  KZK  are  renowned  as  the
fiercest   warriors   in   known     cost  of  their base speed  *  2
space. The location of their  HQ     <rather than 5>. Little else  is
colony is not generally known.       known    about    this    race's
                                     abilities.
KZK   colonies  receive   morale     
benefits    and    are     built          PFM - affiliation #34
underground  which  makes   them      Pennockan Federal Meritocracy
difficult to detect. KZK  ground     
troops receive major bonuses  in     The   PFM   are  a  governmental
ground combat.                       affiliation.
                                     
     FOE - affiliation #32           The  PFM  see  themselves  as  a
            Foelians                 superior    race.    They    are
                                     especially  adept at cybernetics
The   FOE   are  a  governmental     and   they  have  some  of   the
affiliation.                         fiercest  warriors  known,   the
                                     Cyberwarriors.  The  PFM  are  a
The  FOE  are a demonic race  of     very  tough and hardy bunch  and
creatures who worship a dark god     pride  themselves on that <among
called  Foebius.  The  FOE   are     other things>.
dedicated  to  the interests  of     
Foebius,  and Foebius' interests     PFM  ships  can carry 100%  more
are  generally  considered  less     per  hull  than standard  ships.
than  benign. Their  HQ  is  the     PFM  positions generally do  not
colony  FOE Citadel of Chaos  on     require life supports and all of
the planet Cerebus in the Mythos     their colonies re considered  to
system.                              be    "open"    colonies.    PFM
                                     positions      are     generally
FOE  colonies can only use slave     considered to be immune to  most
labor   for   production.    FOE     chemical and biological warfare.
positions  receive  benefits  in     
the   area  of  jumping,   agent          UNK - affiliation #35
activity,  blackhole transitions                 Unknowns
and  cloaking. Also, the FOE are     
able  to construct devices known     UNK is a general designation for
as    Shadowgates   in   certain     any unknown positions.
circumstances.  FOE  ships   can     
carry  50%  more per  hull  than          EKN - affiliation #36
standard ships.                                   Ekinos
                                     
     KAS - affiliation #33           The   EKN   are  a  governmental
           Kastorians                affiliation.
                                     
The   KAS   are  a  governmental     The   EKN  resemble  transparent
affiliation.                         starfish. They are reputed to be
                                     linked to the Snittians in  some
The    Kastorians    are    race     way. It is rumored that they are
indigenous to the Boomer  system     still   in   contact  with   the
in  the Trans-Canally area.  The     dormant  Snittians. It  is  also
KAS  are  known as purveyors  of     rumored  that  the  EKN  are   a
fine  ground  and space  weapons     genetically engineered species.
and  will  generally sell  their     
goods   to  just  about  anyone.     Little  is  know about  the  EKN
Their HQ is the colony KAS Rubis     abilities'  It is believed  that
on the planet Zulu in the Boomer     their ships can carry 100%  more
system.                              per hull than standard ships and
                                     that   they  have  major  morale
The   KAS  have  <and  sell   to     benefits and advantages  in  the
anyone>  a special ability  that     are  of  blackhole  transitions.
allows  ships to land  at  a  TU     The  EKN  are  also  rumored  to
emplo                                The  MYR are a race of explorers
                                     that  resemble  humanoid  flying
     PGJ - affiliation #37           squirrels.  Individual  Myrrians
       Pan Galactic Jihad            are  physically very strong  and
                                     agile.  They  are  renowned  for
The   PGJ   are  a  governmental     their  feats of exploration  and
affiliation.                         scientific  study. Their  HQ  is
                                     the   colony  MYR  Redloc,   the
The  PGJ  are another  political     location   of   which   is   not
splinter  group of the Samillian     generally known.
race   that  formed  their   own     
government   in  the  Trans-Hole     MYR  ships,  although  generally
Region in 191. Although the  PGJ     very  small  in hull  size,  can
are  very  similar to  the  SAM,     carry  400%  more than  standard
their    religion   and    value     ships.  MYR  ships  enjoy   many
structures     are      somewhat     exploration      and       speed
different.  Their  HQ   is   the     advantages.  MYR  colonies   are
colony  PGJ  Casablanca  on  the     considered   cloaked   and   are
planet  Zipi-Duda in the Diamond     difficult to detect from orbit.
system.                              
                                     
PGJ   positions  have  abilities          ROC - affiliation #45
very similar to those of the WSP            Republic of Corona
and the SAM.                         
                                     The   ROC   are  a  governmental
     ZCS - affiliation #39           affiliation.
  Zolmani Consolidated Systems       
                                     The  ROC are a human group  that
The   ZCS   are  a  governmental     split from the Empire and formed
affiliation.                         an  enclave in the area known as
                                     the  Draconian Sector. They  are
The ZCS are a  race of  ruthless     the  main ruling faction in that
merchants indigenous to the Park     area  of  space,  although   the
system   in   the  Trans-Canally     other  affiliations  have   only
area.  Although they are members     recently  entered  that  region.
of  the TCA, they generally  try     Their  HQ  is  the  colony   ROC
to remain neutral in disputes so     Corona on the planet Fork in the
as  to maximize the profits that     Inferno system.
can  be  made. Their HQ  is  the     
colony ZCS Zolaris on the planet     ROC ships gain benefits in space
Zion in the Park system.             combat  and are generally faster
                                     than  standard ships. They  also
ZCS ships can carry 25% more per     have  TU  cost  advantages   for
hull  than  standard ships.  ZCS     jumping  and swapping  jump  and
ships gain benefits in the  area     thrust engines.
of    thorlium    coating    and     
defensive      space      battle     At  the time you join BSE  there
modifiers.  ZCS  positions  gain     may  be  additional affiliations
morale   benefits   for    their     in  the  game. In fact, some  of
colonies and specialize  in  the     the affiliations listed here may
exploitation  of   Luxury   Good     be   no  more  as  the  game  is
sources.                             constantly  changing  with   the
                                     actions  of the players. Contact
                                     your  affiliation's Coordinators
     MYR - affiliation #40           for more up-to-date information.
            Myrrians

The   MYR   are  a  governmental
affiliation.


Appendix E - Starship Classes

id Class       Design   Shipyard   Comma   Mai Engi  Major
#              ation    Complexes    nd     n   ne   Builde
                        Needed To  Hulls   Hul Hull   r**
                          Build            ls   s
1  Yacht         YT         1        3      4   5     EEM
2  War           WG         1        6      6   6     EEM
   Galley
3  Light         LF         1        4     10   6     EEM
   Freighter
4  Corvette      CO         2        7     10   7     EEM
5  Surveyor      SU         2        6     12   6     EEM
6  Fast          FF         2        4     15   7     EEM
   Freighter
7  Destroyer     DD         3        7     15   7     EEM
8  Medium        MF         3        4     21   7     EEM
   Freighter
9  Survey        SC         3        8     16   9     EEM
   Cruiser
10 Heavy         HF         4        4     26   7     EEM
   Freighter
11 Light         CL         4        9     20   9     EEM
   Cruiser
12 Heavy         CA         5        10    22   10    EEM
   Cruiser
13 Spaceline     SL         6        9     40   12    EEM
   r *
14 Battle        BC         6        11    29   10    EEM
   Cruiser
15 Supra         SF         6        4     45   10    EEM
   Freighter
   *
16 Mega          MH         7        5     90   20    EEM
   Hauler *
17 Pocket        PB         7        23    70   22    EEM
   Battleshi
   p
18 Supra         SH         8        5     125  20    EEM
   Hauler *
19 Battleshi     BB         8        28    80   22    EEM
   p
20 Dreadnoug     DN         8        30    95   25    EEM
   ht
21 Escort        ES         6        18    49   13     ?
22 Warship       WS         5        8     16   8      ?
23 Freighter     FR         5        20    120  8      ?
24 Gallese       GA         2        10    24   10   DTR/WC
                                                       E
25 Galleon       GL         4        10    40   12   DTR/WC
                                                       E
26 Merchantm     MM         5        12    100  35   DTR/WC
   an                                                  E
27 Man-O-War     MO         5        25    85   30   DTR/WC
                                                       E
28 Defender      DF         6        20    70   22    EKN
29 Searcher      SE         2        7     22   10    EKN
30 Transport     TR         4        8     95   20    EKN
31 Cargo         CC         6       100    600 210    SAM
   Carrier
32 War           WC         4        30    75   35    SAM
   Cruiser
33 Scout         SE         2        15    20   15    SAM
   Explorer
34 Pseudo        PF         1        2      5   4     SAM
   Fighter
35 Flagritz      FS         5        12    20   10    FGZ
   Scout
36 Flagritz      FB         7        70    200  50    FGZ
   Baseship
37 Pinnace       PI         2        3      9   9     QSN
38 Xebec         XB         3        66    15   9     QSN
39 Felucca       FE         4        6     30   12    QSN
40 Ship of       SO         4        30    75   30    QSN
   the Line
41 Corsair       CO         3        20    50   25    RIP
42 Cutter        CU         3        8     23   16    ZCS
43 Frigate       FG         5        25    60   25    ZCS
44 Myrship       MY         4        10    10   10    MYR
45 Carrier       CV         5        15    60   50     ?
46 Inquisito     IQ         1        31    45   29    FOE
   r
47 Devastato     DV         1        31    90   29    FOE
   r
48 Warrior       WA         3        20    40   40     ?
51 Cargomast     CM         8        12    210  72    QSN
   er
 * The indicated freighter classes are incapable of firing weapons in
  space battle. Certain alien cargo ships have a similar limitation.
 ** Indicates either the major supplier or the original creator of the
       design. Many other groups may produce the design as well.

Appendix F - Set-Up Form Scenario

You  should find a copy  of  the     GTT starcaptain would enjoy? The
BSE  Setup  form at the  end  of     decision was not an easy one.
this rulebook. To begin play  in     
the  game,  fill out a  copy  of     (See    Appendix   D    for    a
this form.                           description of each affiliation.
                                     Then  write your choice  on  the
You have always sought adventure     BSE Setup form.)
and    danger.   Perhaps    this     
inclination  is what  drove  you     The clerk snatches the form from
through  the difficult  training     your   hands,  enters  a  couple
of  the  Imperial Space Academy.     numbers  into  his computer  and
However  you  finally  graduated     hands    you    the    resulting
with the rank of Ensign.             printout.  It  was  a  passenger
                                     ticket    to   the   HQ   colony
Your proud parents escorted  you     belonging to the affiliation you
to  the  starport and waved  you     just  chose. You sprint  out  of
aboard   an  outbound  freighter     the office and run right into an
headed  to the infamous Capellan     elderly gentleman.
Periphery.  As  a passenger  the     
journey  was  long. The  boredom     "Where are you headed in such  a
was  only  broken once  as  your     hurry, kid?" he says, in a  very
ship  left  the  safety  of  the     authoritative tone.
Inner Empire. You were among the     
dozens  of other passengers  who     You straightened up quickly. The
pressed   tightly  against   the     aged officer wore the rank of  a
viewports to sneak a glimpse  of     Star   Admiral  and  carried   a
the  gigantic  battle  asteroids     blaster   the   size   of   your
stationed  here  to  defend  the     forearm.
Empire.                              
                                     "To  the landing bay of the  ITS
After only a few more jumps  you     Sunstreak,  Sir,"  you  replied.
arrived  at your destination,  a     "I've  just been given my  first
colony  called IMP  Jax  on  the     orders by my affiliation and the
planet  Dogleg in  the  Capellan     ship takes off in 7 minutes."
System.  This  is  the  seat  of     
government   for   the    entire     You   are   relieved  when   the
Capellan Periphery.                  Admiral smiles a toothless  grin
                                     and  offers to guide you to your
With  your  Ensign certification     ship.  On  the way he tells  you
firmly tucked in your pocket you     about  his  early  days  in  the
disembarked and made your way to     periphery  and you  listen  with
the    Starcaptain    Assignment     fascination.   He   pulls    his
Office  operated by the  STC.  A     FLITTER  up  to  your  ship  and
short,  uniformed clerk squinted     waves you aboard.
at you as you walked through the     
door.   He  threw  a   pile   of     The  hop  to  your affiliation's
computer  printouts at  you  and     headquarters colony  takes  very
told you to pick an affiliation.     little  time. Upon  arrival  you
You   had   always  dreamed   of     report  to the starport Security
joining  the elite ISP but  your     Complex and hand your orders  to
expectations were shattered when     the  Veteran  in  charge.  In  a
the  clerk  told you they  would     familiar  scene he hands  you  a
never  sign  on a  rank  amateur     stack of printouts. You sit down
such as yourself.                    and  find  that your affiliation
                                     is  offering  you  a  choice  of
You     read     through     the     three different ship classes  to
descriptions of each affiliation     command. They are:
very   carefully.   Should   you     
choose the excitement of the FET     Fast  Freighter (FF) -  A  sleek
or  the  certain success that  a     ship designed to carry cargo.
                                     third choice unusual. Your first
Surveyor  (SU) - A ship designed     choice  will be used as long  as
to  explore  the  vast  Capellan     it  does not duplicate the  name
Periphery.                           of a ship that already exists in
                                     the  game.  Next  fill  in  your
Corvette  (CO)  -  The  smallest     Starcaptain's   name.   At   the
class   of   warship   in    the     bottom  of  the sheet,  fill  in
periphery   next  to   the   now     your    name,    address     and
obsolete War Galley.                 telephone# (optional).)
                                     
(You  can scan the ship  classes     You inspect each crew member  as
listing  in Appendix  E.  Circle     you  walk  down the line.  In  a
one  of  the above three choices     moment  of truth you bellow  out
on BSE Setup form.)                  an order for all crew members to
                                     resume  their  preparations  for
You  hand  your  choice  to  the     lift  off. In a flash  they  all
VETERAN  behind  the  desk.   He     disappear   to  their   assigned
glares at you with a penetrating     posts.  With hands on  hips  you
stare   and  shakes  his   head.     survey  the  landing  bay.  Your
Stamp.    Stamp.    Stamp.    He     fantasies  have all  come  true.
validates  your  paperwork   and     What  have  you gotten  yourself
barks  out,  "Landing  Bay  #14,     into?
move it out Ensign!"

You  feel like dirt. As you walk
to  your  awaiting ship everyone
seems  to look you up and  down,
shaking their heads. Your Ensign
insignias  seem  to  be  a  neon
light broadcasting that you  are
a  new  starcaptain to  everyone
who  passes. You try to  imitate
the  confident  swagger  of  the
Star Admiral you met earlier but
your knees are shaking too much.
Finally you spot Landing Bay #14
and   walk  through  a   service
entrance.

"ATTENNSHHHUN!" is all you hear.
The  ship's personnel are  lined
up   for   your  inspection.   A
glistening  new  starship  waits
behind   them.   The   Executive
Officer of your ship approaches,
salutes,   and   hands   you   a
clipboard. "Sir, we are awaiting
your orders to christen her." He
points upward.

The form he has presented you is
the STC registration application
for  your ship. You think for  a
moment and scribble something on
the    sheet.   Your   Executive
Officer glances at what you have
written and smiles his approval.

(Fill  in your choices  for  the
name  of  your  ship.  Make  the

Appendix G - Starting Notes

                                                     
        Explorer's Notes               Suggestions for New Players
                                     
The   Capellan   Periphery    is     Your  affiliation's Coordinators
composed   of  over   200   star     probably   need  your  services.
systems. Located throughout  are     Contact  them. They will  update
hundreds  of colonies where  you     you  on the way things currently
can resupply, grant Shore Leave,     operate in the periphery.
and  have  Maintenance performed     
on your ship.                        If you command a Fast Freighter,
                                     the  Coordinators can inform you
Many interesting discoveries are     of  lucrative trade runs to earn
still  to be made on the  worlds     Stellars.  They may  also  offer
teeming  with life, as  most  of     you  missions to haul cargo  for
the   worlds  in  the   Capellan     new colony sites.
Periphery have been only lightly     
explored.     All     of     the     If  you command a Surveyor,  you
affiliations  are missing  maps,     should   get   a   Coordinator's
GPI     reports,    and    other     suggestion on places to explore.
exploration  data   from   their     Once  you  find  an  interesting
databases.                           world  you will want  to  use  a
                                     ground party to explore it  more
In  May  1989,  BSE  received  a     fully. You can let your ship sit
major upgrade. At this time much     on  the planet while doing  this
new  information  was  added  to     or  move  it  around  while  the
each  world.  New  systems  were     ground   party   performs    its
also  added.  There is  research     exploration.
underway  to  detect  new   jump     
connections    to   undiscovered     If  you command a Corvette, your
systems.                             affiliation  may not  need  your
                                     services right now as a warship.
As  noted in Chapter 1, the  BSE     In  this  event the Coordinators
Universe consists of six  parts:     may   suggest   an   alternative
the   Capellan  Periphery,   the     mission.  If  they do  send  you
Transhole      Region,       the     into battle or out on patrol  be
TransCanally Region,  the  Inner     sure to ask them for stellars so
Empire, the Draconian Region and     that  you  can outfit your  ship
the    Nexus.    The    Capellan     for battle before you leave.
Periphery  is  the main  playing     
area  and all new players  begin     If  you want to try going it  on
there.  The Transhole Region  is     your own without the aid of your
an  area for experienced players     Coordinators  things   will   be
and  is  accessible through  the     tougher.  You  won't  have   the
Portcia and Canally Systems. The     support  of the experienced  and
TransCanally Region  is  another     knowledgeable    players     who
area for experienced players and     currently lead your affiliation.
can  be  reached via the Canally     If you select this route you may
System. The Inner Empire is  the     be  interested in  choosing  the
remainder of the Stellar Empire.     "anonymous  option." Under  this
The  Draconian Region is an area     option  only  your  coordinators
of  space  that can  be  reached     will  be  given  your  name  and
through   the   Applecore   star     address. Other players  will  be
system.  The  Nexus  is  a   new     informed  that your position  is
region  of space that opened  up     being  played  anonymously  when
for  exploration in early  1995.     they  scan you. However, playing
It is a true frontier area and a     anonymously does not exempt  you
perfect place for new players to     from    obligations   to    your
explore and exploit.                 affiliation.
                                     
Keep in mind that the names  and
addresses  of other players  are
confidential and are only to  be
used  in connection with playing
BSE.

Finally, don't feel like  you're
just  a  small fish in a sea  of
sharks.    There    are     many
opportunities  in the  Periphery
that  a  clever starcaptain  can
take  advantage of opportunities
that  do not depend on ship size
or  how long you've been playing
the game.

Appendix H - Filling in the Turn Sheet

Note   that  Ground  Party  Turn     section.  One  action  may  even
Sheets  are filled in  similarly     fill  two or three boxes. Please
to ship turns.                       print  legibly. Special  Actions
                                     are only processed when referred
                                     to in your activity outline.
      Starship Turn Sheet            
                                     11.    When   performing    Jump
Because   BSE  is  a   computer-     movement  list  the  destination
assisted game, you need to write     system and system #. Each 20  TU
your orders very clearly so  the     jump  must be listed separately.
GM  can  provide you with  error     For  example, if you have 3 JUMP
free turn processing.                ENGINES  and  want  to  move   9
                                     systems  away  you  would  write
1. Circle TU length of your turn     separate 3 Jump movement  orders
- either 70 or 140.                  and it would take 60 TU's.
                                     
2.  Fill in your affiliation and     12.  When  traveling  to  a  new
ship name.                           space   square  list  only   the
                                     ending location and the computer
3. Fill in your position#.           will  move  you as described  in
                                     the rules. If you want to take a
4.  Fill  in your name (not  the     certain specific path that would
name of your starcaptain).           differ from the computer's  path
                                     you should simply write multiple
5. Fill in your account#.            movement  orders  that  traverse
                                     the proper path.
6.  Fill in the position#(s) for     
any   Sequenced  Turns,  in  the     13.  When  you are  in  a  space
order to be processed.               square  containing a planet  and
                                     wish  to  enter orbit  you  must
7.  Fill in the actions you wish     indicate the name of the  world.
to  perform,  in the  order  you     Very  often there are  moons  in
want them done. When you mention     the  same space square that  may
a   specific  position  or  item     be orbited.
always   follow  it   with   the     
position# or item#. Refer to any     14.  To  get the world map,  you
Special    Action     box     as     must  expend a PLANET PROBE from
appropriate.                         your main section.
                                     
8.   Allocate   the  appropriate     15.  Whenever you interact  with
number  of  TU's. Remember  that     another  position  such   as   a
Standard Actions usually require     colony,  ship, ground  party  or
set  numbers  of  TU's.  Special     outpost,   please  remember   to
Actions are variable in the time     write  both  the  name  and  the
they  take to accomplish and  it     position#.
is  up to you to decide how long     
an  action should take. When  in                     
doubt,   allow  too  much   time             Colony Turn Card
rather  than  too  little  time.     
Keep in mind that no more than 3     Colony   turns   operate    very
Special Actions are allowed  per     differently from ship and ground
turn.                                party  turns. Colony  turns  are
                                     submitted on colony Turn  Cards.
9.  Standing Orders (only) go in     Since  colonies are not operated
the   "Change  Standing  Orders"     on a TU basis, a colony governor
section.                             may  submit  as many orders  for
                                     his colony as he wishes (i.e. he
10.  Special Actions are written     can   use  more  than  one  turn
in    the    "Special   Actions"     card).   These  orders  may   be
submit                               keep  in mind that a colony  can
                                     initiate  battle in a couple  of
When  we  receive a colony  Turn     ways:
Card the orders are entered into     
the   computer   and   processed     1)  Normal enemy list check when
immediately.     However,     no     a ship enters orbit.
printout   is   generated.   The     
results  of  these  orders   are     2)  It  can order a forced enemy
saved  by  the  computer  to  be     list check. This is used when  a
reported later.                      position  may have already  been
                                     engaged or was already in  orbit
Colony  printouts are  generated     when  it  was put on  the  enemy
during  weekly  adjustments.   A     list.  A forced enemy list check
colony   governor  decides   how     can only be done once per week.
often  he  wishes to  receive  a     
printout.  You  can   elect   to     3)  It  can order a space battle
receive a printout every  1,  2,     by    indicating   a    specific
3,  or  4 weeks. When a printout     position to be attacked.
is  generated for your colony it     
contains  all  the actions  that     4)  It can order a ground battle
occurred  at  your colony  since     against   positions    in    its
your    last   printout.   These     starport   by   indicating   the
include your own actions as well     specific    position    to    be
as   ships  and  ground  parties     attacked.
visiting  your colony, buys  and
sells    from    your    market,
transactions with your  starport
complexes,   and   more.    Busy
colonies  may want to receive  a
printout every week while others
may  find it sufficient  to  get
one every 4 weeks.

Colonies are charged a turn  fee
at   the  time  a  printout   is
generated.  A  single  turn  can
include  up  to  30  orders.  An
additional  turn fee is  charged
for  each  additional 30  orders
(or fraction thereof). A portion
of  the  turn card is set  aside
for    Special   Actions.   Each
Special    Action   costs    the
equivalent    of   10    orders.
Governors change their  colony's
Market  Message in  the  Special
Actions area, but it only  costs
5 orders.

Colony    governors   have    no
flexibility  in  the  manner  in
which   they  must  write  their
orders.  They  must  follow  the
Standard  Action format exactly.
Colony  orders are processed  by
the  computer only. If you write
your  order incorrectly it  will
not be processed correctly.

When  filling  out your  orders,

Appendix I - Imperial Laws

                                     
            The Laws                 7.  It is illegal to trade  with
                                     members  of groups which  engage
1.  It is illegal to possess  or     in anti-Imperial activities.
transport  slaves  or   sentient     
beings against their will.           8.  It is illegal to trade  with
                                     an   Imperially   posted   ship,
2. It is illegal to convey to  a     colony or ground parties.
protected  alien  race,  by  any     
manner, any item which is  of  a     9. It is illegal to not report a
superior technological level  to     sighting   of   any   Imperially
their  own or to train  or  show     posted ships, colonies or ground
them  any  procedure  which   is     party.
inconsistent with their  current     
developmental level.                 10.  It  is illegal to transport
                                     native drugs, beverages or other
3.  It  is  illegal  for  anyone     food items off-world unless said
possessing  an Imperial  Charter     items   are  ISS  approved   for
to    fail    to   report    any     consumption.  It is  illegal  to
hostilities     with     another     possess any item banned  by  the
sentient   race,  whatever   its     ISS.
classification   to   the    ISS     
Periphery Director. (You are not     11.  It  is illegal to transport
required    to   justify    your     any  native  lifeforms  off  its
actions.)                            homeworld  without  the  express
                                     permission of the ISS  Periphery
4.  It  is  illegal to interfere     Director.
with the internal politics of  a     
protected alien race.                12.    All    alien    artifacts
                                     discovered   in   the   Capellan
5.  It  is illegal to alter  the     Periphery   are   the   personal
ecology  of a world without  the     property of the Emperor, and  as
express  permission of  the  ISS     such must be reported to the ISS
Periphery     Director.     This     Periphery  Director. Failure  to
includes nuclear bombardment  of     report artifacts to the ISS will
a  world with an atmosphere, the     result in their confiscation.
use  of  biological and chemical     
weapons      or      substantial     13.  All heavenly bodies  within
alteration   of   the   original     the  Capellan Periphery are  the
ecology  by  any  means.   Space     property of the Emperor and  are
battle  with  a  colony  is  not     held  as  public lands. Colonies
considered    to   be    nuclear     gain  ownership  of  the  sector
bombardment  of  a   world   for     within  which they are  located,
purposes of this law.                known  as an exclusionary  zone.
                                     Outposts own the square in which
6.  It  is illegal to commit  an     they     are    located.     The
act of piracy. Piracy is defined     establishment of a colony in the
as any aggressive act against  a     same   sector  as  an   existing
ship,  colony, ground  party  or     outpost  does  not  remove   the
outpost,  that is not posted  by     title  of the outpost.  No  one,
the     attacker's     chartered     save the ISS Periphery Director,
affiliation,    the     Imperial     can prohibit the construction of
Services  or does not possess  a     colonies or outposts on publicly
valid  letter  of  marque   from     held  lands or modify the  above
another             affiliation.     described exclusionary zone.
Furthermore,   any   act    that     
improperly converts the property     14.  Colonies or outpost  owners
of  a  person  to another's  use     may  defend, by any legal means,
will be considered piracy.           their  exclusionary zone against
                                     trespass. Furthermore,  colonies
must    allow    all    Imperial     20.  The  ISS Periphery Director
subjects,      citizens      and     has   the   right  to  ban   the
affiliations  to land  at  their     production,  possession   and/or
starports and remain as long  as     distribution of any substance or
desired. Ground parties  may  be     item  that is considered  to  be
prohibited but lawful passage of     dangerous or immoral. A list  of
ships may not be.                    illegal  items will be available
                                     from the ISS at anytime for  the
15.  Independent colonies  which     asking.
are  loyal to the Stellar Empire     
are  under  the legal protection     21. Freedom of travel throughout
of    the   Imperial   Services.     the  Capellan  Periphery  is   a
Therefore,  it  is  illegal   to     privilege granted by the Emperor
attack  any  IND colony  located     to  his  citizens and  protected
within  the  Capellan Periphery,     subjects.  Foreign  states,  not
without  the express  permission     covered   by   treaty   to   the
of  the  ICN Periphery Director.     contrary,  are not permitted  to
Company    postings   will    be     travel   within  the  Periphery,
approved  if just cause  can  be     without  a Visa granted  by  the
shown.                               ISS Periphery Director.
                                     
16. The manufacture, possession,     22.  The  ISP Periphery Director
sale  or  transport of chemical,     may, at his discretion, exercise
genetic    and   bacteriological     the  purogatives of the ISS, ITS
weapons by anyone who is  not  a     and ICN Periphery Director's  or
member  of the Imperial Services     reverse their decisions.
is    illegal.   The    Imperial     
services are restricted to using     23.  It is illegal to attack any
these   weapons   only   against     Imperial possession at any time,
foreign   states   and    pirate     within   or   outside   of   the
organizations;   never   against     Periphery.
their own citizens and subjects.     
                                     24.  Imperials  can  only  place
17. It is illegal to execute any     Imperial   Posted   ships    and
prisoner  without  the   express     affiliations  on   their   enemy
permission of the ICN  Periphery     list. Imperial possessions  will
Director.  Furthermore,  it   is     not  be  permitted  to  initiate
illegal     to    grossly     or     combat  unless  the  target  has
intentionally  neglect  sentient     been  officially posted  by  the
lifeforms  under one's  control,     ICN  Periphery Director  or  the
which results in its death.          ISP Periphery Director.
                                     
18. Treaties between the Stellar     25.  The  Capellan Periphery  is
Empire   and  sovereign  foreign     defined     as    all    systems
states  that have been  ratified     continuous  with  the   Capellan
by  the  Emperor have  the  full     System   by   jump   connections
force  of Imperial law, and  may     including  but  not  beyond  the
only   be   rescinded   by   the     Coral   System  (198).  Specific
Emperor.                             systems within this area may  be
                                     omitted based on treaties.
19.  The  ISS Periphery Director     
has  the right to quarantine any     26.   A  One  Year  statute   of
system,  planet,  continent   or     limitations   applies   to   the
other   land  mass  so   as   to     enforcement  of  all  laws   and
restrict  the movement of  ships     grievances.  If  a  year  passes
and ground parties. A listing of     without   the   injured    party
quarantined  locations  will  be     specifically assigning guilt and
available   from  the   ISS   at     asking  for recourse, the guilty
anytime for the asking.              party   will   be   free    from
                                     prosecution.

27.   Agent  activity   is   not
inherently   illegal,   however;
each  governor may legally place
on   his  enemy  list  any  non-
Imperial position which  he  has
determined  is operating  agents
in his colony or has scouted his
colony's defenses.

28.   Any  Imperial  player  who
accepts  an appointment  to  the
ISP,  waives all rights  to  the
personal ownership of any  ship,
colony,  ground party or outpost
and  is required to abide by all
Imperial  Laws under penalty  of
being relieved of his command by
loyal Imperial citizens.

                
          Definitions:

Sentient  Being:  lifeforms  who
use     tools,    capable     of
communication and can comprehend
basic concepts.

Imperial    Citizens:   sentient
beings   native  to   a   planet
belonging to the Stellar  Empire
and    whose    population    is
recognized  as citizens  by  the
Emperor.

Foreign    Nationals:   sentient
beings   native  to   a   planet
belonging    to   a   government
recognized  as having  sovereign
status by the Stellar Empire.

Protected  Alien Race:  sentient
beings   native  to   a   planet
belonging to the Stellar  Empire
not  recognized with company  or
sovereign status.

                                        
                      Appendix J - Item Statistics (page i)
                                        
#         Item Name       MU'   Ship   Colon Carg  Move  Carg  1   2  3   4  Meta  It  Qt  It   Qty
                           s   Secti     y     o   Clas    o                  ls   em   y  em   #2
                                 on    Ring  Cap.    s   Clas                      #1  #1  #2
                                                           s
11  AA Tanks [Common]      30  Cargo   Groun       Surf  Tank  4   2  2   2   30   50  1.        
8                                        d          ace            8  8   0            00
20  AIS Citizen            1   Cargo   Non-        Surf        5   1  1   3  < ?                 
2                                       Mil         ace            5  5       >
20  AIS Crew               1   Cargo   Non-        Surf  Infa  1   3  3   2  < ?                 
1                                       Mil         ace  ntry  0   0  0   5   >
43  Alien Animals          1   Cargo   Non-        Surf        1   3  3   2  < ?                 
                                        Mil         ace        0   0  0   5   >
65  Alien Artifacts        1   Cargo   Non-                                  < ?                 
                                        Mil                                   >
85  Alien Crew             1   Comma   Non-        Surf        1   3  3   2  < ?                 
                                 nd     Mil         ace        0   0  0   5   >
70  Alien Plantlife        1   Cargo   Non-                                  < ?                 
                                        Mil                                   >
18  Ambezyme               1   Cargo   Non-                                  < ?                 
4                                       Mil                                   >
97  Anti-Missile Beams     5    Main   Space                                  5    45  1.        
    [Common]                                                                           00
11  APC                    20  Cargo   Groun  20   Surf  Tank  4   2  2   2   20   50  1.        
0                                        d    Inf   ace            4  4   0            00
12  Araldo Potion          1   Cargo   Non-                                  < ?                 
5                                       Mil                                   >
14  Armored Tank [Common]  30  Cargo   Groun       Surf  Tank  4   2  2   2   30   50  1.        
6                                        d          ace            8  8   0            00
12  Assault Tank           60  Cargo   Groun  100  Shut                       60   55  2.  50   2.0
0                                        d    Inf   tle                                00        0
58  Auxiliary Thrusters    10  Engin   Non-                                   10                 
                                 e      Mil
52  Barots                 1   Cargo   Non-        Surf        1   3  3   2  < ?                 
                                        Mil         ace        0   0  0   5   >
39  Basic Complex Module   40  Cargo   Non-                                   40                 
    [Common]                            Mil
11  Battle Armor [Common]  1   Cargo   Groun             Infa                 1    50  0.        
5                                        d               ntry                          10
12  Battle Computers       2   Comma   Space                                  2                  
    [Common]                     nd
14  Biolabs [Common]       20   Main   Non-                                   20   45  2.        
                                        Mil                                            00
23  Biological Goods       1     *     Non-                                   0    70  0.  43   0.5
1   Research [Common]                   Mil                                            50        0
23  Biological Warfare     1     *     Non-                                  0.50  46  1.  70   1.0
2   Research [Common]                   Mil                                            00        0
13  Black Lotus            1   Cargo   Non-                                  < ?                 
3                                       Mil                                   >
16  Bonium                 1   Cargo   Non-                                  < ?                 
2                                       Mil                                   >
13  Boriflor               1   Cargo   Non-                                  < ?                 
1                                       Mil                                   >
17  Bureaucrats            1   Cargo   Non-        Surf        1   3  3   2  < ?                 
7                                       Mil         ace        0   0  0   5   >
19  Catwood                1   Cargo   Non-                                  < ?                 
4                                       Mil                                   >
18  Celesium               1   Cargo   Non-                                  < ?                 
7                                       Mil                                   >
16  Cevene                 1   Cargo   Non-                                  < ?                 
1                                       Mil                                   >
64  Cloaking Device        1   Engin   Non-                                  < ?                 
                                 e      Mil                                   >
12  Collidium              1   Cargo   Non-                                  < ?                 
2                                       Mil                                   >
1   Colonists              1   Cargo   Non-        Surf        1   3  3   2  < ?                 
                                        Mil         ace        0   0  0   5   >
19  Combat Shuttle         20  Cargo   Groun       Shut                      < ?                 
1                                        d          tle                       >
73  Command Hulls          80  Cargo   Non-                                   80   50  2.  45   10.
    [Common]                            Mil                                            00       00
21  Composite Troops       1   Cargo   Groun             Infa  1   3  3   2  < ?                 
1                                        d               ntry  0   0  0   5   >
                                        
                     Appendix J - Item Statistics (page ii)
                                        

#        Item Name       MU'   Ship   Colo  Carg  Move  Carg  1  2   3  4  Meta  It  Qty  It  Qt
                          s   Secti    ny    o    Clas    o                 ls   em   #1  em   y
                                on    Ring  Cap.   s    Clas                     #1       #2  #2
                                                          s
17  Condensed Fossil      1   Cargo   Non-                                 < ?                 
1   Fuels                              Mil                                  >
24  Condensed             1   Cargo   Non-                                 < ?                 
3   Fissionables                       Mil                                  >
17  Condensed Metals      1   Cargo   Non-                                 < ?                 
0                                      Mil                                  >
60  Consumer Goods        1   Cargo   Non-                                  1                  
    [Common]                           Mil
23  Consumer Goods        1     *     Non-                                  1    46  1.0       
3   Research [Common]                  Mil                                            0
98  Contaminant           1   Cargo   Non-                                 < ?                 
                                       Mil                                  >
12  Cortalon              1   Cargo   Non-                                 < ?                 
6                                      Mil                                  >
30  Crawlers [Common]     20  Cargo   Non-   20   Surf        3  9   1  1   20                 
                                       Mil  Any   ace                5  0
63  Crew                  1   Cargo   Non-        Surf  Infa  1  3   3  2  < ?                 
                                       Mil        ace   ntry  0  0   0  5   >
17  Cybernetic Mind       1   Comma   Spac                                  1                  
                                nd      e
12  Cybernetic Mind       1    Main   Spac                                  1                  
1   Disrupter                           e
16  Cybertank             30  Cargo   Grou        Surf  Tank  6  4   4  3  < ?                 
5                                      nd         ace            2   2  6   >
18  Cyberwarriors         1   Cargo   Grou        Surf  Infa               < ?                 
2                                      nd         ace   ntry                >
13  Dalium Hydroxide      1   Cargo   Non-                                 < ?                 
0                                      Mil                                  >
88  Demons                1   Comma   Grou        Surf  Infa  1  3   3  2  < ?                 
                                nd     nd         ace   ntry  0  0   0  5   >
18  Disrupter             20   Main   Spac                                  20   12  1.0       
0                                       e                                         2   0
18  Domophytes            1   Cargo   Non-                                 < ?                 
5                                      Mil                                  >
21  Drones                1   Comma   Non-        Surf        1  3   3  2  < ?   13  10.       
                                nd     Mil        ace         0  0   0  5   >     4   00
15  Dryzillium            1   Cargo   Non-                                 < ?                 
1                                      Mil                                  >
21  Durable Goods         1   Cargo   Non-                                 < ?                 
0                                      Mil                                  >
9   ECM [Common]          1   Cargo   Grou                                  1    55  0.1       
                                       nd                                             0
19  EKN Crew              2   Comma   Non-        Surf  Infa  1  3   3  2  < ?                 
3                               nd     Mil        ace   ntry  0  0   0  5   >
14  Ekinoid               2   Cargo   Non-        Surf        1  3   3  2  < ?                 
3                                      Mil        ace         0  0   0  5   >
23  Electronics Research  1     *     Non-                                  1    46  1.0  82  0.
4   [Common]                           Mil                                            0       10
75  Engine Hulls          70  Cargo   Non-                                  70   50  1.0  45  2.
    [Common]                           Mil                                            0       00
15  Entertainment Module 200  Cargo   Non-                                 200   61  30.       
0                                      Mil                                            00
12  Environmental Domes  100    *     Non-                                 100                 
3   [Common]                           Mil
12  Euphoria Plant        1   Cargo   Non-                                 < ?                 
9                                      Mil                                  >
78  Explorerbot           10  Cargo   Non-        Surf        1  3   3  2  < ?                 
                                       Mil        ace         0  0   0  5   >
28  Farms [Common]       200  Cargo   Non-                                 200   45  5.0       
                                       Mil                                            0
82  Fibrillium            1   Cargo   Non-                                 < ?                 
                                       Mil                                  >
45  Fissionables          1   Cargo   Non-                                 < ?                 
                                       Mil                                  >
16  Fixators              1   Cargo   Non-                                 < ?                 
3                                      Mil                                  >
                                        
                     Appendix J - Item Statistics (page iii)
                                        

#        Item Name       MU'  Ship   Colo  Carg  Move  Carg  1   2  3  4   Meta It   Qty It   Qt
                          s   Secti   ny     o   Clas    o                  ls  em   #1  em    y
                               on    Ring  Cap.    s   Clas                     #1       #2   #2
                                                         s
15  Fizzie Shell          1   Cargo  Non-                                  < ?                 
5                                     Mil                                   >
18  Flagritz              1   Cargo  Non-        Surf        1   3  3  2   < ?                 
9                                     Mil         ace        0   0  0  5    >
29  Flitters [Common]    20   Cargo  Non-   20   Surf        2   1  4  8    20                 
                                      Mil   Any   ace            4
48  Food                  1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
13  Force Field           1   Comma  Non-                                  < ?                 
6   Nullifier                  nd     Mil                                   >
46  Fossil Fuels          1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
93  Fusion Beam          20   Main   Spac                                  < ?                 
                                       e                                    >
14  General Research      1     *    Non-                                  0.50 46   0.2 50   0.
7   [Common]                          Mil                                             0       20
59  GPI [Common]          2   Main   Non-                                   2                  
                                      Mil
76  GPI Scrambler        20   Cargo  Non-                                   20                 
                                      Mil
67  Grassjuice            1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
14  Gravijet             20   Cargo  Non-        Surf        2   1  4  8   < ?                 
9                                     Mil         ace            4          >
11  Green Troops          1   Cargo  Grou        Surf  Infa  1   3  3  2   < ?                 
3                                     nd          ace  ntry  0   0  0  5    >
34  Ground Bombers       15   Cargo  Grou        Surf  Tank  2   2  2  2    15                 
    [Common]                          nd          ace
23  Ground Combat         1     *    Non-                                   2   46   2.0 50   1.
5   Research [Common]                 Mil                                             0       00
35  Ground Fighters       8   Cargo  Grou        Surf  Tank  2   2  2  2    8                  
    [Common]                          nd          ace
68  Heaven Herb           1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
10  Heavy Tanks          40   Cargo  Grou        Surf  Tank  6   4  4  3    40  50   1.0       
9   [Common]                          nd          ace            2  2  6              0
16  Hermadite             1   Cargo  Non-                                  < ?                 
8                                     Mil                                   >
71  High-Gravity Lander  30   Main   Non-        Surf        3   9  1  1   0.3  50   0.0       
                                      Mil         ace               5  0              1
18  Hive Queen            1   Cargo  Non-                                  < ?                 
1                                     Mil                                   >
13  Holoid Teleporter     1   Cargo  Non-                                  < ?                 
9                                     Mil                                   >
15  Indigenon             1   Cargo  Non-                                  < ?                 
8                                     Mil                                   >
40  Industrial Module    40   Cargo  Non-                                   40  45   10.       
    [Common]                          Mil                                            00
87  Injured               1   Cargo  Non-              Infa                < ?                 
                                      Mil              ntry                 >
10  Ion Cannon [Common]  20   Main   Spac                                   20  45   1.0       
1                                      e                                              0
17  Ionic Acid            1   Cargo  Non-                                  < ?                 
9                                     Mil                                   >
53  Jacium                1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
90  Jac/Thorlium Alloy    1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
55  Jammer [Common]       3   Comma  Spac                                   3                  
                               nd      e
56  Jump Engines         20   Engin  Non-                                   20  47   2.0       
    [Common]                    e     Mil                                             0
13  Kinshi                1   Cargo  Non-                                  < ?                 
2                                     Mil                                   >
55  Korondite             1   Cargo  Non-                                  < ?                 
                                      Mil                                   >
                                        
                     Appendix J - Item Statistics (page iv)
                                        
#        Item Name       MU's  Ship   Colo  Car  Move  Carg  1   2  3  4   Meta It  Qty  It   Qty
                              Secti    ny    go  Clas    o                  ls  em   #1  em   #2
                                on    Ring  Cap    s   Clas                     #1       #2
                                             .           s
16  Lancers               1   Cargo   Grou       Surf  Infa  1   3  3  2   < ?                 
6                                      nd         ace  ntry  0   0  0  5    >
4   Life Supports         2   Comma   Non-                                  2                  
    [Common]                    nd    Mil
89  Light Basic Complex   10  Cargo   Non-                                  10  53  0.5        
    Modules                           Mil                                            0
10  Light Tanks           20  Cargo   Grou       Surf  Tank  3   2  6  1    20  50  1.0        
7   [Common]                           nd         ace            4     5             0
24  Long Range Sensors    10  Comma   Spac                                 < ?                 
5                               nd     e                                    >
61  Luxury Goods          1   Cargo   Non-                                 < ?                 
                                      Mil                                   >
74  Main Hulls [Common]   60  Cargo   Non-                                  60  50  1.0  45   10.
                                      Mil                                            0        00
41  Maintenancebot        10  Cargo   Non-                                 < ?                 
                                      Mil                                   >
83  Malanthos             1   Cargo   Non-                                 < ?                 
                                      Mil                                   >
15  Market Receiver       2    Main   Non-                                  2                  
7                                     Mil
10  Medium Tanks          30  Cargo   Grou       Surf  Tank  4   2  2  2    30  50  1.0        
8   [Common]                           nd         ace            8  8  0             0
8   MEK [Common]          3   Cargo   Grou       Surf  Infa  1   3  3  2    2   50  0.5   1   1.0
                                       nd         ace  ntry  0   0  0  5             0         0
17  Melmak                1   Cargo   Non-                                 < ?                 
2                                     Mil                                   >
44  Metals/Nonmetals      1   Cargo   Non-                                 < ?                 
                                      Mil                                   >
18  Methfrem              1   Cargo   Non-                                 < ?                 
6                                     Mil                                   >
77  Military Module       40  Cargo   Non-                                  40  50  10.        
    [Common]                          Mil                                            00
20  Militia               1     *      *                                   < ?                 
0                                                                           >
15  Milleporum            1   Cargo   Non-                                 < ?                 
6                                     Mil                                   >
27  Mines [Common]       200  Cargo   Non-                                 200  45  10.        
                                      Mil                                            00
91  Missile Launcher      10   Main   Spac                                  10                 
    [Common]                           e
92  Missiles [Common]     2   Cargo   Non-                                  2   45  0.1        
                                      Mil                                            0
17  Monolith Pod          1   Cargo   Non-                                 < ?                 
8                                     Mil                                   >
14  MSD Shell             1   Cargo   Non-                                 < ?                 
2                                     Mil                                   >
19  Mutazolzdin           1   Cargo   Non-                                 < ?                 
0                                     Mil                                   >
81  Natives               1   Cargo   Non-       Surf  Infa  1   3  3  2   < ?                 
                                      Mil         ace  ntry  0   0  0  5    >
14  Neurotoxin Shell      1   Cargo   Non-                                 < ?                 
5                                     Mil                                   >
66  Other Intoxicants     1   Cargo   Non-                                 < ?                 
                                      Mil                                   >
54  Other Minerals        1   Cargo   Non-                                 < ?                 
                                      Mil                                   >
17  Outpost Security      10  Cargo   Non-                                  10  50  1.0        
6   [Common]                          Mil                                            0
20  Particle Beam        30,0  Main   Spac                                 < ?                 
3                         00           e                                    >
11  Perimeter Defenses    60  Cargo   Grou                                  60                 
7                                      nd
6   Perm. Structural      1     *     Non-                                 0.10 53  0.0        
    Units [Common]                    Mil                                            1
23  Pharmaceuticals       1     *     Non-                                  0   66  1.0  46   1.0
6   Research [Common]                 Mil                                            0         0
10  Photon Guns           6    Main   Spac                                 < ?                 
0                                      e                                    >
                                        
                      Appendix J - Item Statistics (page v)
                                        
#       Item Name       MU'   Ship  Colo   Carg  Move  Carg  1  2  3   4  Meta  It  Qty  It  Qty
                         s   Secti   ny     o    Clas   o                  ls   em  #1   em   #2
                               on   Ring   Cap.   s    Clas                     #1       #2
                                                        s
19  Physics Lab          20   Main  Non-                                   20   45  1.0        
    [Common]                         Mil                                             0
13  Plague Shell         1   Cargo  Non-                                  < ?                  
8                                    Mil                                   >
72  Planet Probe         2    Main  Non-                                   2                   
    [Common]                         Mil
96  Plasma Projector    100   Main  Spac                                  100                  
    [Common]                          e
7   Pleasure Slaves      1   Cargo  Non-         Surf        1  3  3   2  < ?                  
                                     Mil         ace         0  0  0   5   >
15  Positron Gun         5    Main  Spac                                  < ?                  
3                                     e                                    >
11  Power                1   Cargo  Non-                                  < ?                  
4                                    Mil                                   >
16  Power Blaster        50   Main  Spac                                  0.50  47  0.1  11  10.
9                                     e                                              0    4   00
2   Prisoner             1   Cargo  Non-                                  < ?                  
                                     Mil                                   >
50  Processed Thorlium   1   Cargo  Non-                                  < ?   49   4         
    [Common]                         Mil                                   >
23  Propulsion           1     *    Non-                                   1    45  1.0  47  0.5
7   Research [Common]                Mil                                             0        0
17  Protospheres         1   Cargo  Non-                                  < ?                  
4                                    Mil                                   >
47  Pulac Crystals       1   Cargo  Non-                                  < ?                  
                                     Mil                                   >
99  Pulsar Beams         20   Main  Spac                                   20   47  1.0        
    [Common]                          e                                              0
16  Pulsar Tank          40  Cargo  Grou         Surf  Tank  6  4  4   3  < ?                  
4                                    nd          ace            2  2   6   >
14  Pulse Cannon         25  Cargo  Grou         Surf  Tank  4  2  2   2  < ?                  
8                                    nd          ace            8  8   0   >
10  Quantum Torpedo      1   Cargo  Non-                                  < ?                  
5                                    Mil                                   >
17  Rec-Deck             20  Comma  Non-                                  200   61  20.  82  1.0
5                              nd    Mil                                            00        0
36  Recon Planes         20  Cargo  Grou               Tank                20                  
    [Common]                         nd
33  Repairbot [Common]   1    Main  Non-                                   1                   
                                     Mil
10  Robotic Defense      20  Cargo  Grou                                   20   50  1.0        
6   Bunker [Common]                  nd                                              0
14  Robotic Sheep        1   Cargo  Non-                                   1    46  0.1        
1                                    Mil                                             0
18  S-Nuke Shell         1   Cargo  Non-                                  < ?                  
8                                    Mil                                   >
13  Samillian Eggs       1   Cargo  Non-                                  < ?                  
4                                    Mil                                   >
13  Sampoon              1   Cargo  Non-                                  < ?                  
7                                    Mil                                   >
20  Scout Tank           20  Cargo  Grou    20   Surf  Tank  3  2  6   1   20   55  1.0        
                                     nd    Any   ace            4      5             0
57  Securitybot          1   Cargo  Grou         Surf  Infa  5  1  1   1   1    82  0.1  50  0.1
                                     nd          ace   ntry     5  5   3             0        0
19  Self-Propelled Gun   20  Cargo  Grou         Surf  Tank  3  2  6   1  200   53  1.0  82  1.0
7                                    nd          ace            4      5             0        0
10  Sensorpod            25  Comma  Spac                                  < ?                  
4                              nd     e                                    >
13  Sensors [Common]     4   Comma  Spac                                   4                   
                               nd     e
11  Shields [Common]     4   C, M,   N,                                    4                   
                               E    S, G
31  Shuttle [Common]     40  Cargo  Non-    20   Shut                      40                  
                                     Mil   Any   tle
69  Small Arms           1   Cargo  Grou                                   1                   
    [Common]                         nd
11  Soldiers             1   Cargo  Grou         Surf  Infa  1  3  3   2  < ?                  
2                                    nd          ace   ntry  0  0  0   5   >
                                        
                     Appendix J - Item Statistics (page vi)
                                        
#        Item Name        MU'   Ship  Colo  Carg   Move  Carg  1  2   3  4  Meta  It  Qty  It  Qt
                           s   Secti   ny     o    Clas   o                  ls   em  #1   em   y
                                 on   Ring  Cap.    s    Clas                     #1       #2  #2
                                                          s
10  Sonic Blaster         20    Main  Spac                                  < ?                 
3                                       e                                    >
23  Space Combat           1     *    Non-                                   2    46  2.0  47  1.
8   Research [Common]                  Mil                                             0       00
94  Space Fighters        20    Main  Spac                                   20   45  1.0       
    [Common]                            e                                              0
19  Space Probe           10    Main  Non-                                  120   45  1.0  82  1.
6                                      Mil                                             0       00
25  Spider Tank           150  Cargo  Grou         Surf  Tank  3  2   6  1  < ?                 
                                       nd          ace            4      5   >
23  Starship Engineering   1     *    Non-                                   2    45  2.0  50  1.
9   Rsrch. [Common]                    Mil                                             0       00
14  Startrooper            2   Cargo  Grou         Surf  Infa  1  3   3  2  < ?                 
4                                      nd          ace   ntry  0  0   0  5   >
12  Stimbrew               1   Cargo  Non-                                  < ?                 
7                                      Mil                                   >
62  Strion                 1   Cargo  Non-                                  < ?                 
                                       Mil                                   >
3   Structural Units       1   Cargo  Non-                                   1                  
    [Common]                           Mil
17  Supercomputers         3   Comma  Spac                                  < ?                 
3                                nd     e                                    >
24  Superwarriors          1   Cargo  Grou         Surf  Infa  1  3   3  2  < ?   13  5.0   2  1.
                                       nd          ace   ntry  0  0   0  5   >     4   0       00
42  System Probe           2    Main  Non-                                   2                  
    [Common]                           Mil
11  Tank Carrier          60   Cargo  Grou   60    Shut                      60                 
9   [Common]                           nd   Tank   tle
51  Tech Artifacts        160  Cargo  Non-                                  < ?                 
                                       Mil                                   >
24  Teleportation          1     *    Non-                                  0.50  62  1.0  12  1.
0   Research [Common]                  Mil                                             0    2  00
86  Teleporters            1   Cargo  Non-                                  < ?                 
                                       Mil                                   >
15  TGH                    1   Cargo  Non-                                  < ?                 
2                                      Mil                                   >
16  Thorlium Assimilator  30    Main  Non-                                  300   11  50.       
0                                      Mil                                         4  00
49  Thorlium Ore           1   Cargo  Non-                                  < ?                 
                                       Mil                                   >
14  Thorlium Oxidizer      1   Cargo  Non-                                  < ?                 
0                                      Mil                                   >
80  Thrust Engines        10   Engin  Non-                                   10                 
    [Common]                     e     Mil
18  TNU [Common]          10   Comma  Non-                                   10                 
                                 nd    Mil
10  Torpedo Tube          10    Main  Spac                                  < ?                 
2                                       e                                    >
95  Tractor Beam           2    Main  Spac                                   2                  
    [Common]                            e
38  Transport Module      40   Cargo  Non-                                   40                 
    [Common]                           Mil
32  Troop Carrier         40   Cargo  Grou   20    Shut                      40   50  1.0       
    [Common]                           nd    Inf   tle                                 0
12  Trumpeter Seeds        1   Cargo  Non-                                  < ?                 
8                                      Mil                                   >
26  Untooled Factories    400  Cargo  Non-                                  400                 
    [Common]                           Mil
19  Venom                  1   Cargo  Non-                                  < ?                 
2                                      Mil                                   >
13  Vermite                1   Cargo  Non-                                  < ?                 
5                                      Mil                                   >
11  Veterans               1   Cargo  Grou         Surf  Infa  1  3   3  2  < ?                 
1                                      nd          ace   ntry  0  0   0  5   >
84  Videx                  1   Cargo  Non-                                  < ?                 
                                       Mil                                   >
11  Warbots [Common]       1   Cargo  Grou         Surf  Infa  5  1   1  1   1    50  0.1       
6                                      nd          ace   ntry     5   5  3             0
                                        
                     Appendix J - Item Statistics (page vii)
                                        
#        Item Name        MU'  Ship  Colo  Carg  Move  Carg  1   2  3  4   Meta It   Qt  It  Qt
                           s   Sect   ny     o   Clas    o                  ls  em   y   em   y
                               ion   Ring  Cap.    s   Clas                     #1   #1  #2  #2
                                                         s
23  Warriors               1   Carg  Grou        Surf  Infa  1   3  3  2   < ?  13   5.       
                                o     nd          ace  ntry  0   0  0  5    >    4   00
15  Waste                  1   Carg  Non-                                  < ?                
9                               o    Mil                                    >
12  Whitecloud             1   Carg  Non-                                  < ?                
4                               o    Mil                                    >
5   Work Slaves            1   Carg  Non-        Surf        1   3  3  2   < ?                
                                o    Mil          ace        0   0  0  5    >
22  Workers                1   Carg  Non-        Surf        1   3  3  2   < ?  13   2.       
                                o    Mil          ace        0   0  0  5    >    4   00
16  Zombies                1   Carg  Non-        Surf        1   4  4  3   < ?                
7                               o    Mil          ace        5   5  5  5    >

[Common]  means  that the technology needed for this item is  widely  available;
when first constructed, all new colonies gain master tapes for them.

Ship  Section is the section on a ship that the item will function. If  it  does
not go in a ship then a * is listed. Otherwise, C = Command, M = Main, E=Eng. If
it can be carried by a ship but will not function, then Cargo is listed.

Colony  Ring  is  where the item is located in a Colony. N = Non-Military,  S  =
Space Combat, G = Ground Combat. (Militia exist only during a Ground Battle.)

Cargo  Capacity  indicates  the # of MU's that this  vehicle  can  carry  and  a
notation listing the type of cargo that can be carried. Tank = Tanks & Aircraft,
Inf  =  Infantry, Any = Anything. Check the item descriptions in Appendix A  for
more details.

Move Class shows whether an item uses Shuttle or Surface movement.

Cargo  Class  indicates what whether this item is considered a Tank (carried  by
Tank  Carriers, for example) or an Infantry class of unit (carried by  APC's  or
Troop Carriers, for example) for purposes of being carried by surface or shuttle-
capable vehicles in a Ground Party. Aircraft such as Ground Fighters and  Ground
Bombers are considered Tanks for cargo class purposes.

1,2,3,4 shows the surface movement rate at which this item moves in each of  the
four terrain categories.

Metals,  Item, Qty indicates the # of Metals/Nonmetals and up to two  additional
items  and  quantities needed to produce the item. < ? > = unknown  construction
requirements, or this knowledge is not generally available.

There are many other items in the game that are not listed in this Appendix.








                                        
                                  Combat Values

#       Item Name       Space    Space     Ground       Ground      Ground
                        Combat   Combat    Combat       Combat      Combat
                       Accurac   Damage     Short     Long Range     Anti-
                          y                 Range       Factors    Aircraft
                                           Factors                  Factors
11  AA Tanks                                 40                       100
8
11  Armored Personnel                        30                        3
0   Carrier [APC]
14  Armored Tanks                            100                       5
6
12  Assault Tanks                            100                       5
0
18  Cyberwarriors                            20                        1
2
88  Demons                                   10                        1
93  Fusion Beam           25       30                                  
11  Green Troops                              1                        1
3
34  Ground Bombers                           100                       
35  Ground Fighters                          40                        
10  Heavy Tanks                              150          150          5
9
10  Ion Cannon            10    *specia                                
1                                  l
10  Light Tanks                              60           60           5
7
10  Medium Tanks                             100          100          5
8
8   MEK                                      12           10           5
20  Militia                                   1                        
0
91  Missile Launcher      5        42                                  
81  Natives                                   1                        
10  Photon Guns                    20                                  
0
96  Plasma Projectors     17      120                                  
15  Positron Gun          10       10                                  
3
99  Pulsar Beams          20       20                                  
16  Pulsar Tanks                             300                       5
4
10  Robotic Defense                          100          100          5
6   Bunker [RDB]
20  Scout Tanks                              60                        5
57  Securitybot                              20                        1
19  Self-Propelled                            2           150          5
7   Gun
11  Soldiers                                  2                        1
2
10  Sonic Blaster         10       30                                  
3
94  Space Fighters                 6                                   
25  Spider Tanks                             600          600         80
24  Super Warriors                           10                        2
11  Tank Carriers                            60                        5
9
95  Tractor Beams         2                                            
32  Troop Carriers                           60           60           5
11  Veterans                                  3                        1
1
11  Warbots                                  10                        1
6
23  Warriors                                  6                        1
  * Space Combat Accuracy and Damage values are approximates based on ranges of
numbers used in the battle program; unlisted values are either not applicable or
                                    unknown.

Appendix K - Political Positions

Each  affiliation is  led  by  a     permission   for  positions   to
hierarchy      of      political     resign from the affiliation.
positions.     The     Periphery     
Director is the highest  ranking                     
position  in an affiliation.  To                  Orders
assist  him  in  his  duties  he     
assigns   a  group  of  advisors     There  are  three  basic  orders
called    Coordinators.     Each     that  may  be  issued  by  every
Coordinator specializes  in  one     political position. Other orders
area   of  responsibility.   For     are  allowed  only  to  specific
example, most affiliations  have     coordinators.  The  reason   for
Coordinators   of   Information,     such  few  order types  is  that
Defense,      Shipping,      and     most   of   the  information   a
Colonization  as  well   as   an     political  player  receives   is
Assistant Periphery Director.        automatically generated with  no
                                     need  to issue an order for  it.
While  political  positions  are     The four basic orders are:
actually   considered   to    be     
positions in the game, they  are                     
different  from what  you  might             Stellar Transfer
expect.  The entire position  is                     
composed of the single political        S - (Position#) - (Qty of
character.  The only  possession          Stellars in hundreds)
he  may  own  is Stellars.  This     
character  is always located  at     This    order   transfers    the
the  affiliation's  headquarters     indicated number of Stellars  to
colony  and may only move  under     a certain position. Keep in mind
very special circumstances (such     that  the  quantity  is  in  the
as moving the HQ colony).            number  of hundreds of Stellars.
                                     For   example,  S  456  9  would
A political position is operated     transfer    900   Stellars    to
in a manner similar to colonies.     position 456. Only integers  may
Orders  are submitted on a  Turn     be specified.
Card as necessary. All political     
positions  are  played  free  of                     
charge    provided   you    have                Probation
submitted  a turn for any  ship,                     
colony, or ground party  in  the     PR - (Position#) (0=off OR 1=on)
past  4 weeks. Otherwise a  turn     
fee  equal to a colony turn  fee     Allows you to place or remove  a
is   charged  at  the   time   a     position on/from probation.  For
printout is generated.  This  is     example,  PR  789 1  will  place
to  insure that each affiliation     position 789 on probation.
is being led by players actively     
playing the game.                                    
                                                Promotion
The   overall   purpose   of   a                     
political position is to receive             P - (Position#)
information  pertinent  to   the     
affiliation's   goals   and   to     You    promote   the   indicated
further  these goals  through  a     starcaptain (ships only) to  the
strong   leadership.   Therefore     next   rank.  This  order   only
political     positions     have     functions provided he has  spent
considerable  power.  They   can     sufficient  time at his  current
transfer   Stellars   from   the     rank  and  if there is a  vacant
affiliation's treasury to worthy     slot in the rank above him.
positions,  add enemies  to  the     
affiliation's posted list, place                     
positions on probation,  promote                 Taxation
starcaptains,     and      grant
                                      PO - (Position#) (0=Remove OR
In  order to raise money for the              1=Add to list)
affiliation's   treasury,   each     
affiliation has the  ability  to                     
levy  a  tax from its  colonies.           Political Printouts
This  tax  is charged  for  each     
factory   (tooled  or  untooled)     Printouts      for     political
owned  by  the colony.  Taxation     positions  are  generated  every
occurs  every four weeks at  the     four  weeks. They are a  monthly
time printouts are generated for     compilation  of facts  pertinent
the   political  positions.  The     to  the responsibilities of each
funds are received by either the     Coordinator. The various reports
Periphery   Director   or    his     are described below:
Assistant     and    distributed     
equitably  to  each  Coordinator     Order   Results  Report  -   The
based  on need. Each Coordinator     results  of  all  the  political
in  turn  can use these Stellars     orders of your affiliation  that
toward      his     area      of     were   issued  since  the   last
responsibility.                      political      printout      was
                                     generated.   This   report    is
One Coordinator will be assigned     received   by  every   political
by the Periphery Director to set     position in your affiliation. In
the  tax rate. The order  to  do     this  way  the Coordinators  can
this is:                             see  what  each other are  doing
                                     and can provide their own system
TX (Quantity of Stellars/factory     of  checks and balances on  each
       ranging 0-30,000)             other's power.
                                     
One political position will also     Personal  Report - Each position
be  assigned to handle the debts     receives  a personal  report  of
owed  by  ships and colonies  to     his   failed  orders.  No  other
the  affiliation. Debts  may  be     positions      receive      this
increased/decreased  using   the     information.
order  below. Debts should  only     
be   changed   for  a   specific     Assignment   Report    -    Each
purpose. If the political player     political  position  receives  a
abuses  this  by changing  debts     list  of  all the positions  who
with no valid reason, he may  be     have  issued  an  AC  order   to
removed  from  the  position  or     accept  him as their supervisor.
even from the game.                  This report includes the current
                                     location of the position.  Ships
         Increase Debt:              and   Ground  Parties  of   your
                                     affiliation may issue this under
  IC (position#) (increase in        their    standing   orders    as
       100's of stellars)            follows:
                                     
         Decrease Debt:               Accept Coordinator (political
                                                position#)
  DC (position#) (decrease in        
       100's of stellars)            This may be canceled by the ship
                                     or  ground party at any time  by
There  is  one additional  order     specifying    zero    as     the
that is listed here but must  by     position#.
issued  by the GM only. This  is     
the Posting Order that places  a     Probation    Report    -    Each
position  on  your affiliation's     political  position  receives  a
posted  list. Only the periphery     list  of all the members of  the
director  of an affiliation  may     affiliation who are currently on
submit posting requests.             probation.

                                     special   political   positions.
Taxation   Report  -   This   is     They  have the ability to  issue
received only by the Coordinator     any  political order  for  their
responsible   for  setting   his     position.   In  addition,   they
affiliation's   tax   rate.   It     receive    all   the   political
contains   a   list    of    his     reports   described  above   for
affiliation's   colonies   along     their  affiliation. This permits
with the amount of tax paid  and     them   to  take  over  for   any
the number of factories owned.       Coordinator   should   he   have
                                     difficulty     assuming      his
Space  Defense Report - Received     responsibilities.
only   by  the  Coordinator   in     
charge   of   the  affiliation's                     
space  defenses. It  includes  a             Special Actions
list  of  all  colonies  in  the     
affiliation    as    well     as     With the way political positions
information pertaining to  their     are  structured special  actions
ability to defend themselves  in     will   probably  not  be  needed
space battle.                        often.  A  space  for  them   is
                                     provided  at the bottom  of  the
Ground Defense Report - Received     political    Turn    Card    for
only   by  the  Coordinator   in     interactions   with    GM    run
charge   of   the  affiliation's     positions.   The   most   senior
ground  defenses. It includes  a     political  positions  within  an
list  of  all  colonies  in  the     affiliation may submit lengthier
affiliation    as    well     as     interactions or call  and  speak
information pertaining to  their     briefly  with the  GM  once  per
ability to defend themselves  in     week.  Actions submitted on  the
ground battle.                       Turn   Card   will   always   be
                                     answered     while     lengthier
Colonization Report  -  Received     submissions are answered at  the
only   by  the  Coordinator   in     discretion  of the  GM  as  time
charge   of   colonization.   It     permits. Keep in mind we wish to
includes   a   list    of    the     continue  allowing you  to  play
affiliation's   colonies,    the     these positions at no charge but
quantity of Stellars owned,  the     our time is at a premium.
MU's  of produced goods,  number     
of   colonists,  and  the   MU's     One   additional  use   of   the
currently    owed     to     the     Special Actions area of the Turn
affiliation.                         Card will be for Coordinators to
                                     request the GM to add or  remove
New  Player  Report  -  Received     something   from   the   general
only   by  the  Coordinator   in     affiliation message that goes on
charge  of  information.   Every     each printout.
time  a  new ship is  set-up  in     
your  affiliation it will appear                     
on this list.                                   Referendum
                                     
Other   Reports  -  Since   each     A  Referendum is a vote  of  all
affiliation has differing  goals     ships  and  colonies  within  an
it  is likely that other reports     affiliation. It is binding  upon
may   be  issued  as  the   need     the parties involved. Any member
arises.                              of  an  affiliation can  request
                                     that the GM set-up a Referendum.
                                     It  is  up  to  the  player  who
       PD & Assistant PD             requests it to convince  the  GM
                                     of  the importance of the issue.
The   Periphery   Director   and     Each  ship is permitted 1  vote,
Assistant Periphery Director are     and  each colony is permitted  1
vote  per  starport  class,   of
either  Yes  or No. Voting  will
commence  for 4 weeks  following
the    introduction    of    the
Referendum.  An affiliation  may
only conduct one referendum at a
time.

This forum may be used for such
things removing a Coordinator
from office or setting
affiliation policies. A
referendum will be worded in a
way that Yes votes will cause a
change while No votes retain the
status quo. A referendum needs a
2/3 majority of votes cast in
order to pass. Any ships or
colonies who do not vote are
listed as abstentions.

Appendix L - Standard Actions

                                   
                             Ship Actions

All  the actions shown below may be performed by Ships.  Actions shown
with a "G" may also be performed by Ground Parties.  See Appendix J or
your printouts for the item number of each item.

 TU    Ground                            Action
Cost   Party?
  0       G      Accept Coordinator (Political Position #)
  5       G      Agent: Hire
 10       G      Agent: Blackmarket Contact
 10       G      Agent: Blackmarket Scout
  5       G      Agent: Check Starport
  2       G      Agent: Get Market Report
  5       G      Agent: Get Production
  2       G      Agent: Get Rumor
 10       G      Agent: Get Special Complex
 10       G      Agent: Get Status
 10       G      Agent: Get Training
  5       G      Agent: Learn Quantity (item name) (item #)
  5       G      Agent: Learn Technology (item name) (item #)
 20       G      Agent: Sabotage
 20       G      Agent: Sabotage Hiport
 20              Black  Hole  Transition or BHT [ Note:  transition  to
                 random Black Hole system ]
 20              BHT  (system name) (system #) (space square #) [ Note:
                 requires TNU ]
  4       G      Blackmarket: Buy (quantity) (item name) (item #)
 20       G      Blackmarket: Contact [ Note: gets Blackmarket report]
  4       G      Blackmarket: Defense (quantity) (item name) (item #)
  5       G      Blackmarket: Owner's Report
 15       G      Blackmarket: Scout [ Note: gets Blackmarket code  word
                 only ]
  4       G      Blackmarket: Xfer (quantity) (item name) (item #)
  4              Buy  (quantity) (item name) (item #) to (ship section)
                 from (colony name) (colony #)
 30       G      Change Outpost Owner (position to receive control)
 10              Cloak  Ship (Between Turns <or> # of Korondite to  use
                 and TU's to be cloaked during turn)
 10       G      Create Outpost (position # to receive control)
 20       G      Debark Ground Party (position #) from (ship #)
  4       G      Deliver to Outpost (quantity) MINES
  4              Deliver  (quantity) (item name) (item #) to  (position
                 #) from (ship section) to (ship section)
  5       G      Gambling Complex Visit
  5              Get Posted List of (affiliation #)
  5              GPI World
 10       G      GPI Sector (sector coordinates)
 10       G      Hospital Complex Visit (quantity) of INJURED
 10       G      Investigate (Special Action Letter)
  4              Jettison  (quantity) (item name) (item #)  from  (ship
                 section)
 20              Jump to (system name) (system #)
 5 x             Land at Colony (colony name) (colony #)
 BS
 5 x             Land at Sector (sector coordinates), Square (square #)
 BS
  0              Leave Orbit
Varia            Maintenance Complex Visit
 ble
                                   
                             Ship Actions

All  the actions shown below may be performed by Ships.  Actions shown
with a "G" may also be performed by Ground Parties.  See Appendix J or
your printouts for the item number of each item.


 TU    Ground                            Action
Cost   Party?
  0              Moon  List  [  Note: obtains a list of moons  in  your
                 current orbit ]
  4       G      Map Sector (sector coordinates)
Varia            Move  to Space Square (space square #) [ Note: 1 x  BS
 ble             Horizontal/Vertical or 1.5 x BS Diagonal ]
 70       G      Military Training Complex Visit (pickup code optional)
 1 x             Orbit (world name)
 BS
  4              Pickup  at Colony (quantity) (item name) (item  #)  (*
                 pickup code *) to (ship section)
  4       G      Pickup at Outpost (quantity) (mines or ore)
  5       G      Position  Inquiry  (position #) [ Note:  gets  name  &
                 address of player ]
  5              Probe World
  5              Probe System
 50       G      Prospect for Deposit
Varia     G      R & R (# of TU's) [ Note: use whole TU increments ]
 ble
 10       G      Recreation Complex Visit
 20       G      Repair  Complex  Visit  [ Note:  followed   by  Repair
                 orders on following lines ]
 10       G      (#  of  TU's)  Repair (quantity) MU's of  (item  name)
min.             (item #) [ Note: 10 TU's minimum ]
  5              Request Contact Position (position #) [ Note: sends  a
                 message to the indicated position asking the owner  to
                 contact you]
  5              Scan Colony (colony name) (colony #)
  5              Scan Starport (colony name) (colony #)
  4              Sell  (quantity)  (item  name)  (item  #)  from  (ship
                 section) to (colony name) (colony #)
  5       G      Send  Message to (position #) (yes/no) [  Note:  write
                 out  actual  message in a Special Action box;  message
                 cannot  exceed 250 total characters in length.  Yes/No
                 indicates whether you will sign your message (Yes)  or
                 you want it sent anonymously (No) ]
  0       G      Set  up  (Ground  Party or Colony)  [  Note:  must  be
                 followed  by  XFER  orders,  position  name,  position
                 leader and anonymous option ]
Varia            Stargate Transition to (system name) (system #)
 ble
 10       G      Surface Exploration
  4              Swap (quantity) Jump Engines from (Engine or Cargo)
 5 x             Take Off
 BS
 50              Thorlium Coat (list sections of ship to receive 1 coat
                 each)
 10       G      Training: (# of TU's) (training type)
min.
 70       G      Training Complex Visit: (training type)
 50              Upgrade to (ship class #)
 10              Use Market Receiver on (colony name) (colony #)
  4       G      Xfer (quantity) (item name) (item #) to Outpost
  4              Xfer  Internally (quantity) (item name) (item #)  from
                 (section) to (section)
 20       G      Xfer Training to (position name) (position #)














                                   
                            Standing Orders

The  following  actions are Standing Orders and  cost  no  TU's.  They
remain  in  effect  until changed. They are written  in  the  Standing
Orders section of the turn sheet.

 Ground                           Action
 Party?
   G      Add to Defend List (position #)
   G      Add to Enemy List (position #)
   G      Add to Support List (position #)
   G      Aggression  Rating:  (any number from  0-100,  not  to
          exceed morale)
          Area of Preference (ship section 1-3) (colony ring  1-
          3) [ Note: both numbers must be included ]
          Fighter Preference (ship section 1-3) (colony ring  1-
          3) [ Note: both numbers must be included ]
          Colony Target Priority (YES or NO)
          Disabling Fire (INTERNAL or HULLS)
          Flee/Damage Ratio (decimal #)
          Flee  on  Command Damage (quantity of  MU's)  [  Note:
          30000 maximum ]
          Flee  on Main Damage (quantity of MU's) [ Note:  30000
          maximum ]
          Flee  on  Engine  Damage (quantity of  MU's)  [  Note:
          30000 maximum ]
          Flee on Hulls (1-30000)
          Flee on Round (round # of battle)
          Maximum Targets (1-8)
   G      Remove from Defend List (position #)
   G      Remove from Enemy List (position #)
   G      Remove from Support List (position #)
          Retarget Option (1-4)
   G      Set Anonymous (ON or OFF)

                                   
                         Ground Party Actions

The following actions can be performed only by Ground Parties.

 TU                                  Action
Cost
  0   Allocate Food to Support
15-60 Attack Preparation
  4   Buy (quantity) (item name) (item #) from (colony name) (colony #)
10-70 Defense Preparation
  4   Deliver (quantity) (item name) (item #)
 20   Embark onto Ship (ship #)
  0   Enter Starport (colony name) (colony #)
  0   Ground Fighter Supremacy (1-100)
  4   Jettison (quantity) (item name) (item #)
  4   Pickup at Colony (quantity) (item name) (item #) (* pickup code *)
 10   Restaurant Complex Visit
  4   Sell (quantity) (item name) (item #) to (colony name) (colony #)
 20   Shuttle Movement: (sector coordinates) (square #)
 20   Shuttle Movement: (colony name) (colony #)
 20   Shuttle Movement: Orbit
Varie Surface  Movement  to  (sector coordinates) (square  #)  [  Note:  if
  s   moving through multiple squares, list each square on the route  as  a
      separate Surface Movement order ]




                                   
                            Colony Actions

      Action                              Order Syntax
Add to Defend List   AD (position #)
Add to Enemy List    AE (position #)
Add to Ground Enemy  AG (position #)
List
Add to Support List  AS (position #)
Affiliation          AL
Technology List
Area of Preference   AP (ship section 1-3) (colony ring 1-3) [ Note:
                     include both numbers ]
Condense Ore         CO (item #) (quantity) [Note: see Condensing Ores in
                     Chapter 3 for more details ]
Construct Complex    CC (complex #) (quantity) [ Note: see Chapter 3 for
                     details on Special Complexes ]
Construct Ship       CS (any existing position # owned by the player to
                     receive the new ship) (ship class #)
Disabling Fire       DF (0 = INTERNAL, 1 = HULLS)
Eliminate Market     EM
Eliminate            EP
Production
Exclude Ring         ER (0 - 6) [ Note: see Chapter 3, Colonies for Ring
                     exclusion codes ]
Factory Tool         FT (quantity)
Factory Production   FP (item #) (quantity to build)
Factory Untool       FU (quantity)
Fighter Supremacy    FS (1-100)
Forced Enemy List    FE
Check
Generate Power       GP (item # of power producing ore) (quantity of power
                     producing ore)
Give Away Outpost    GO (position #) (outpost #)
Give Technology      GT (colony #) (item #)
Give to Colony       GC (item #) (quantity) [ Note: used to give morale-
                     boosting items to your colonists ]
Increase RTS         IR (0 = outpost, 1 = colony) (outpost # or colony #)
Capacity             (quantity of Transport Modules)
Land Battle          LB (enemy position #)
License Technology   LT (colony #) (item #) (# of weeks)
Market Buy           MB (item #) (quantity) (buy price)
Market Message       MM (write the actual message in the Special Actions
                     area)
Market Sell          MS (item #) (quantity) (sell price)
Maximum Targets      MT (1 - 8)
Pickup               PA (position #) (item #) (quantity)
Authorization
Position Inquiry     PI (position #)
Printout Frequency   PF (once every 1 - 4 weeks)
Pickup Code          PC (1 - 9999)
Remove from Defend   RD (position #)
List
Remove from Enemy    RE (position #)
List
Remove from Ground   RG (position #)
Enemy List
Remove from Support  RS (position #)
List
Repair               RP (item # or 999 for all) (quantity of MU's)
Restricted Market    BR (item #) (quantity) (buy price)
Buy
Restricted Market    SR (item #) (quantity) (sell price)
Sell
Retarget Option      RO (1 - 4) [Note: 1 = Not Moving, 2 = Not Firing, 3 =
                     Not Moving or Firing, 4 = Never
RTS Construction     RT (0 = outpost, 1 = colony) (outpost # or colony #)
Security Crackdown   SC (0 - 9)
Set Up Ground Party  SG (followed by TR orders to [new ground party])
Shield Movement      SH (from ring #) (to ring #) (quantity)
Space Battle         SB (enemy position #)
Space Fighter Area   SP (ship section 1 - 3) (colony ring 1 - 3) [ Note:
of Preference        include both numbers ]
Standing Order       ZT (position #) (item #) (quantity) [ Note: to
Transfer Item        eliminate, repeat this order with a quantity of zero
                     ]
Standing Order       ZO (outpost #) (quantity of MINES) [ Note: to
Transfer to Outpost  eliminate, repeat with a quantity of zero ]
Target Priority      TP (0 = ships, 1 = colony)
Technology List      TL [ Note: acquire list of all technology that your
                     colony can build ]
Transfer Item        TR (position #) (item #) (quantity) [ Note: all
                     transfers to ships go into a ship's Cargo section ]
Transfer to Outpost  TO (outpost #) (quantity of MINES)
Transfer Stellars    XS (position #) (quantity of Stellars in hundreds)
Transfer Training    TT (position #)
                                   
        BSE Research Project/Technology Feasibility Study Form

                  Colony Initiating Feasibility Study

     Colony Name:                       Colony id #:             Date:


                       Project Type (circle one)

          Technology Feasibility Study                 Scientific
Feasibility Study


                  Proposed Project Type (circle one)

     Biological Goods              General                  Space
Combat Weaponry
     Biological Warfare            Ground Combat Weaponry
Starship Engineering
     Consumer Goods           Pharmaceuticals
Teleportation
     Electronics              Propulsion               (Other)


                   Project Description [BE SPECIFIC]
(exact details on what you want your item or special ability to do [if
                  a Technology Feasibility Study] or
      want you want to learn [if a Scientific Feasibility Study])
                                   
    (include cost to build, MU's, etc. [see Appendices B, E & J for
              examples on what is needed for most items])
                                   
                                   















               Feasibility Project Results [GM USE ONLY]

          Project Class:

          Research Point Type & Cost:

          Feasibility id #:

  Rolling Thunder Games, Inc.  PO Box 1240  Broomfield, CO 80038-1240
   voice:(303)466-8600 fax:(303)466-5411 cis:71370,2707 aol:RTGames
                       internet:rtgames@aol.com




