Last modified on March 19, 1997
(xx.xx.01) Racial Traits
-- [ From: Mavik Felna * EMC.Ver #2.5.1 ] --
The Racial Traits are special abilities for the Starfire New Empires
game. Special traits have been used in the Starfire game to create an
interesting divergence between the various races in the game. This
addition is an attempt to bring that diversity to the New Empires
Racial traits may be seen as being racial advantages and
disadvantages. This adds an interesting diversity to the races in the
game and opens a much broader range of strategies to be developed.
All players must agree to allow the racial traits to be used. If any
player does not agree to the use of racial traits then they may not be
used. However, A player may agree to allow other players to use the
racial traits but may themselves choose not to acquire any traits for
their race. This is allowable but any player who chooses not to
generate racial traits at the beginning of a game may not later choose
to acquire any racial traits.
Racial traits may be selected only at the beginning of a game. They
may not be changed, removed or altered after play has begun. Each
player may select two traits. This may be done by either rolling twice
on the Random Traits Table or, if the players agree, by selecting an
advantage and a disadvantage.
When the random method is used, roll percentile dice twice and consult
the table for the results. If two advantages or disadvantages are
rolled then the player must discard one, of their choice, and no
further rolls are allowed. Each player does this and records their
advantages. Players may roll in secret if a space master is present.
Otherwise, all rolls must be viewed and if a trait must be discarded
it must be announced which trait is being kept.
If the selection method is used then the players must roll initiative.
The highest value chooses the first advantage and then all other
players choose their advantages in descending order. No advantage may
be chosen twice unless there are more players than advantages, in
which case no advantage may be chosen more than twice. When all the
players have chosen their advantages then the player with the lowest
initiative chooses the first disadvantage and it proceeds in reverse
order from before.
In either method, if conflicting advantages and disadvantages are
generated then the race looses both the advantage and disadvantage and
no further traits may be selected to replace them. In the selection
method if the last player is left with a choice that would invalidate
their advantage then they may chose any disadvantage. All the special
benefits and penalties for racial traits are not applied during the
pre-game turn. They become effective at the beginning of turn 1.
|Random Racial Traits Table
||Rapid Population Growth
||Slow Population Growth
||No Special Traits
The descriptions that follow are grouped by advantage and
They follow in the order that they appear on the table above.
Your race is very sturdy and can survive in many environments
that other races would find unbearable. With this advantage the HD
(habitability differential) of any world is reduced by one (to a
minimum of zero) when calculating it for the purpose of colonization.
This reduction affects all costs and space requirements relating to
the colonization effort. Any type T and ST planets receives this
benefit but planets that are hostile to your race remain hostile for
I.e., A hardy race from a type T planet with an HI 6 wants to
colonize a type T planet with an HI 8. The HD is calculated as normal
(8-6) for a total HD of 2, which is then reduced by one the give the
new HD as 1. If the planet had been a type ST with an HI 8 then the
HD would have been 10 (for a hostile planet) - 1 for at total HD of 9.
It would remain a hostile planet but the cost to colonize it is
reduced. Other planet types and system bodies do not receive this
Your race has survived some terrible holocaust
that has dramatically changed the nature of your home world. This has
had the effect that your race's HI is different than that of your home
world. You must reroll the HI for your race. Keep track of both your
home world HI and your race HI separately.
Use your race's HI in all cases where HI is used. When calculating
the HD for colonization use your race's HI not your home worlds. Also,
you may subtract half the difference (rounded down) between your race
HI and your planet HI from the HD (minimum of zero) when determining
the megacredit cost of the colony.
I.e., Having recently suffered a massive nuclear war a race has an
HI 5, the original HI, and the planet has been changed to an HI of 2.
They are now trying to colonize a habitable world with an HI 2. The HD
is calculated at 3 normally and is reduced when, calculating the cost
of the colony, by 1 because of the difference between the race's HI
and their planet's HI. Thus an outpost would cost only 2000 MCr. but
still require xxx cargo holds and xxx Q systems.
Rapid Population Growth:
Your race reproduces very quickly. This
has the benefit of reducing all colonization cost and requirement to
habitable worlds by 10%. Also, your population on habitable world will
reach their next population level in 10% less time than normal and
your planets can produce 10% more personnel points than normal.
I.e., A race with RPG has a large population home world that will
reach very large size in 49.5 years verses the normal 55. They may
also produce 825 personnel points instead of 750.
Your race can adapt very well to new and extreme
environmental changes. This allows your race to reduced the megacredit
cost of any colonization effort by 10%. Also, all type T and ST
planets are considered habitable by your race. However, planets of the
opposite type as your homeworld still have an HD of 10.
I.e., An adaptable race from a type ST planet sends an outpost to a
type T planet. The HD is 10 resulting in a cost of 5000 MCr. Because
the race is adaptable the cost is reduced to 4500 MCr. and the outpost
will grow as if it were on an ST type planet.
Your race is very willing to make sacrifices in times of
need. During any period where your race is actively at war with a
high tech opponent you may choose to use the Stalin Approach for
economics. If you do use this approach you may reduce the check for
revolt by 5% (round remaining fractions up) each turn even if the
Stalin Approach is still in effect. You may generate no more than 50%
additional income with this approach.
Also, you may generate additional personnel points equal to your
racial militancy when using 15.01.02.8. These effects may not be used
when your race is not at war. Nor may allied or amalgamated races use
this effect or allow this effect to be use on them.
If more than three turns pass without combat you may not be considered
to be at war until combat resumes.
I.e., An HT1 stalwart race is at war. They may normally produce 750
personnel points but their RM of 25% allows them to generate a total
of 937 PP. They also choose to use the Stalin Approach for a total of
150% of normal income. This is 50% over the normal so the chance for
revolt is 25% - 5% = 20%. Fortunately, the roll is a 55 so no revolt
occurs. The following turn the choose to only use the Stalin Approach
for 110% of normal. This adds 5% to the chance for revolt but since
this reduced by 5% the total remains 20%. Unfortunately the revolt
roll is 07 and our stalwart race devolves into civil war.
Your race is exceptionally gifted in the realm of
strikefighter combat. Your pilots receive a +1 bonus in all
dog-fights. In addition, you may use evasive maneuvering as if your
strikefighters have already spent the one movement point required to
meet the turn mode requirement.
I.e., A first generation strikefighter with a speed of nine may use
eight points for evasive maneuvering, to get a bonus of -4, and still
have one point left to move with.
See Gormus for radiation tolerance.
Your race can respond very quickly to rapidly
changing situations. Any time a ranked officer is present you may add
+1 to all initiative rolls for the units under his command. Only one
officer in any group may add this bonus at any one time. In addition,
any transfer of command during battle is accomplished in 1/2 (round
up) the time rolled.
I.e., A race with quick reflexes has 3 ranked officers in a battle.
When rolling for initiative they get to add +1 for a CIC on the
command ship they get a +1 for having ranked officers present (plus
any benefits provided by the ranked officers themselves). During the
battle the flag ship is destroyed. Command is transferred to one of
the surviving officers ships and a 7 is rolled. This is reduced to 4
turns until the command is fully transferred. The officer does
continues to get his +1 for initiative.
Your race is amazingly strong and resilient. All of your
PCFs and Boarding Parties add an additional +0.3 when calculating your
I.e., A tough HT1 PCF has a CPF of 1.3 instead of the 1 of most
Your race can withstand great variation in gravity.
This ability allows you to colonize world of the opposite type as your
home world as if they were a habitable world of the same type with a
+1 added to the HD when it is calculated.
I.e., A G tolerant race from a type T planet with an HI of 4 colonizes
a type ST planet with an HI of 10. The HD is calculated as 10 - 4 + 1
= 7 and the world is considered a habitable world for population
Your race is very curious about everything. You must
maintain an exploration fleet that is at least 1/3 of your current
military fleet . Any technology that your race discovers Through
exploration may be developed for 10% less cost in both time and
credits. This bonus applies to assisted and perceived threat
Your race is very fanatical about something. Your people
will not surrender as long as they are pursuing your races goal. You
must pick a racial goal and you may only go against that goal if the
senior flag admiral or an ICC gives orders otherwise. The types of
goals that would be acceptable are those such as the total conquest of
the galaxy, to form a galactic empire of peace, total destruction of
all other races, or any other goal that the space master agrees to.
I.e., The race that best represents the lengths that fanatics will go
to is the Regelians. A fanatical race should be played with this kind
of single mindedness.
Your race is horribly corrupt or unwilling to part
with its wealth. Your race generates 5% less GPV than normal. In
times of exterior threat, i.e. active war, if you make a successful
roll versus your races Racial Determination you may negate this
penalty. However, you must be actively pursuing the war to gain this
benefit. If at anytime no combat has occurred for 3 months your race
reverts back to its greedy state.
Your race is very slow to respond to changing
situations. If a fleet or unit does not have a ranked officer present
then that fleet or unit is at -1 to all initiative rolls. In addition
any time command must be changed during combat an addition turn is
added to the time required to transfer command. Also, any message
that passes trough an ICC will take an additional +1d5 hours to be
Slow Population Growth:
Your race suffers from an inability to
breed quickly. All your populations will require an additional 10%
longer to move up to the next size category. Also your populations
will generate 5% fewer population points and any time you draw off
population for colonization the reduction in GPV last for 4 turn not
the normal 3.
Your race cannot stand great variances from their
home world. Any colonization effort requires an additional 10% in cost
and any world with an HD of greater than 5 is considered hostile for
Your race are frail fighters and any PCF or BP is at -.2 in
Your race is unable to deal well with
extremes in gravity. Any colony you send to a world of different type
will cost an additional 10% in cost and cargo holds.
I.e. A race from a type T planet attempts to settle a type ST planet.
The cost for the outpost will be 5500 MCr. and use xxx cargo holds.
Your race is not very talented at
designing new technology. You must add an additional 1d5 to the time
required to develop any tech system. Time for assisted or perceived
threat development is not affected.
Your race is very timid or precise. You must maintain a
home fleet that is at least one fourth of your total fleet strength.
This fleet may never be more than one worm hole jump away from the
home system unless at war. Additionally, no warp point may be explored
until after a full survey of the current system has been created. No
more than one system per survey fleet may be explored at any one
PS.. Please make any suggestions or comment that you think will help
improve this and please feel free to playtest it and let me know how
it went. I have no idea how to submit things to TFG but if this turns
out to be something that people like I would like to submit it. Any
help in that direction would be appreciated.
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