The Hastromil System
[general system history and background]
Strategic Targets
As of the end of Campaign Turn 5 (March 4th 2279), the composition of the system is as follows:
| Target |
Type |
Owner |
RR |
Special Rules |
Battles Due |
Notes |
| Frasta Station (Hastromil I) |
Mining Outpost |
ISA |
10 |
- |
- |
- |
| Hastromil II |
Toxic World |
Centari |
1 |
- |
- |
- |
| Hastromil III |
Leisure World |
Earth |
3 |
Settled, Shore Leave, Dust Cloud |
- |
- |
| Jaglan Conference Centre |
Diplomatic Station |
Shadows |
1 |
Diplomacy |
- |
- |
| Hastromil IV |
Temperate World |
Earth |
1 |
EMD |
- |
- |
| 1P/1682 Q1 |
Ice-Rock Comet |
Shadows |
0 |
Comet |
- |
- |
| Hastromil Jump Gate |
Faulty Jump Gate |
Earth |
2 |
Gate |
- |
- |
| Hastromil V |
Water World |
Raiders |
1 |
- |
- |
- |
| Hastromil VI |
Industrial World |
Shadows |
10 |
Settled |
- |
- |
| Hastromil Asteroid Belt |
Asteroid Belt |
- |
0 |
Asteroids, Repair |
- |
- |
| Hastromil VII |
Medium Yield Gas Giant |
ISA |
3 |
- |
- |
- |
| Hastromil VIII |
Ice World |
ISA |
1 |
- |
- |
- |
Hastromil IX |
Ice World |
ISA |
2 |
- |
- |
- |
| Hastro Trade Run |
Trade Route |
- |
X |
Trade |
- |
- |
- Unexplored - When this planet is captured, roll on the Unexplored table, then remove this property
- Settled - Each RR spent by owner on recrew recovers 10 Crew
- Shore Leave - Owner may re-roll one Other Duties roll per campaign turn
- Dust Cloud - All battles here count as taking place entirely in Dust Cloud
- Diplomacy - After campaign Initiative has been rolled, owner may pay 3RR to prevent a single named player after him in hte Initiative from attacking a single named target
- EMD - All ships in battles here are Stealth +1 (all ships with no stealth are Stealth 2+)
- Comet - Owner gains 10% discount on all ships with Jump Point or Advanced Jump Point, does not stack with Gate or Comet
- Gate - Owner gains 10% discount on all ships, does not stack with Gate or Comet
- Asteroids - Battles here involve +d3 Asteroid Fields
- Repair - Owner repairs 5xroll when spending XP to make repairs
- Trade - Capturing player gains 5RR, all other players are -2RR(-1d6 if capturing player is Raider). Intercepting player does not gain control, but gains 10RR (15RR if raider). Location becomes uncontrolled at end of campaign turn.
Maintained by jim@us-lot.org
Last Updated 13/02/2006.
Version 0.1.0
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