Freedom in the Galaxy Revised

The old SPI game Freedom in the Galaxy by John Butterfield is the classic attempt to do Star Wars as a wargame, without any of the pesky licensed IP. It is a complex game, with an intricate layering of system, province and galactic levels meant as a kind of programmed instruction. But the real attraction is definitely the galactic game, depicting the empire-wide attempt to build and launch a full scale rebellion against a sprawling space empire.

The other big attraction is the mixing in of RPG elements in the form of characters performing Missions alongside the planetary politics generating forces and the military game, which only kicks off after multiple planets have been sent into Rebellion by the character-agents of the rebel side. The Imperials also get their own character agents, though fewer of them, and more of them optimized to command military forces or engage in planetary diplomacy. They get a group of 4 knights who are Vader anti-hero types, led by the flexible Redjac who is basically the game’s Vader. Similar subplots cover things like Atrocity weapons (death star stand ins), planetary Secrets, recruitable leaders from various game races, etc. There is obviously a lot to like in the game system.

In practice, however, the galactic game’s play balance left something to be desired, as the Imperials were strong favorites using the right strategy of rebel character elimination literally “by the boat load” via the game’s space interception mechanics. Meanwhile the missions were all over the place in variety and power level, but the relatively boring Diplomacy mission normally had the biggest impact on the game, though slowly. Missions are conducted by drawing cards looking for mission letter codes to achieve success, and this can get mechanically tedious when enough missions of the same type are run on planet after planet.

The largest problem with the strategic play-balance, however, is just that Imperial income is so high they will eventually put their counter mix on the map and squash what the rebels can come up with. In the rules as written, only Elite units cost maintenance, while all others are just an upfront cost, and this allows force in being to “snowball” over time, as a bigger force takes fewer combat losses and controls a bigger tax base.

So the biggest part of a fix to all this is to impose much higher unit maintenance costs, so the Imperial force “plateaus” at a level the tax income can afford, instead of expending continually. This is far more realistic, as well. The pre-rebellion Empire presumably had a long time to expand its forces and so is probably near the “set point” where sustainable tax income and force maintenance roughly balance. The original also used a military-unit combat system that was relatively linear in combat power, and with smaller forces the impact of quality needs to be higher and of quantity somewhat less.

Finally, the search and space intercept systems need to be updated in line with all the changes above, and in particular the power of “level 2 PDBs” (planetary defense bases) needs to be toned down from the character-group killers they were in the original to something livable. Military units should find is somewhat easier to interact with characters by finding them and fighting them with squads (tense and fun), while less able to destroy whole shiploads of them every time they hit orbit with abstract orbital laser systems.

Those are the motivations behind these revisions. Now to the changes themselves.

New Unit maintenance costs

Every budget period (3 turns with a Rebel then an Imperial turn in each, increased from 2), after income is received from Taxation, maintenance must be paid for all units above Militia on both sides. Consequences for not paying maintenance are listed after the costs themselves. The units were are all MC (mega-credits, “force points” in the original game). Newly purchased units do not pay maintenance until the following budget period. If a unit upgrades, it pays only the maintenance cost it had before the upgrade and for the upgrade itself; any higher maintenance cost is only paid in the following budget period.

Imperial 1-0 Militia, Rebel 1-0 or 2-1, Up Level 0 PDB, any Down PDB – 0 MC, Free

Imperial Patrol, Line, Rebel 2-3, Up Level 1 PDB – 1/2 MC (round fractions up)

Imperial Veteran, Suicide Squad, Rebel 4-3, Rebel 4-4 Elite, Up Level 2 PDB – 1 MC

Imperial Elite Navy or Army, Resolution, Peacemaker – 2 MC

Planetary Stabilizer – 3 MC

Elites and Veterans that do not pay maintenance downgrade to Imperial Line 3-2, Rebel 2-3.

Line and Patrol that do not pay maintenance downgrade to 1-0 Militia (and must land if in orbit).

Up PDBs that do not pay maintenance are placed into Down status.

Atrocity units that do not pay maintenance become Immobile, may not commit Atrocities / attack planets, and lose their space combat attack ratings. Their space combat defense ratings are not affected (2 for most, 4 for Planetary Stabilizer).

Build restrictions

In the initial phase of each Budget period after receiving Taxation income and paying Maintenance, the Empire may purchase new military units at the Capital planets of each province named in his Strategy Assignment, and may put Up and/or Upgrade any controlled PDBs in planets of those provinces. He may also Upgrade existing military units in any of those provinces where they are, paying the new unit cost minus (1/2 the cost of the unit upgraded, rounding fractions down). An upgraded unit is returned to the force pool while the new unit takes its place. Units may be upgraded on any planet, in any ENV or in Orbit, provided they are in one of the provinces named in the current Strategic Assignment. After the Rebel Base has been revealed, the Empire may upgrade units and controlled PDBs anywhere on the map in each initial phase, funds permitting.

When the Rebel player receives new forces due to a planet going into Rebellion or a friendly Summoned Sovereign, if there are existing Rebel military units in any ENV generating immediate forces for that event, those military units may be Upgraded instead of creating new forces. However, only a Starfaring race may upgrade Rebel units higher than the 2-1 unit type. Upgraded units retain their original ENV type, regardless of the terrain type where they are Upgraded.

Rebel Income

When a planet goes into rebellion, an equal amount of income is placed in the Rebel treasury as that received for immediate unit creation. New units are restricted to 1-0 Militia or 2-1 standard Rebels unless the planet has * production, and cannot include Elites in any case. In addition, any resources gained from the Steal Resources mission are placed in the Rebel treasury; the amount stolen by that mission is increased to 5 for a single success and 15 for 2+ successes (for either side).

Rebel income can be used for maintenance of Rebel units and for unit upgrades. In each budget period, after paying maintenance (or choosing not to, case by case, as desired), divide the remaining rebel treasury MC total by 5, rounding fractions down. That is the maximum amount the Rebel player can spend in that budget period on additional unit upgrades and on PDBs, without revealing the Rebel Base. However, this unit upgrade spending may not be used to purchase Elite 4-4 Rebel units.

Rebel 4-3s that survive a battle in which they destroy at least 1 Imperial military unit or Atrocity weapon may be upgraded to Elite 4-4 of the same Env type using MC in the Rebel treasury, with a savings of 2 MC compared to the normal cost of purchasing an Elite directly. With the upgrade discount included, this would therefore cost 3 MC to upgrade the 4-3 original unit. This option must be exercised immediately after the battle.

Once per game, any amount can be spent on Rebel units of unrestricted type at the Rebel Base, but that base is revealed when this is done (there is no further effect if it was already discovered). This is the only other path to creating Elite 4-4 Rebel military units besides the victorious unit upgrade path described above.

Both sides can spend on unit upgrades by paying the cost of the new unit, minus the cost of the unit replaced /2 round down. E.g. Upgrading an Imperial Patrol saves 1 MC (3/2 FRD = 1). The cost to upgrade a Veteran or Rebel 4-3 to Elite is reduced by 2 if down after that unit survives a battle in which it destroyed at least 1 enemy unit. This option must be exercised immediately with funds from that player’s Treasury. If no such funds are available, the opportunity is lost.

Diplomacy mission changes

Bonus draws on the Diplomacy mission are now just +1 draw for 3 characters, and +2 draws for 4 or more characters taking part in the mission. There is no bonus for a 2nd character on the mission, and nothing additional for 5 or more beyond the 2 extra draws for 4 characters taking part. This is meant to make actual Diplomacy rating more important, and to prevent large squads of 0 Diplomacy rating “fighters” from acting a super diplomats.

Gather information mission changes / clarifications

A single success on the Gather Information (I) mission that occurs in an ENV containing undetected enemy characters suffices to Detect all those characters. In addition, the mission group that earned the I success may immediately Search for the Detected characters, with military unit assistance if the mission group is 1-2 characters only and there are friendly military units in the ENV. If the Search succeeds, a character combat immediately ensues. Note this is the only way to actively search for undetected enemy characters.

Imperial taxation income and effects

The core taxation rules are kept, meaning each budget period a different Imperial province is subject to taxation, cycling through the Provinces until Province 1 is taxed at the start of Budget Period 5. Normally, every planet taxed at full reduces its Loyalty by 1, planets taxed 1/2 FRD maintain their loyalty, and planets due for taxation that are not taxed at all gain 1 Loyalty. There are the following exceptions to that general rule, however.

Planets at -2 Loyalty may not be fully taxed, and if taxed 1/2 go into Rebellion on 1-2, stay unchanged 3-6. if not taxed at all, on 1-2 their loyalty remains unchanged, while it increases +1 on 3-6.

Planets at -1 Loyalty taxed at 1/2 lose 1 loyalty on a roll of 1, no effect on rolls of 2-6. If not taxed at all, they keep the same loyalty on a roll of 1, increase +1 on a roll of 2-6.

Planets at +1 Loyalty that are fully taxed retain their existing loyalty on a roll of 1, losing 1 on a roll of 2-6.

Planets at +2 Loyalty that are fully taxed retain their existing loyalty on a roll of 1-2, losing 1 on 3-6.

Planets that are Rebel Controlled or In Rebellion never produce tax revenue.

In addition to planetary taxation, the Imperials also receive income from Secrets, starting at +13 per budget period (from 2 planets that produce 5 each – the Gem planet and the Slave planet – plus 1 that produces 3 MC, the Industrial planet. They can lose some or all of this income as the relevant planets pass out of Imperial control. Note that just discovering a planet’s secret has no effect on the income in provides.

Rebels never receive taxation income; they get income only when planets first go into Rebellion or from missions like Steal Resources.

Imperial Agent restrictions

Before the Empire is seriously threatened by the rebellion, it goes about its bureaucratic routine and will not show the same frenetic mission activity as the rebels. To reflect this, each budget period the Imperials can conduct missions with only a limited number of characters. Each province named in the Strategic Mission can use up to 2 characters on missions in those provinces each game turn. The Empire may have up to 2 other characters conduct missions in addition, anywhere on the map. Once the Rebel Base is revealed, all Imperial characters may conduct missions as often as they like, anywhere they like. Imperial characters may still lead military units and move about the map as they like; the above restrictions only apply to conducting actual missions.

The Empire may never have more than 10 characters active at any one time. Therefore, they may not conduct the Gain Characters mission until at least one of their starting characters has died.

Revised Military Unit Combat

The core combat system revision is that all units now roll D6 vs their combat rating to inflict a Hit on an enemy unit, and can also roll against that combat rating to Block a Hit. These rolls need to be less than or equal to the unit’s adjusted rating. One unblocked hit destroys any unit; blocked hits have no effect.

All combats can last up to 3 rounds, ending early only if 1 side is completely eliminated before then. Each unit designates a target for its fire each round, with all targets designated before any are rolled. Fire is simultaneous within the same combat round. Fire and defense ratings can be modified by leadership, PDB support, environmental advantages for rebels only, and for Committed Assault at the attacker’s option. After all hits on units have been tallied, each target Hit gets to roll to block each Hit, and is only eliminated if at least one unblocked Hit remains. If both sides have forces remaining, combat proceeds to the next round, up to 3 rounds maximum.

At the end of the 3rd round, if both sides have forces remaining, total the strength in that environment for each side, with any Committed Assault modifiers ignored. The higher total as Won and the lower as Lost that battle. If the totals are tied, then the Defender has Won and the attacker has Lost. The losing side must Retreat to an eligible adjacent location; if it cannot then its military units are Eliminated (characters are not affected). But resolve all combats in a given system before executing any required Retreats.

For battles in a surface Environment (Env hereafter), the eligible retreat locations are only Envs on the same planet or the Orbit box, but only if clear of enemy combat units. For battles in Orbit, eligible retreat locations are any Env on the surface or the Orbit box of any adjacent system, but again only if that location is clear of enemy combat units. Bear in mind Militia (space rating 0) cannot leave a planet’s surface so they can only retreat to other Envs on the same planet.

Combat strength modifiers

Leadership 1 higher than enemy commander +1 attack; 2+ higher +1 defense in addition.

Defending with Up PDB support, level 1 +1 defense; level 2 +1 attack in addition.

Rebel units fighting in their Env type gives +1 defense in any, in special (subterranean, fire, gas, water) also +1 attack. However, these bonuses are not available in fire match ups against Elite Imperial units unless the Rebel unit itself is also Elite. Rebel Elites always do get these bonuses in their Env type.

Determined Assault gives both sides +1 attack, -1 defense rating for all units, all combat rounds. This is automatic at the attacker’s option, but requires that all attacker units have a combat rating of 3 or higher where the fight occurs. Rebel Env bonuses may be used to qualify for a Determined Assault, but Leadership cannot. (Since only attackers may declare Determined Assault, PDB benefits never impacts eligibility).

Resolution and Peacemaker units have 0-2 combat rating, except the Planetary Stabilizer has 0-4 combat rating. All can benefit from leaderships and PDB defense benefits like any other space unit.

Level 1 PDBs have 0-2 combat rating, Level 2 PDBs have 0-4 combat rating for any battle taking place in Orbit of that planet. However, PDBs never benefit from the “Defending with Up PDB support” modifier above, can never initiate space combat on their own, and are rendered Down by a single hit. A Down PDB may still be targeted, retains its level’s defense rating, and downgrades by 1 level for each additional hit achieved against it. A Down level 0 PDB may not be targeted, as nothing further could be done against it.

Counter Insurgency Operations

When Imperial military units end their movement in the same Env as a Rebel Camp with no Rebel military units present, they may attempt to eliminate that camp in a COIN operation. The single highest rating Imperial unit gets a single attacking round, and if it scores a Hit the Rebel Camp marker is removed. The Imperial unit gets +1 to its strength if Led; no other DRMs apply. Note this rule replaces the ability to remove Rebel Camps by stacking ground combat strength greater than or equal to environment size.

Rebel Camps can continue to operate until a planet hits -2 loyalty or goes into Rebellion, then they cease to perform missions and are removed. Note this is lower on the loyalty track than in the original. The intention is to allow an unchecked Rebel Camp to prepare a planet for Rebellion by Domino effect, if not dealt with by counter insurgency operations.

Revised Atrocities and Atrocity Units

The Planetary Stabilizer can destroy an entire planet but does not affect anything in the Orbit box, including itself. It can thus be re-used to destroy additional planets as often as Atrocities are allowed.

The Planetary Stabilizer and Resolution can each Bombard a planet, which kills all military units on the surface in all Envs, while also inflicting 2 wounds on each character there, regardless of detection status. Note that planetary bombardment is Resolution’s primary purpose and the only Atrocity it can perform.

Peacemaker (an orbital Mind Control system) can immediately remove a Rebel Control or Rebellion marker and shift the planet’s loyalty to the 0 uncommitted box. In addition, all Militia units on the planet (of both sides) are immediately removed. The planet would be under Imperial Control if there are no Rebel units in its Envs and Uncontrolled otherwise. This effect remains even if Peacemaker leaves.

Elite Imperial units may conduct a Bloody Crackdown, which removes any Rebel Control or Rebellion marker and moves the loyalty to the -1 Loyalty Dissent space. When an Elite Imperial unit conducts the Crackdown atrocity, it may not move in the next Imperial player turn.

Level 2 PDBs cannot perform Atrocities (they are powerful enough without any such ability, and are planet-wide integrated systems, not orbital stations anyway).

Each of these Atrocities affects other worlds as though the planet it was conducted on just went into Rebellion, except Planet Destruction by the Planetary Stabilizer, which affects other worlds as though the planet just became Rebel Controlled.

Once the Rebel Base is revealed, the Imperial player may commit one atrocity every game turn without requiring any permission from drawn cards or the Emperor’s mood.

Revised Evasion and Spaceship rules

Ignore the rule that a pilot’s navigation rating cannot exceed a ship’s maneuver rating by more than 1. Instead, a pilot’s full navigation rating may always be used. However, a ship’s maneuver rating may only be used up to the value of the navigation rating of its pilot (with no +1). E.g. a pilot with a 2 navigation rating is flying the Stellar Courier with a maneuver rating of 4. The ship’s evasion value is 4 (2 navigation plus 2 capped maneuver rating).

Exception – the S-XIII may always contribute its entire maneuver rating to the ship’s evasion value. The S-XIII is a unique artifact of Concordance technology. Therefore, if it is ever destroyed, it is not returned to the Possessions deck but is permanently out of play. Also it cannot be repaired, even using Yarro Latec’s special Repair ability. If it is damaged, return it to the Possessions deck; if ever drawn again it has repaired itself in the meantime. In addition to always contributing its full Maneuver rating to Evasion, it adds 1 to its Pilot’s navigation rating for Hyperjump purposes.

Revised Interception

The intercept table is used as presented but with 2 left shift for either or both of a level 2 up PDB and highest space combat value 4+ in orbit, 1 left shift for highest space combat value 2-3 in orbit. Do not total for all space units present, just use the highest single value. There are no shifts for space combat value 1 nor for level 1 PDBs. If the PDB is level 0, all Dd and E results become D, as in the original.

If the PDB is down and there is a space combat value 4+ unit in orbit, then that space strength acts as a level 0 Up PDB but with no shifts and all Dd and E results changed to D. D* results still result in a fleet detachment attack if there are enemy naval units in the Orbit box, for either a Level 0 Up PDB or a Down PDB with a 4+ space combat value unit in Orbit. Note – do not total all space combat strength; just use the single highest value unit present.

Revised Fleet Detachment combat

If the Detection routine triggers a Fleet Detachment combat, resolve that using the new military combat routines, between a space “unit” with a strength rating equal to the intercepting player’s highest single space combat rating in the Orbit box, while the spaceship uses its Cannon rating as its Attack and its Shield rating as its defense, needing that number or lower on D6 to score or cancel hits. A single hit on the intercepting fleet detachment that is not cancelled by its own defense ends the engagement, without affecting the military unit that spawned the detachment. So does successful Break Off, which may be attempted each round after the 1st. For Break Off, add the ship’s Maneuver rating to the pilot’s Navigation – exactly as you would for Detection using the revised procedure above – then subtract the space combat rating of the detachment. This gives the chance on D6 to Break Off. A raw “1” rolled on Break Off always succeeds.

The first hit uncancelled by shields on a space ship Damages it. A second such uncancelled hit in the same engagement Destroys the ship killing all aboard.

E.g. Tourag is piloting the Solar Merchant past a level 1 Up PDB with a single Imperial Patrol unit in orbit. He has a 5 evasion rating (navigation 4 plus maneuver 1 for his ship). There is one left shift for the Patrol unit and results worse than D are possible because the PBD is higher than level 0. The roll is on the “4” column of the Detection table. Rolls of 4-5 given Detected plus a fleet detachment attack by a “2” rating patrol. The Merchant has no cannons and only a “1” shield rating, so Break Off is the only way for it to escape. With 5 evasion vs 2 unit rating, Tourag can break off each round on a 1-3. The patrol needs 1-2 itself then no 1 from the Merchant’s shields to score a hit.

E.g. 2 – Ly Mantock is piloting the Explorer past a level 2 PBD with a Veteran Imperial unit in orbit. His Evasion is 9 (5 navigation plus 4 maneuver), but there are 4 left shifts from the level 2 PBD and 4 strength unit in orbit. So the final roll is on the “3” column, where 3-4 results in Detection plus fleet detachment combat, here against a “4” strength group. It needs 1-4 to hit which the Explorer can cancel on 1-2, while the replies hit on 1-2 but can be canceled on 1-4. This makes the detachment a heavy favorite to win the space combat. Fortunately, Mantock’s 9 evasion minus 4 unit strength gives him a 1-5 Break Off chance, so he can likely just run, effectively turning the result into “only” a detection D.

Revised Squad Combat and Search

The squad combat chart is replaced by the following system, using the highest ground strength unit in the ENV for any side fielding a squad in personal combat.

Rebel or Imperial Militia, Imperial Patrol – 2 x 2-2 Soldiers

Rebel 2-1 or 2-3 – 3 x 2-2 Soldiers

Imperial 3-2 or 3-4 – 1 x 3-3 NCO plus 2 x 2-2 Soldiers

Rebel 4-3 or 4-4, Imperial 4-5 Navy – 3 x 3-3 NCO

Imperial 5-4 Army – 1 x 4-4 Operator, 2 x 3-3 NCO

Imperial Suicide Squad – 3 x 4-4 Operator

In addition, whenever 1-2 characters perform a mission in a location with friendly combat units present, they receive a Escort Squad with a strength determined the same way. Groups of 3+ characters performing the same mission are on their own.

For Search, again do not total all military unit strengths; instead use the highest ground combat strength present x 2, plus the leadership rating of any character leading that unit. Suicide Squads count as strength 5 for search purposes (thus contributing 10 search value themselves). The leader may choose to be part of the combat or allow a squad to fight any characters found without said leader if the controlling player prefers.

If searching with characters instead of a military unit (including suicide squads), the search rating is the total all Intelligence ratings, but if they find anything they must fight without a squad, only with the characters.

Irate Locals revision

Most Irate Locals use the same system as Squads above, that each 2 Endurance counts as a separate combatant. The exceptions are noted here –

Urban Suvans and Yesters (6-2) are 2 combatants each 3-1 rating.

Saurian locals are always 2 combatants with 3, 2 attack but with endurance 1-3 depending on Env.

Piorads, Xanthans, Kayns are always 2 combatants with 2-4 attack and 2-3 endurance depending on Env.

Among other, non-star faring races, all types with endurance 5 or 6 occur as 2 combatants with 3 or 3, 2 Endurance. In addition, all types with 2 total endurance are also 2 combatants with only 1 endurance each. Continue to use the * for melee and firefight for other listings as in the original.

Revised Character combat

The goal here is to use a more modern RPG feel instead of the rather wargamee original (total all strengths into one differential etc). Unless otherwise specified, all rolls are 2D10 added together, with DRMs as provided in their new rules only.

First, the defending player may designate character as unengaged to protect them and improve their break off chances, but only if they can put up at least half the number of fighters as their opponents with the unengaged characters left out of it. So if outnumbered 2-1 or worse, the defending player will necessarily have all characters engaged.

Break off may be attempted before each round, with 2-10 no one gets away, 11-14 only unengaged get away, and 15+ all get away. There is a +1 DRM on such attempts after the first round if the combat is a firefight. After break off attempts, if there are fighters remaining fight one round of combat and pair again with the survivors. The defending player may change their unengaged vs engaged decisions for each character in each new round, subject to the same restrictions as in the first round.

The defender chooses pairings for each of his characters first, but the attacker may then allocate any excess over the defender’s active character number as they see fit. However, no more than 2 character may attack a single enemy character in any one round. Numbers in excess of 2-1 function only as reserves.

Within each pairing, combat is simultaneous and uses the strength of each combatant; nothing is totaled. If 2 fighters face 1, each rolls their to-hit separately. The main damage table for all it the following –

10 or less 0, 11-14 1; 15-18 2, 19+ 3

The core DRM mechanic is to add the shooter’s strength but also subtract the target’s strength. Hits scored past the endurance of a single target may carry over to the next target if but only if a single fighter was paired against 2 that round – and only against the enemies they were paired against.

E.g. Rayner Derben, strength 4, is facing the soldiers from a 1-0 militia squad, thus 2 2-2 fighters, in a firefight. He rolls a natural 14, modified 16, table result 2 hits doubled to 4. This takes out both militia fighters. The militia squad members need rolls of 13-16 to score 1 hit (doubled to 2 for firefight), each.

Wounded inflicted are doubled in firefights unless a capture attempt is announced, then they are undoubled. 2 capture attempt hits suffice to capture any character, regardless of endurance. Capture attempts also suffer a -2 DRM. The number of capture successes against a character is reduced by 1 every time one of their opponents is reduced to 0 endurance or less.

Wound, healing, and repair changes

Wounds do not reduce strength in this modified system.

A character reduced to 0 endurance is Incapacitated and may die, but can also be rescued by their allies or by capturing enemies. Rescue is resolved only after the entire combat has completed, and only the winning side may Rescue incapacitated characters. Losing side incapacitated characters are captured at the victor’s discretion and die otherwise.

To resolve a Rescue attempt, roll 2D6 of different colors. The white die must be less than or equal to the full, unwounded Endurance rating of the subject character, while the red (or colored) die must be less than or equal to the intelligence rating of the character attempting the rescue. Rescue by capturing military units use an intelligence rating of 1. If both rolls pass, the character survives with 1 Endurance restored to them, otherwise they die.

If the rescuer uses the Medikit possession, the white roll automatically passes and the red roll receives a -1 DRM. If Dr Sontag is the rescuer, the red roll automatically passes and the white roll receives -1 DRM. Either character may benefit from companions, drugs, or other available modifiers.

For normal healing, any character who goes on no missions and performs no repairs heals 2 hits. Dr Sontag may increase this to “all hits” if both he and the character he is healing don’t go on missions (this can include himself). Use of a medikit also changes this to “all hits”, but the medikit must remain with a character not going on missions. Both Dr Sontag’s and the medikits abilities are one character per mission phase, only, and the medikit must roll afterward to see if it become inoperable.

A character may repair a spaceship by not going on missions for one mission phase and rolling less than or equal to their Navigation rating. (Exception – the S-XIII may never be repaired, and it damaged is returned to the possessions deck). A character may repair any other possession by not going on missions and rolling under their Intelligence rating. Only one type or repair or healing may be conducted by a given character in a given mission phase.

Transport and Interception changes

Ignore the original rules about transporting 1-0 militia units. These can never leave the planet they were created on, except by first being Upgraded. Note that given the formula (cost/2 FRD) and militia cost (1), upgrading militia never saves MC cost, but it can allow a unit to be formed where it might not otherwise be allowed. Militia may be disbanded at any time; the reason to do so would be to free up the counter mix to build one elsewhere or to allow a unit downgrade without full elimination. In short, militia doesn’t move, you just build a new one where you want it, disbanding old ones as needed.

Ignore the original rules on space interceptions for military units. Instead whenever military units move into a space occupied by hostile military units, a space battle is automatically triggered among all units present on both sides. There is no running some units past the position without fighting.

Planetary Control and PDB revisions

The intent of these rules is to simplify changes in planet control and force the PDB status to follow that of the planet itself, instead of varying independently as though it is a separate item to capture. When a planet changes control, the PDB is placed Down, and can only be brought back to Up condition by the new owning player in a subsequent budget period by spending 1 MC to return the base of Up under its “new owner”.

If a planet is In Rebellion and has only Rebel military units at the end of the Rebel player turn, switch the planet to Rebel Control and place the PDB Down. If already in Rebel Control at a budget period, the Rebel player may spend treasury MC to place the PDB Up or to Upgrade it, or both, cost permitting. If a planet is not in Rebellion (Imperial loyal) but only Rebel military units are present at the end of the Rebel player turn, place the PDB in Down status without changing the planet’s political state.

If a planet is in Rebellion Stopped and has only Imperial military units at the end of the Imperial player turn, switch the planet to Imperial Control (remove the Rebellion Stopped marker) and place the PDB Down if it wasn’t already. If a planet is in Rebel Control and only Imperial units are present at the end of the Imperial player turn, switch the planet to Rebellion and place the PDB Down. The planet is still politically allied to the Rebels in this case, but it is Uncontrolled. The Rebels would have to eject the Imperial military to restore Rebel Control, while the Imperials would need to Stop Rebellion to restore Imperial control.

Note that to get a planet from Rebellion to Rebellion Stopped status requires a successful Stop Rebellion mission (or a Peacemaker or Bloody Crackdown atrocity). To get a planet from Imperial control (no Rebellion or Rebel Control marker) into Rebellion requires a successful Start Rebellion mission. In both cases Domino Effects or taxation outcomes might also change a planet’s Rebellion status.

A planet’s Rebellion or Imperial Loyalty status is always independent of military occupation. A planet’s PDB can only be placed Up if the political loyalty and undisputed military control coincide for either owner. Any planet with political allegiance on one side but undisputed military control on the other is both Uncontrolled and its PDB is Down, as unavailable to either player.