Empires Of Planets 4
The Oni

Race Attributes
- Cannot produce supplies or
minerals for themselves
- Without farms, food
production is only possible at a price (see Soylent Processor)
- Extremely stealthy ships
& bases
- Parasitic abilities and
devices allow them to take what they need from other races
- Amorphous natives can sense
the presence of Oni ships/bases (even cloaked) & will send a distress
giving away the Oni position
- Hidden excavations are
built automatically on any new Oni base where a HG & the necessary
resources are present (but if excavations are destroyed, they will not
be rebuilt automatically during the same turn)
- Good Happiness
- Average Growth Rate
- Weak in direct combat
- Access to more subtle
attack methods
- Strong spying powers
- Low tax Income

Unique Units
Sinister Agents:
The chances of enemy HG blocking an Oni spy mission are offset by sinister
agents – the “Nothing is 100%” rule still applies, meaning only the chance
of success is increased – this effect should also extend to all ships
& bases within 50LY. Cost 40MC.
Perfect Organism: A genetically enhanced by-product of Eugenics
technology. Perfect Organisms breed by impregnating a living host, which
is destroyed when they are born. Their numbers will increase by 10% each
turn, as long as enough donor organisms are available, on the same planet
- NB. Robot & Crystal personnel are immune to this form of attack but
Oni personnel are NOT. Also this action generates an automatic
distress message “We are under attack by an Alien organism…” unless
Sinister Agents are present, in which case, the chance of the message
getting through will depend on the ratio of enemy HG to Sinister Agents. Cost
120MC.
Hunter-Killers: This is a weapon of mass destruction. Each HK is powered by a massive
reactor, whose power output, cannot be concealed by Hidden Excavations. If
a HK is destroyed the fallout from the reactor will reduce the soil level
on the planet by 1. Cost 200MC.
Missing Base Buildings
- Farms
- Factories
- Mineral mines
- Smelters
- AA guns
- Laser Cannon
Special Base Buildings
Eugenics
Lab: Genetically
alters prisoners to become Oni citizens. 50% of prisoners held are
successfully converted each turn. 20% are unsuitable and die during the
procedure. The surviving 30% can hope to be rescued. 1 per planet. Cost
500mc 200 s.
Soylent
Processor: Converts 1000 Oni
colonists into 10 food units. Costs 5mc per turn to run. Also each
processor reduces crime by 10 each turn. Up to 10000 per planet. Cost 100mc
100s.
Hidden
Excavations: Reduces the sensor image of the base to zero & is
automatically active. Also projects a low level
cloaking-field to conceal Oni ships, fighters and pods in orbit (normal
sensor rules apply ie. –50 to sensor profile – objects with a modified
sensor profile less than zero will be invisible). Fails if
Base Shield, AA guns, Ion Cannons, Hunter-Killers or Laser Cannon are
active on the Oni base. A Tachyon emitter or detonated laser-minefield has
a 20% chance of revealing all the concealed objects by disrupting the
effect.1 per planet. Cost 200ms 100s.
Ship Attributes
- Oni ships can move through
any type of mine-fields safely, as long as their speed is less than 40
- Oni hyperdrives &
transfer orders do not increase sensor noise
- Some Oni ships can
disguise their appearance to make them appear as another ship.
- Trailblazers and Remoras
are equipped to help infiltrate an enemies territory
- Fleas and Leeches are
equipped to take resources and personnel from enemy ships & bases
- Zephyr’s can gather fuel
using their Ram scoop
- Flukes can help to support
the economy
- Harvesters can turn
natives into contraband
- Predators can attack
targets at a distance
- Bloodhounds can transport
an Oni base from the ships location to an enemy stronghold
Ship Special Devices
- Cargo Grappler:
Steals molybdenum, tritanium, duranium, food, med units, and supplies (in
that order) from all ships within 50 LY that you are at war with. It will
steal as much as possible, until the enemy ships are empty or there is no
more cargo room left to hold the stolen goods. This device works after
movement.
- Cloaking Device:
Burns fuel and reduces the ship's sensor image by 50 points. Ships that
have a sensor image of 0 can not be seen. The ship overview screen will
show you your ship's current sensor image. Be aware that moving at high
speeds, using your transporters, traveling through web minefields, or
enemy tachyon scanners can uncloak your ship. You can never be completely
sure that you have not been seen. If you have the attack order for the
ship turned on your ship will attack from cloak, you need to turn off the
attack switch to avoid combat while cloaked. The cloaking device on ships
with a sensor profile of more than 50, do not fully cloak the ship - the cloaking
device will only make the ship harder to see.
- Clone Lab:
Increase guests by 20% a turn, by making copies of them. Costs nothing to
use. Increases High Guard by 10% a turn with a limit of 10 High Guard per
ship.
- Crew Abducter:
Takes enemy crew from enemy bases to fill out our crew. The device will
take all the crew that will fit in the ship. The device only takes crew,
it does not harm or take enemy colonists. The device has a range of 2 LY.
- Fuel Robber:
Steals up to 50kt of fuel total from enemy ships within 50 LY. It will
only steal fuel from races that you are at war with. This device works
after movement. It can not steal from a ship that has less than 20% system
damage and a cloaking device that is turned on. You can only take a max of
50kt units of fuel per turn, when that limit is reached no more fuel will
be stolen, even when there are more ships in the area. Fuel can not be
stolen from the Solorian.
- Gambling Deck:
This device generates money and it has four basic requirements to make
money. Rules 1 & 2 make the money and rules 3 & 4 limit how the
money from 1 & 2 can be made.
1) Colonists in the ships guest quarters. This device will generate 1 MC
per colonist on board, up to a maximum of 1000MC for 1000 colonists on
board.
2) Colonists in bases below the ship. The ship will generate 300MC for
every 1million colonists in the base(s) directly below the ship. (You do
not have to own the bases to get the device to work).
3) Is the Device in deep space? If the ship is in deep space the maximum
revenue that can be generated by the device is limited to 50MC. If the
Device is over a base with less than 1million colonists then it is still
considered to be in deep space or in a non-populated area.
4) Is there another Gambling Deck within 15ly? If more than one gambling
deck ship is operating in the 15ly area the total income generated by all
the ship devices in that area is limited to 500 mc. i.e. 250mc for 2 ships
(500/2), 50mc for 10 ships (500/10) or 1mc per ship device if 500 devices
are on in the 15ly area (500MC max/500 ships = 1mc per ship device).
- Gravity Well
Generator: Has a range of 50 LY. Any hyperdrive ship within the
50 LY range of a gravity well ship can not hyperjump. The device will
cause passing hyperjumping ships to drop back into normal space. The
device requires 10 KT of fuel to run. The device has no effect on warp
chunnel jumps or jump gates.
- Hyper-space
beacon: A powerful
sub-space signal allows all Hyperspace capable ships to use the beacons
location as a waypoint, as long as it is within their normal hyperspace
range. Grav-mines & grav-well generators can be bypassed this way. The
beacon must be activated for a full turn before the signal generator is
fully charged & operational. While the beacon is activated, the ships
engines must be turned off, but other ships systems can operate normally.
The beacon increases the sensor noise of the ship massively when
activated.
- Limpet Grapple
: By setting your Escort target to a ship at the same location, the
Limpet grapple will attach itself to that ships hull. Your ship will then
follow the targets movement exactly - regardless of minefields, speed,
chunnel transits, hyperspace, jump-gates etc. The target ship will expend
slightly more fuel when moving, as it has the additional mass of your ship
to move. Only one limpet grapple can be attached to a target.
- Morph Device: By setting the transfer target to any ship
currently being scanned, the disguised ship will appear on enemy sensors
& in VCR’s as being the ship selected (Name, Race, Ship type & ID
number etc. will be identical). If sensor contact with the target ship is
lost, the device will not function. NB. The sensor image of the disguised
ship is not increased/decreased by this device.
- Paradigm Shifter: At the end of the turn, causes a base owned by
you, at the ships location, to move to the planet with the highest current
colonist population on it. No other destination can be specified, as the
device is self-targetting. When the transport is complete, the ship the device
is on is destroyed. This device will only function if the ship is fully
crewed.
- Ram Scoop:
Takes in 20 kt of fuel if moving faster than 20 ly per turn. If moving
less than 20LY a turn the device does nothing.
- Reticulian Light Beam: Places enemy colonists
in prison pod at a rate of 50,000 a turn. The device only works when the
ship has an empty pod bay and is parked over an enemy base.
- Show Lounge:
This device generates money and it has four basic requirements to make
money. Rules 1 & 2 make the money and rules 3 & 4 limit how the
money from 1 & 2 can be made. Rule 5 is a happiness bonus rule.
1) Crews on the ships. This device will generate 0.1 MC per colonist on
board, up to a maximum of 50MC for 500 crew members on board.
2) Colonists in bases below the ship. The ship will generate 100MC for
every 1million colonists in the base(s) directly below the ship. (You do
not have to own the bases to get the device to work).
3) Is the Device in deep space? If the ship is in deep space the maximum
revenue that can be generated by the device is limited to 50MC. If the
Device is over a base with less than 1million colonists then it is still
considered to be in deep space or in a non-populated area.
4) Is there another Show Lounge within 15ly? If more than one Show Lounge
ship is operating in the 15ly area the total income generated by all the
ship devices in that area is limited to 250 mc. i.e. 166mc for 2 ships
(250/2), 25mc for 10 ships (250/10) or 1mc per ship device if 250 devices
are on in the 15ly area (250MC max/250 ships = 1mc per ship device).
5) The device will increase the happiness of the colonists on bases under
the ship by 3 points.
- Siren HAARP: Has
a 20LY range. Removes crew from enemy ships and turns them into your own
crew. Solorian are immune to the device. The device will take up to 20% of
the crew limit of the ship with the HAARP device. This means the Lady
Royale Class Ship has the power to remove 1400 enemy crew from enemy ships
at a range of 20 LY. This device works after all movement is finished. The
ship must have room for the new crew members, or the number taken will be
reduced to what the ship can hold. NB
– On a Mosquito, the HAARP has the additional limit, of not being able to
take crew from an enemy ship, after the enemy crew level drops to 25% of
its normal level.
- Spice Processor:
Processes natives directly into spice, which is stored in pods. Amorphous
natives will produce 3 units of spice each. Other natives produce 1 unit
of spice for every 3 natives. 1,000 natives can be processed each turn.
Affects natives on planets or in bases (even through an enemies active
base-shield).
- Wing launcher: Adds
300LY to the normal travel range of a fighter wing, if activated. The wing
must begin the turn docked to the ship & be given launch orders. This
speed bonus will only count towards movement to the first waypoint &
cannot be used to intercept or escort.
Ship Super Weapons
- Nemesis Torpedo:
A powerful anti-fighter weapon. All fighters and pods in a battle are
vaporized when the weapon is fired. All ships with a hull mass of under
100 KT are destroyed instantly in the blast. Ships with a hull mass of
more than 100 KT and more than 50 shield points will be drained of 50
shield points and take no damage. Ships with a hull mass of over 100 KT and
no shields remaining will take damage ranging from 1% to 130%, depending
on how far they are from the center of the blast and their hull mass. This
weapon will destory your own ships and fighters just as well as enemy
units. Exotic tech can be bought that will make fighter craft highly
resistant to nemesis torpedo blasts.
- World Crusher
Missile: Has a range
of 100LY. Uses 300 ord when fired. Can be fired as long as you have
ordnance to arm it. To use it turn it on and target an enemy base or
planet within 100 LY of your ship. The missile has a 33% chance of hitting
each base on the target planet. When a base is hit it is completely
destroyed. The surface of the planet will be covered with the remains of
the base. A shield will protect the base from being harmed. The world
crusher firing takes place after movement and combat. The world crusher
missile targeting system produces 120 units of sensor image noise when
used. If the exotic tech Transphased World Crusher is
used the weapon can be fired through enemy base shields..
Playing As
Playing Against
Natural Enemies