In all cases, the ship is presumed to have any year-appropriate refits (shield refit, drone rack refit, OAKDISC if 3 or more seeking weapons, sabot plasma, etc) when recieved. X-tech ships are treated as the ship they replace, in the appropriate years. Ships with cloaking devices, the mech-link refit (R1.R1), and/or partial X refits are treated as a variant of the base ship (e.g. the player may fly a ship with a cloak at a level above when the base-hull is available.) The minelayer refit (R8.R1) is not allowed, nor is the aegis refit (R8.R7), but the plasma-rack refit (R8.R5) is allowed if the ship is allowed to mount plasma-Ds in it's option mounts. Fighters (J1.85) and PFs are purchased at the economic costs and are treated as part of the ship's cost for purposes of the campaign.
GANGS: (optional) Instead of recieveing a larger ship when advancing, the player may instead keep the ship they have and gain a ship from the Level-1 list. When leveling up next, the player may advance that ship to the Level-2 slot or advance their current "main" ship to the next slot. And so on when advancing. A player may have as many as three ships at a time in this fashion, but if their "main" ship is destroyed they are still out of the campaign. If any of the other ships are destroyed, then they are not replaced for free. If changing cartels, these "extra" ships are lost.
CARGO: In order to advance, cargo must be delivered to the cartel. There is a time limit to do this, or else the cartel comes calling in order to give the ship (usually at the point of a phaser) to a more profitable captain. Cargo is rated in "cargo spaces"; of which Orion cargo boxes carry 25, "regular" cargo boxes carry 50, and (G25.0) governs the transfer of these cargo spaces.
A player has a time limit of 15 missions to get the required amount of cargo spaces to advance. At the end of that time, if they don't have the goods they are out. If they retrieve the amount of cargo spaces required to advance before the time limit is up, then they may advance early. The amount they need to advance is given in the chart above.
OPTION MOUNTS: When getting a new ship, the option mounts may be filled with legal systems (per Annex #8B) that total no more than 10% of the cost of the ship. Thereafter, cargo spaces can be spent to purchase a new system at the costs given in Annex #8. Note that there is no rebate or discount to the purchase for the system that was in the option before the swap. The swap may only occur between scenarios, before the next scenario is known. The player cannot move their option mount systems around without replacing the system in the mount (the yard would have to extract the systems on both option mounts and re-install them anyways. The player has to pay for it by "buying" both systems again. It's the cost of doing business with the black market.)
REPAIRS: Repairs are performed between scenarios, before the next scenario is known. Shields are repaired for free between scenarios. All other systems cost cargo spaces to repair, at the costs given by Annex #9. Option mounts do not need to be repaired if the system is being swapped out for another system at the same time.
EXPENDABLES: Expendable units must be purchased with cargo spaces. This includes drones, fighters or shuttles of any type, t-bombs, PFs, and marines. Drones are purchased at the costs given in (FD10.0) as if purchased "on the open market". Shuttles and fighters use the economic values given on the master fighter chart (Annex #4). PFs use economic BPV. Anything else is purchased with the costs given in Annex #6. When a drone rack is purchased (or part of a new ship), then the rack includes the drones of the rack (e.g. 4 for an A-rack, 6 for a B-rack) but no reloads. Expendables may only be purchased between scenarios, before the next scenario is known. Fighters and PFs increase the BPV of the Pirate unit(s). Mines, marines, extra UIM modules (if they already had UIM), drones, drogues, and fighter pods do not increase the pirate's BPV.
ADVANCEMENT: A player begins in the home-territory of the cartel they chose. They can choose another operating area after operating in an area for 3 scenarios. The new area must be one that their cartel operates in. If a player wishes to change cartels, they may do this at the time that they level up. However, a player changing cartels will lose a level instead of gaining a level. The year advances when the player and moderator agree to advance the year.
COMMANDER'S OPTION POINTS: The player does not receive any commander's option points (COs) for these scenarios. Most of what a player could purchase are covered above. Their opponents, however, are allowed COs. But as most of them are civilian units, they may not purchase certain units (primarily mines.)
SCENARIO CHART: Roll 1D6 on the table below. Note that many scenarios change depending on the year, operating area, and/or the BPV of the player ship. Click on the scenario to see it's details.