Section D Errata
Lots of stuff for hidden and silent running...
New Rules:
(D7.15) When a unit is on silent running your speed points are lost. Bonus RX (for example due to a LOO (D11.30d) or an XFL (D80.51)) are not lost.
(D7.16) While on silent running a unit cannot interdict (F1.30). Exception: See ASR-II tech (D8.152).
(D7.17) Announcement of silent running happens at the start of the turn. You are on silent running until the end of the turn.
Examples:
A careful reading of the sequence of play shows that if you use silent running for the entire turn, you are silent for all purposes before segment 1 is evaluated. If you go silent mid-turn, such as on segment 4, then you can't search that segment. The enemy doesn't consider you on SR for that segment. On segment 5, you'd be silent for the enemy trying to search for you. In addition, RX triggering is weaker since your sensors go dark before the RX activation step (as a practical matter, this is rarely relevant).
A Federation squadron enters Romulan space on segment 4 and switches to silent running. While the Federation force is penalized for being on silent running, a hypothetical Romulan force in the hex would not be forced to search if they attacked the force on segment 4. If they tried to on segment 5, they'd need to search for the hidden force first. This might happen if the Romulan force needed to use an RX before initiating combat (the segment 4 movement would light the hex up and the RX would be available on segment 5).
Added "hidden" for clarity. It was strongly implied that more than one hidden base was allowed by the text, but not stated outright.
(D7.22) You may have more than one hidden base in the hex, and they all have to be found before hex ownership will change.
D15 ownership changes, edge case for bases adjusted. Bold is new, strike-through is removed.
(D15.70) Ceding Space. Empires may cede space to another empire or to form a "Neutral Zone". As long as the space is free of bases and systems, the transfer completes at the end of the turn without issue. Bases in ceded space would have to be removed (such as via a tug if it is a MB or smaller) or scrapped. or converted (D14.0) and re-crewed by the new owning empire. Systems in ceded space will probably revolt (B30.0, B31.0) and suffer a permanent reduction in their morale. Setting up a Trade Nexus (B6.50) will often require the ceding of territory.
D15 ownership changes, another edge case, this time for multiple parties annexing the same hex at the same exact time. Bold is new text.
(D15.30) To annex another empire's space, a ship must be moved to the hex that the non-owning empire wishes to acquire. This ship must be assigned to the military or the Supplementary Defense. Orders are then given to "Annex this hex." After twelve complete and continuous segments (they may span a turn boundary), the hex will be transferred to the annexing empire (In the rare instance with 2 or more empires annexing the same hex that complete the annexation on the same segment, the annexation fails for all parties). As long as it is physically connected to the annexing empire's core space (i.e., space that is connected to a system the empire owns), it gains all the benefits of being the empire's territory. Annexing must be done with a single squadron - you may not hand off an incomplete annexing attempt to another squadron. Multiple squadrons may annex the same hex in case one gets disrupted or is destroyed.