Dark Nebula Mini-Campaign Rules

1 posts ยท Mar 11 1999

From: Imre A. Szabo <ias@s...>

Date: Wed, 10 Mar 1999 21:31:51 -0500

Subject: Dark Nebula Mini-Campaign Rules

Hi Guys,

Sorry for taking so long to post these. Please feel free to modify them.

Turn Sequence:

Collect Income For all planets. Points can be pooled into supply grids. A
supply grid is all planets connected by jumplines without enemy fleets in
them. Planets cut off by enemy fleets can still spend their points, and it is
possible to run the blockade with freighters.

Spend Income Buy stuff, expendables (fighters, missiles, ground units, etc)
are recieved immediately. Ship are recieved at the end of the turn. Planets
can only build ships that cost equal to or less than their income. Note this
restricts the size of ships they can build, not the number. Planets with
StarBases can build ships equal to or less than the mass of the StarBase, or
equal to the or less that their income, players choice which. Production of
expendables is not limited.

Move Fleets Each ship can make four jumps. Either from one system
to another by jump lines, and/or from one hex to another.  Ships can
only move by jump lines in the Dark Nebula quadrant. The dark jump lines are
unexplored. For each attempt by ship to jump down an unexplored jumpline, roll
1d6:

1 End up back where you started, no damage 2 End up back where you started,
25% damaged 3 End up back where you started, 50% damaged 4 End up back where
you started, 75% damaged 5 Ship never seen again, presumed destroyed. 6
Success, jumpline charted for that player

Fight Battles If both sides occupy the same system and one side does
not wish to engage, then competative die rolls.  Add +1 for the ever 2
thrust of the slowest ship in your fleet, +1 for each grade of sensors
of your best ship, and +1 if all your ships are 10 mass or less.
Whoever wins, decides if a battle is fought or not. When one side retreats
from a system, they can only move down jump lines to a friendly controlled
system, if none are available, the retreat into deep space.

Conquer Planets        Use DS2, or whatever you like.  If you don't want
ground combat, you must have 1 crew unit for every Point of income in orbit to
conquer the planet. Each life hold counts as 1 crew unit for this purpose.

Recieve Production    You get the ships you paid for, if you didn't lose
the planet, or starbase where they were built.