[GZG] Wormhole Campaign Rules

1 posts ยท Dec 21 2005

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 21 Dec 2005 12:09:59 +1100

Subject: [GZG] Wormhole Campaign Rules

Had a few thoughts on how to run a "wormhole" based campaign. Its better with
a moderator, but can be run without one; it just means that "closed" wormholes
are discovered as soon as a ship transits.

For convenience, set up an 8x8 or 10x10 grid. Place homeworlds equidistant
around the edges (not really relevant, you could simply place them at
1,1;
1,2; 1,3; 1,4 etc).

Homeworlds have the following characteristics: 1. 100 population; 2. 200
production; 3. Mass 200 shipyard.

At the start of the campaign, systems have no discovered wormholes.

In a campaign turn, players have the following options: 1. Calculate Economy;
2. Allocate Construction; 3. Move ships via wormhole OR Explore for wormholes;
4. Fight battles and claim system; 5. New construction completed.

Special Ships:
Mobile Construction Ship (one use) - use a Heavy Freighter hull and
costs 1000 CPV.
Colony Ship (one use) - use Heavy Freighter hull and costs 500 CPV.

*****
1. Calculate Economy.
---
Total the production of all systems claimed. This is the turn's budget (in
NPV/CPV).
Population is the mass of a Sa'Vasku vessel with no drives; this represents
planetary defences and must be destroyed to claim the system.

2. Allocate Construction.
---
Systems with a shipyard can commence construction of new ships (up to the mass
rating of the shipyard). At the end of the turn, ships are available for
immediate use. Shipyards can be expanded at a cost of 5 NPV per 1 mass of yard
space. Building a new shipyard requires a Mobile Construction Ship to be moved
to the new system.

3. Move ships via wormhole OR Explore for wormholes.
---
Ships can be moved via wormholes. If using an unexplored wormhole, roll two
die for an x/y co-ordinate on the galaxy map.  If the co-ordinate is
unknown, roll on the System Value Table.  If the co-ordinate is known,
then add another wormhole to that system (this is a *closed* wormhole that
wasn't discovered in survey). New systems cannot be explored for wormholes
until the following turn.

When exploring for new wormholes, roll 2 beam die. This is the number of new
exits from that system available for further exploration. The home system will
have at least one exit regardless of the damage rolled.

Exhausted wormholes: If a player has not made contact with other players and
has explored all available wormholes, they may re-survey a single system
each turn until they find a new chain.

System Value Table (Population/NPV):
*d66* 1      2	    3	   4	  5	 6
1    *A*    xxx    xxx	  xxx	 xxx	xxx
2   20/20   *B*    xxx    xxx    xxx    xxx
3   40/30  20/40   *C*    xxx    xxx    xxx
4   60/40  40/50  20/60   *D*    xxx    xxx
5   80/50  60/60  40/70  20/80   *E*    xxx
6  100/60  80/70  60/80  40/90  20/100  *F*

Special results: *A*: Black hole; ship destroyed. *B*: Deep space; no
planetary system. *C*: Debris field; ship takes 10 beam die of damage; roll
again. *D*: Ancient battlefield; derelict hulks can be scavenged for 1d6x100
NPV; roll again. *E*: NPC controlled system; roll again. *F*: Wormhole Nexus,
roll twice when exploring for wormholes; roll again.

4. Fight battles and claim system.
---
If there are enemy ships present in a system, they players may either fight,
negotiate or retreat. Whoever controls the system after this phase (and only 1
player may control a system, there is no "shared" control) may colonise it
using a Colony Ship and add the production to their economy.

5. New construction completed.
---
New ships are finished and now available for exploration/combat.

***
Example game:

Galaxy map:
*    1	   2	 3	4    5	   6
1    A     .   20/40    .    .     .
2    .	   ?	 .	.    .	   .
3    .     .     .      .  20/100  .
4    .   40/90   .     0/0   .     .
5  60/60   .     .      .    .     .
6    .     .  100/20  40/70  .     B

Homeworld A: Wormholes to 4,2; 5,1. System 4,2: Wormholes to 6,4. System 5,1:
Wormholes to 1,3; 3,5. System 3,5: Not explored. System 6,4: Not explored.

Homeworld B: Wormholes to 6,3; 4,4; 2,2. System 6,3: Wormholes to 1,3. System
4,4: Deep space. Wormholes to 5,1. System 2,2: Not explored.

As you can see, the two empires have contact at 1,3 and 5,1. Both worlds still
have unexplored warp nexi and expansion opportunity.

Brendan 'Neath Southern Skies

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