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 IMPORTANT 1. Before opening any attachments, please check for viruses. 2. This e-mail (including any attachments) may contain confidential information for the intended recipient. If you are not the intended recipient, please contact the sender and delete all copies of this email. 3. Any views expressed in this e-mail are those of the sender and are not a statement of Australian Government Policy unless otherwise stated. 4. Electronic addresses published in this email are not conspicuous publications and DVA does not consent to the receipt of commercial electronic messages. 5. Please go to http://www.dva.gov.au/feedback.htm#sub to unsubscribe emails of this type from DVA. 6. Finally, please do not remove this notice.