Noble - +1 Psychic; Gives First Strike
Jumpships 6 - Transport 3 Armies &/or Nukes
Nuclear Arsenal(Nukes) 5 5 One use. Can be used vs. Jumpships
Damper Field 2 - Nuke attacks must destroy these first
AD = Attack Dice
ARMIES COST AD NOTES
House Troops 2 1 +1 When Defending
Psychic Veterans 4 2 Lortran; Negate 1 Psychic
attack on roll of 1-3 on D6
Anthrosynthetic Berserkers 5 2 Gurati; +2 When Attacking
Cyborg Commandos 4 2 Gurati; First Strike When
Attacking
Kadesh Fanatics 1 1 Kadesh; Sacrifice for +1
Kadesh Warrior Priests 5 2 Kadesh; Psychic
Nitrix Suicide Squads 3 2 Nitrix; Sacrifice for +2
Desert Warriors 5 3 +1 & First Strike When
Defending Quayat
Ice Barbarians 3 2 +1 & First Strike When
Defending Frost
Jungle Fighters 1 1 +1 & First Strike When
Defending Bolavor
Prisoner Soldiers 1 2 Before battle roll 1D6.
On 1-2 they escape.
Subterranean Mutants 4 1 Psychic; First Strike When
Defending
Solar Templars 7 3 Psychic
Amazonians 5 3
Robot Death Machines 7 4
Clone Soldiers 1 1
Colonial Rangers 7 2 Self Transport
Imperial Shock Troops 6 3 +1 When Attacking
Imperial Centurions 3 1 +2 when Defending
Imperial Death Squads 4 1 +1 & First Strike When
Attacking
Imperial Conscripts 1 1
Rimspace Pirates 4 1 Self Transport
Discordian Heretics 1 1 Sacrifice for +1
Transhuman Supersoldiers 5 4 Before battle roll 1D6.
On 1-2 they all join opponent.
Mercenaries 2 2 Pay them 1 Mega Credit to
Attack
Rebel Freedom Fighters 4 2 First Strike When Attacking
+1 vs Imperial units
Sea Monsters 5 4 Defenders
Miners 1 2 Defenders
Psychic Natives 1 1 Psychic; Defenders
Lava Projectors 3 3 Defenders
TERMS
Attack Dice- The unit rolls this many D6 in battle. Every roll of 1
destroys one opposing unit of the defenders choice.
Psychic- When in battle this unit rolls on the Psychic Attacks Table
to potentially get additional attack dice.
Jumpships- The only way to get around. A jumpship can carry up to 3
nuclear arsenals/army units and any number of Nobles. Jumpships
have a maximum range of 3 hexes. They must begin and end their
movement in a planetary system. If destroyed, all on board are also
destroyed.
Nobles- The leaders of a House. An army unit commanded by a Noble
gets +1 Attack Dice and First strike. If the unit is destroyed in
battle, the Noble is too, if there are no other friendly armies remaining.
Self Transport- These units have their own jumpships. If they are
destroyed their jumpships are also lost. They cannot transport other
troops or Nukes.
First Strike- These units roll their Attack dice before the other
units. All first strike dice are rolled simultaneously. And then all
other attacks are rolled simultaneously.
Defenders- These units cannot leave their planet of origin.
Cost- The cost in income to purchase the unit. Units of income are
called ‘Solats'.
Nuclear Arsenals- ‘Nukes' can be launched from jumpships or the
ground. They can target armies or a single jumpship. Once used they
are destroyed.
PSYCHIC ATTACKS TABLE
1D6 Attack Dice Affect
1-3 0 Negligible
4 1 Psionic Blast
5 2 Telekenetic Maelstrom
6 3 Molecular Disruption
TURN SEQUENCE
1- INITIATIVE- Roll high on 1D6 to determine who goes first.
2- PRODUCTION- Collect Income from all worlds and allies
3- UPKEEP- Pay 1 Income per 10 ships, arsenals, and armies you control
4- RECRUIT NOBLES- Roll 1D6. One noble recruited on a roll of 1.
Some allies allow additional rolls.
5- RECRUIT TROOPS- One unit can be purchased on each world per turn & two
from Homeworlds. Extra troops/ships/nukes from Allies may be purchased on a
players Homeworld.
6- MOVEMENT- Jumpships can move up to 3 Hexes. They must land in a
system.
7- NUCLEAR EXCHANGE- Occurs between enemy units in the same system.
Attack Dice from Nuclear arsenals are rolled simultaneously by both sides.
8- BATTLE- First strike attacks are resolved first & then all other
attacks. This is repeated until one or both sides are eliminated.
If all units are killed the defender remains in control of the planet.
9- NOBLE ACTIONS- See List
10- PLANET CONTROL- Take control of any planet you have armies on.
STACKING
Any number of units may occupy the same hex. Battles occur when
enemy units occupy the same hex.
A Noble that did not move or fight this turn may take a 'Noble' action.
Noble actions are successful on a roll of 1 on 1D6.
Some Allies can do Noble Actions.
Nobles (& allies) do not have to be in the same system as their target.
* Diplomacy: Take control of target World that has no enemy armies on it.
* Assassination: Target noble killed. A player may only make one
assassination attempt per turn.
* Intrigue: Take control of target ally. If the ally provided armies or ships,
you gain control of these. Only one intrigue attempt per turn.
* Sabotage: Destroy target army, jumpship, or arsenal.
* Govern: Income of world + 1D6-1D6; Automatic success, minimum +1
* Strategic Planning: Automatic success. +1 or -1 to Initiative roll next turn.
THE MAP
Use a 10 x 10 hex grid. Homeworlds will be located in the corners.
Distribute the other 20 worlds by using the 1D10 to determine the
coordinates. Only one world per hex. For additional ‘terrain'
distribute Nebulas, blackholes, and supernovas. Jumpships cannot
travel through these obstacles. Other terrain can include Imperial
jump stations and Star systems with no planets. These spaces can be
jumped to but they cannot be controlled and they provide no resources.
Another possibility are Stargates that allow instant travel between
distant regions of the map.
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