Imperium, 3rd Millennium Unofficial fixkit by Henry J Cobb $Id: fixkit.txt,v 1.9 2005/04/10 21:57:35 hcobb Exp $ Everybody seems to have their own set of house rules for Imperium, 3rd Millennium so here's mine. Each alteration is marked as follows. [Clarify] Clearing up a point in the rules. [Typo] An obvious typo in the rules. [Balance] A game balance fix. 6.2 Appeals. [Balance] The imperial player cannot make an appeal if the current glory point level is less than 2. [Balance] Add one to the die roll for either kind of appeal if there are any capital ships in terran fleets. Results greater than 12 are counted as 12. [Balance] If an appeal for forces only grants permissions to build ships that the imperial player already has permissions to build then increase the number rolled by one and check again. If it still only covers classes that permission have already been granted for there is no effect. 7.3 Connections [Clarify] Some hexes contain two star systems, like Alpha Centauri A and Alpha Centauri B and a connection can be traced through either system in a hex. 8.0 Reinforcements. [Balance] Players may freely combine and split fleets in each system during the Reinforcements step and load or unload transports from friendly planets. 9.0 Construction. Stockpiled Resources [Clarify] Each player's stockpile can only hold 99 resources and any further income beyond this limit is lost. Terran Restrictions [Balance] The Terran player may not produce Heavy Cruisers(CA) until one Terran cruiser of some other type has been destroyed in combat. The Terran player may not produce Battleships(B) until one Terran Heavy Cruiser(CA) has been destroyed in combat. The Terran player may not produce Super Dreadnoughts(BB) until one Terran Battleship(B) has been destroyed in combat. This keeps the terrans from outclassing the imperials before the Emperor has had a chance to ramp up permissions and it also represents the learning process the Terrans went though to produce their capital ships. 10.0 Action Segments. [Typo] The example shows fleets moving to Nusku/Dushaam. As these are two separate systems in the same hex each fleet must choose either Nusku or Dushaam as it enters the hex, but the fleet can jump to the other system in the hex during a later activation. [Clarify] Each player places their Impulse marker just above the glory track to match the number of activations they rolled and they move it down one point each time they activate a system until it reaches zero and they have used all of their activations. [Clarify] Each activation only covers one star system in a hex. [Clarify] During each action segment a fleet may either move or engage in all other activities such as splitting or combining with other fleets or loading or unloading or attacking a planet. [Clarify] A player may activate the same system multiple times (with different activations), but each unit can only be activated once per Action Segment. When a player activates a system he indicates what each activated fleet in that system will do and then performs the actions. After each fleet in an activation has finished its movement all of the fleets that have stopped in the same system, perhaps by encountering hostile contact, engage in battle together. 11.5 Transport. [Clarify] When an Attack Transport is damaged its cargo (if any) is also damaged or destroyed if the cargo has no damaged or reduced side. 11.6 Fighters. [Clarify] If a carrier is damaged any fighters carried in excess of its new capacity are destroyed. If a carrier is destroyed then all fighters carried are also destroyed. [Balance] Carriers and Terran superdreadnoughts but not transports may load fighters and move in a single activation. [Balance] Fighters can be carried as cargo or they can be based on a friendly planet or a planet with friendly troops on it. Fighters without a base are eliminated at the end of the activation segment. 11.7 Planetary Boxes. [Balance] Ordinary infantry have sufficient NBC protective gear to survive and fight on N-class planets, but not X-class. Otherwise the scope to employ infantry would be too limited and mobile defense would be entirely in the hands of the fighter pilots. 12.0 Space Battle. [Clarify] In a system with multiple planets the non-moving player chooses which planet the battle is fought around. [Balance] Even a large habitable planet takes up a very small part of a cube that is 50,000 miles on a side. Therefore fleets can freely enter the center hex. Any time a group of ships enters the central area (2-3-3) of a planet that contains hostile planetary defense systems during space battle a hostile planetary defense system may attack the ships. Select a target ship for the planetary defense system from the ships that just entered the central area and the attack factors are conducted as per long range missile fire with each factor scoring a hit on a roll of six that can be countered with the target ship's counter measures. The first non-moving fleet at a friendly or occupied planet or an empty system setup in the central area (2-3-3) while all remaining non-moving fleets setup adjacent to the central area. 12.2 Setting up for battle. [Balance] If the non-moving player has fighters stationed on uncontested planets in the system he may start with these stacked with his defending fleets or leave them on the planet and out of the Space Battle. Fighters that stay on a planet or retreat there after a space battle cannot engage in further space battles until enemy ships have left their system, but they can be used to defend against Planetary Bombardment, Landings or Surface Battles. 12.3 Resolution. [Balance] Reverse the sequence of movement so that all ships move on the first impulse and then ships of movement 2 or 3 on the second impulse and finally just the ships of movement 3 on the third impulse so that damaged ships fall behind during the same combat round. The revised sequence is: 1. Determine initiative. 2. For each movement step from 1 to 3 perform the following. 2a. The player without the initiative may move all of his ships that have battle movement equal to or greater than the current movement step (1-3) and all of his fighters one area. 2b. The player with the initiative may move all of his ships that have battle movement equal to or greater than the current movement step (1-3) and all of his fighters one area. 2c. The player without the initiative may move all of his fighters one area then launch or land up to one fighter per carrier. 2d. The player with the initiative may move all of his fighters one area then launch or land up to one fighter per carrier. 2e. Both players conduct beam fire. 2f. Both players conduct torpedo fire. Ending a space battle. [Balance] The battle ends after three consecutive rounds when no ships were damaged or destroyed or when the forces of one side have all been eliminated or escaped. If both sides still have ships on the map at that point the side that is closest to the central area (2-3-3) remains and the other side is forced to retreat from the system. If both sides are equally close they both retreat. [Balance] A fleet that retreats from a space battle is counted as having been activated this action segment but it can continue to retreat as long as it continues to be attacked. Defending fleets that do not retreat from a space battle are only considered to have been activated if one or more ships in the fleet had been previously activated this action segment. 12.5 Battle Movement. Exiting the Display. [Balance] FTL-capable ships in battle around a planet must exit the space battle display by moving one area away from of the entry areas to be far enough away from the planet to safely jump. Non FTL-capable ships cannot exit the map unless they are fighters onboard a carrier or transport. Fighters may choose to leave the space battle display (and the current space battle) by landing on the planet as they move into the central area (2-3-3) but they cannot rejoin the same battle later. Ships cannot retreat from battles in systems without planets because there are no easy fuel sources. Any such battle is to the death. Fleets of the Non-moving player that retreat from a space battle must move to a jump-adjacent system that does not have an enemy fleet present. If there is more than one such system they must move to a system that is no further from a friendly unoccupied world than any other such system. 12.6 Beam Fire. Divided Fire. [Clarify] A capital ship may split its beam factors in any way the owning player pleases between the two targets. [Balance] Each ship resolves its beam fire alone and is not combined with other ships. If a target is damaged by one ship's beam fire then the next ship that fires at it is matched up against the target's damaged screen value, but the target will still respond with a full strength attack. 12.7 Torpedo Fire. Divided Fire. [Clarify] A capital ship may split its torpedo factors in any way the owning player pleases between the two targets. [Balance] Each ship resolves its torpedo fire alone and is not combined with other ships. If a target is damaged by one ship's torpedo fire then the next ship that fires at it is matched up against the target's damaged screen and counter measure values, but the target will still respond with a full strength attack. Counter Measures. [Clarify] "A ship may not use its CM to deflect hits [targeted at] another ship [besides itself]." 13.1 Planetary Bombardment. [Balance] The hits inflicted by planetary defensive fire, planetary bombardment and fighter surface battle combat factors are torpedo hits and subject to Counter Measures on targeted ships and fighters. Roll the CM for each defending fighter after the planetary bombardment hits are allocated. 13.3 Planetary Landing. [Balance] Only one planetary defense system may be deployed on any one planet at any time. It takes an activation to deploy a planetary defense system on a planet but this can be the same activation as the planetary defense system is landed from a transport. Planetary defense systems can only be deployed on friendly or occupied planets. A deployed planetary defense system attacks each hostile landing transport and fighter with its current strength. [Clarify] Transports return to their fleets after surviving defensive fire and placing their cargos on the planets surface and do not count against the stacking limit and are not subject to further fire during the Surface Battle. Also transports can only deploy fighters from planetary spaces that are not occupied by enemy forces. 13.4 Surface Battle. [Balance] Each planet may be activated for surface battle only once per action segment by each side. The sequence of Invader and Defender movement and combat steps are performed three times on each activation. 1. Invader Movement. [Clarify] Fighters may leave the map and the current surface battle during any of their movement steps if there is a carrier or base for them elsewhere in the system. 2. Invader Combat. [Balance] Troops on both sides conduct beam fire and loses are removed then both sides conduct torpedo fire from fighters and planetary defense systems. [Balance] Each unit resolves its fire alone and is not combined with other units. If a target is damaged by one unit's fire then the next unit that fires at it is matched up against the target's damaged defense and counter measure values, but the target will still respond with a full strength attack. 5. End of Battle. [Balance] It is far too easy for the Terrans to grab a high production world under the rules as written. If a world or outpost is occupied by hostile troops and has no friendly forces it remains loyal to it's original owner but is treated as an occupied planet, however it does count as captured for glory index changes. An occupied planet can be converted into a friendly outpost by deploying an outpost there on any activation segment after the occupying troops have been landed. At the end of every Administrative Segment after construction roll one die for every occupied outpost (but not world) and on a roll of six it switches allegiance to match the occupying troops. If at any time an occupied planet has no occupying troops because they have been withdrawn or destroyed then it reverts back to its owner's control and the glory index is adjusted as it is "reconquered" by the owning player. Hostile planetary defense systems are destroyed by the liberated populace and any fighter squadrons stationed on the planet are driven off to other planets or carriers in the system or destroyed if there is no other base for them. So the result is that outposts just need to be garrisoned for a while but worlds need to be occupied and then a friendly outpost landed and then it can be redeveloped as a friendly world. In 16.0 Going Home first remove all of the occupying troops of the loosing side then remove any occupying troops of the winning side that can not trace a connection to a friendly world that is free of enemy planets that are not themselves under occupation then remove unconnected outposts that are not under occupation. Occupying troops of the winning side that can trace a connection remain in place and do not go home. Occupation can continue during peacetime and the planets can be converted as above. An occupied planet counts as friendly towards the occupier for which units can enter its star system during peacetime. Why is the sky blue? [Balance] Fighters and planetary defense systems may eliminate troops that have no reduced strength side. 14.1 Maintenance. [Balance] A roll of one before modifiers are applied is always a failure for a ship for which no Resources were expended. 14.2 Scraping. [Clarify] Ships may only be scrapped at friendly connected planets and round down the scraping value of each ship to the nearest integer. 14.3 Repair. [Balance] Outposts in systems without a repair ship cost double the normal repair cost. [Clarify] As fighters and monitors are reduced rather than damaged, they cannot be repaired, just augmented. 15.0 Glory. [Clarify] In order to win a major victory a player must engage in a space battle where each side started with either one capital ship or at least ten ships and more enemy than friendly ships were destroyed (capital ships count double) and the player had at least one non fighter ship remaining in the system at the end of the battle. Fighters that were left without carriers or bases at the end of a space battle are considered to have been destroyed during that battle. 16.0 Inter-war turns. [Balance] The Emperor will first take ships from Imperial fleets and then Imperial ships under construction to replace lost forces received by Imperial Intervention or Appeal and then he will demand the wartime construction cost of missing ships and the repair cost for damaged ships that were returned by holding back the entire regional budget (but not locally produced Resources) until the debt is paid in full. Note that this budget reduction will not occur until peace begins and the remaining debt will be forgiven at the start of the next war. Ships provided as part of a Mandated Offensive or Imperial Visit are not returned to the winner of the war. This only applies to forces provided through appeals, Token Reinforcements and Imperial Reinforcements. [Balance] The peace lasts until war breaks out again. At the start of each Administrative Segment the terran player rolls two dice and if the total is less than the number of turns of peace then the next war starts. So the peace will always last at least 2 turns and war can only break out on the third turn on a roll of 2. Going Home [Balance] Only forces not in systems with friendly or occupied planets go home. This is determined after the removal of unconnected outposts and occupying forces by the loser of the war. Peace Dividend. [Clarify] The loss of stockpiled resources occurs only once at the end of each war and not during each of the peacetime turns following. Outpost Upgrades [Clarify] The four turns to upgrade an Outpost need not all occur during the same peace. The investment on upgrading an Outpost is not lost if the planet is disputed or occupied, but it is lost if it is converted to an enemy outpost. 17.0 Optional Rules. 17.5 Courier service. Scouts are also used as couriers to carry messages and orders between the fleets. When reorganizing a fleet a player may remove scouts from the fleet and place them on a friendly planetary box in the system for courier duty, join a scout on courier duty in that system to the fleet or create a new fleet from scouts on courier duty in a system. If a player has scouts on courier duty in five or more connected friendly systems then he gets a plus one to all action segment activation rolls. For example a roll of six would yield seven activations. Scouts on courier duty do not move normally or block connections and they do not force hostile contact on moving fleets but when engaged they can retreat normally to assume courier duty in the system they retreat to or join a fleet in that system. 17.6 Balanced ship costs. Adjust the production cost of Imperial Carriers to be 8 resources each. The maintenance cost of the terran light cruiser is reduced to 2 normally (3 when damaged) and the maintenance cost of both destroyers is reduced to 1 normally (2 when damaged). Paying the maintenance cost for a ship covers maintenance for its cargo also. 17.7 Effective Counter Measures. Each CM factor reduces one torpedo hit on a result of 5 or 6 instead of just 6. 17.8 Terran CVLs. The terran fighters were almost ready at the start of the first war. As a variant, treat terran CLs as CVLs. (The terrans cannot have both CLs and CVLs.) To convert a CL into a CVL remove the beam factors and change the maintenance rating to two (three when damaged). A CVL can carry two fighter squadrons normally but only one when damaged. All other factors are the same as the CL. In the initial setup for Scenario Six, replace the terran light cruiser and two terran scouts with a CVL and two fighter squadrons. 17.9 Terran Appeals. The terran player has an ambassador at the Imperial court and may make an appeal to the Emperor immediately after the provincial governor has made an appeal if the result of that appeal was anything other than Further Appeals Denied. Adjust the glory level up by one ("You have the barbarians begging for peace?") and roll one die. On a roll of one further appeals (from either side in the conflict) are denied for the duration of the current war (or Emperor, whichever ends first). On a roll of six the Emperor orders Peace Talks with the same effect as the Intervention table event. On any other roll there is no effect other than the glory level increase. 17.10 Imperial Flagship. At the end of each Administrative Segment the Imperial player must designate one ship as his flagship. This ship must be of one of the following classes: BB, B2, B1, CA or CR. If the Imperial player has no ships of any of these classes and none in production then the Imperial bureaucracy will build one CR class ship at no cost to the local budget, even if local construction of that class is currently prohibited, and that ship will be delivered in two turns as usual. At the start of each activation segment subtract one from the Imperial player's initiative roll if he does not have a flagship. If the current flagship is lost then another can be chosen at end of the next Administrative Segment if such a ship is available. Tables. Imperial Succession. [Balance] During a Civil War ignore all Imperial Visit and Mandated Offensive events and no appeals may be made to the Emperor. After a Civil War is over or if none occurred, appeals may be made as usual to the new Emperor even if the former Emperor prohibited them. Recentralization. [Balance] The Emperor revokes permission to build only the most expensive ship class that permission has been granted for and cancels only the production of ships of this class if they are capital ships. If no ship building permissions were outstanding then the Emperor reduces the provincial budget by one if it is currently greater than ten. Imperial Visit. [Balance] Ignore this result if an Imperial Visit is already in progress because there is after all only one Emperor. Imperial Visits do not change the glory point adjustment for appeals. Mandated Offensive. [Balance] If multiple Mandated Offensives or an Imperial Visit are in progress then all of these ships are removed the first turn that the glory total is not increased over the level at the end of the previous turn. The glory total is reduced for the missing ships and the debt to the Emperor for missing or damaged ships is noted. This glory loss for missing ships is not tripled for an Imperial Visit because the visit is already over at that point. During the first war ignore any capital ships in any Mandated Offensive or Imperial Visit. Scenarios. [Typo] Read MB as TB. Scenario Six: [Balance] Ignore the listed planetary defense systems and simply deploy one planetary defense systems on every starting world. [Balance] Each player gets one outpost on the secondary planet in each system that lists a world. So Earth gets a world marker and Mars gets an outpost. In addition the Imperials have a world on Nusku1 and an outpost on Nusku2. This means that the Terran total production starts at 33 and the Imperial total production (including budget) starts at 30. -HJC