Changes from the GDW Imperium rules for Imperium PBeM. by Henry J Cobb $Id: imp_pbem.txt,v 1.5 2005/05/12 14:50:21 hcobb Exp $ The following changes are made to the Imperium rules for multiplayer Play By E-mail. THE GAME The Interstellar Wars were decided by the actions of thousands of military officers and civilian leaders who were often many weeks by the fastest courier from even their local government, not to mention the year long travel time to the Imperial throne. PBeM Imperium divides up the responsibilities of running each empire by assigning character roles for the leading officers of each unit. In addition to the referee, PBeM Imperium has a governor for each side who represents the civilian leadership for that empire but who relies on other players to command officers in the field. The governors are responsible for creating a system of ranks and branches that officers are assigned to and the minimum rank required to command each size of unit, from a single scoutship to a vast spacefleet. In addition each governor determines procedures for promotion, demotion and court martial in their own empire. In addition to the players currently in the game, there are three queues of players who may be waiting to join. There is one queue for players who only want to be Terran officers, another for players who only want to be Imperial officers and a third for players who are willing to play on either side. As independent units are dispatched on missions, player characters are taken from these queues and assigned an identity and the minimum rank needed to command that unit. These players are first taken from the queue for their chosen side and next from the queue of players willing to serve on either side. If no players are available, the referee will create a non-player character of the proper rank to fill the role. These non-player characters will always follow their orders as written until a player becomes available to take over this non-player character. Player characters are removed from the game if the referee loses contact with them, or they resign their post, or all friendly units in their system are entirely wiped out. In addition governors are removed if they lose a war, to be replaced by their officer with the highest fame rating, regardless of rank. For example, officers who lose a space battle at a friendly planet which is not itself conquered are assumed to somehow make their way to the planet and hold out there until friendly units arrive which can pick them up. Players who have been removed from the game may immediately rejoin and if the removal was due to the loss of their system or losing a war they go to the front rather than the end of the queue for their side. Messages can only be sent between forces if they are carried on ships, shared instantly within one system or sent on communication lasers between systems, which takes one week between two systems in the same hex and two years per hex between systems in different hexes. Players are expected to keep their true identities secret and not share in-game information so as to maintain the enjoyment of all players. Fame: Fame is a personal rating system that is only used for political events like replacing a losing governor or for bragging rights at the end of a war. Each player's fame rating starts at zero at the start of a war or when they start controlling a character and is increased by the number of build points of enemy units the forces under their direct command destroy. If player controlled forces are joined together then multiple players can gain fame at the same time. For example the captain of a cruiser and the admiral commanding the fleet would both gain fame for the units destroyed by that cruiser, but units destroyed by non-player character captained ships in the same fleet would only yield fame to the admiral. If the admiral dispatched the cruiser to separate from his force and pursue enemy forces by itself then only the captain would gain fame for the damage he inflicted. A player's fame rating is only reduced when they leave the game or at the start of the next war, when it is reset back to zero. SEQUENCE OF PLAY The Sequence of Play is changed to allow for more independent action. Each turn is redefined to be year long, which includes 52 weeks. For each Year perform the following steps. A. Production Phase. 1. Roll for the result of any Imperial appeal made last year. 2. Roll for Imperial Intervention and gain Imperial Replacements. 3. The Imperial governor decides what kind of appeal to make or not. 4. Both sides calculate income. 5. Roll disruption on any ships that were not maintained or built last year. 6. Both governors decide which planets will be producing which units this year. 7. The Imperial player decides how to order destroyed Imperial ships from the last year for Imperial Replacements in future years. B. For each of the 52 weeks in the current year perform the following steps. 1. Destroy all Fighters in locations without bases to operate from. 2. Fight one round of ground combat. 3. Resolve Action Plots for groups of ships. 4. Resolve space battles. 5. Shipyard activities step. 6. Reallocate fuel. 7. Plot actions for ships. C. At the end of the year check to see if the glory index indicates the end of the war and otherwise repeat the steps for the next year of war. The actions a ship can plot are: a. Wait at the current location and observe. b. Refuel. c. If in an outer system location travel sublight to an inner system in the same stellar hex. d. Pursue another group of friendly or enemy ships in the same system. e. Flee to a random outer system location in the same hex, avoiding all hostile ships. f. Jump to an inner or outer system location in the same hex or to an inner or outer system location of the next system along a jump line. g. If in an inner system, conduct bombardment and or landing operations against a hostile planet there. h. Land or takeoff between a planet and its inner system. i. Load or unload cargo if landed at a planet. j. Undergo maintenance or repairs if landed at a world or outpost. During the Shipyard activities step first roll two dice for each neutralized counter and on a roll of 11 or 12 it recovers. Then shipyards at unneutralized planets perform one week's worth of maintenance, repairs or construction on all ships they hold and unneutralized planets perform one week's worth of construction on all non-ship units they are working on. Ships are completed with empty fuel tanks, but they may refuel from the planet or other ships landed there during the next step which is Reallocate fuel. Ships that withdraw from a battle can only choose to Flee, Land (if in the inner system of a friendly planet) or Jump (if they have enough fuel to jump). Once all groups of ships have plotted their actions these plots are revealed and groups of ships that are being pursed may change their plots to Flee or Jump if they have plotted anything except Pursue. If different ships in the same group choose to move to different locations then they split the current group and each pursuing ship of the first group must choose which of the groups to follow. MOVEMENT There are two kinds of movement, sublight movement which any ship can use and is confined to a single stellar hex and faster than light movement which only jump ships are capable of. Each ship is assigned a tactical speed for sublight movement. The tactical speed of freighters and tankers is one. The tactical speed of capital ships is two. The tactical speed of all other ships is three. The tactical speed of a disrupted ship is one less than normal, but no less than one. A group of pursuing ships will catch the ships they are pursuing unless the targets jump away, land or flee. If a group of ships is pursuing a fleeing group of ships then each group rolls one die during the Resolve Action Plots step and it adds the speed of the slowest tactical speed in their group. If the pursuing group has a higher adjusted roll then it catches the fleeing group and forces it to battle. Multiple ships pursuing from the same location may pursue as a single group or multiple groups and the fleeing group of ships rolls separately against each group of pursuers so that all, some or none of the pursuing groups may catch up and engage the fleeing ships in battle. If a group of fleeing ships is pursued and avoids all pursuers and rolls a six on at least one of their pursuit rolls they find one unit of fuel per ship in the group by scraping it off some comet they hid behind. Each hex has one inner system location for each primary or secondary system in that hex and a limitless number of outer system locations. Tertiary systems do not have inner system locations because the star is too hot to approach that closely. Each ship or group of ships that travel together is always located on a planet or in the inner system or at an outer system location or in jump space. The only form of sublight movement that ships have the endurance to undertake are trips between two systems in the same hex. This would require fleeing from the inner system of one star and then moving into the inner system of the other star of the binary system during the next week. Jumps between stars in a binary system only take one week, but require fuel. Each week each jump capable ship may make at most one jump, if it has sufficient fuel units. Refueling: Each jump capable ship requires a number of fuel units equal to its maintenance number in order to perform a single hyperspace jump and (other than tankers) has a fuel capacity equal to its maintenance number. Tankers have a fuel capacity of 6 fuel units and so they can either make 6 jumps without refueling or refuel 6 maint units of other ships. Outposts that are deployed and unneutralized have a capacity of 6 fuel units and are assumed to take a refuel action each week to refill this capacity. Worlds operate in the same manner but have a capacity of 20 fuel units that they refill every week. Outposts and worlds are assumed to have sufficient fuel shuttles to share fuel with friendly ships on their planets or in their inner system during the Reallocate Fuel step of each week, but they do not have enough fuel shuttles to refuel ships in the outer system or transfer fuel between ships on the planet and in the inner system beyond the planet's own fuel capacity. During the Reallocate Fuel step of each week, all friendly ships located at the same location may freely trade fuel units around to allow some or all of the ships to jump. Ships that are located in an inner system location and plot to refuel fill up to their capacity in fuel units from the abundant fuel sources in the inner system. Ships that plot to refuel in an outer system location locate a fuel source on their first turn of refueling and then gain one fuel unit per refueling ship each week that they continue to refuel at that location without moving or fleeing. Tankers that refuel in an outer system location gain one fuel unit per week starting from the first week unless they are in a tertiary system in which case they gain 6 units of fuel each week from the intense stellar winds of these large stars. Surveillance: All players are always aware of which friendly ships are in their current hex and the number of ships in each group of hostile ships in space locations in that hex and all friendly and enemy outposts and worlds there. In addition a ship or group of ships that chooses the wait action gains one step along the following chart every week. 1. The maint number for each hostile ship. 2. The number of hostile counters on each planet in the hex. 3. The class for each hostile ship. 4. The type of each hostile counter on each planet in the hex. 5. What sort of units are being built on each planet in the hex. The current surveillance level is maintained as long as there is one friendly ship remaining in the hex at all times, but when new ships or units enter the system the surveillance level on these units starts at zero. Ships are also informed of the effective tactical speed of each group of ships that is pursuing or fleeing in their hex and the classes of all ships that they engage in battle with. COMBAT Space Combat. One space combat battle is resolved each week for each space location that has ships from both sides in it. A group of ships that flees and is either not caught or not pursued winds up in a random outer system location separate from all other groups. If a group of ships flee and are caught then they wind up in the same outer system location as their pursuers along with all groups that where chasing their pursuers. Replace Range Determination with Initiative Determination. If one side caught a fleeing group of ships or their entire force jumped into an inner system which had enemy ships there from a previous week then their side has the tactical initiative during the first round of space combat and the players roll for the initiative every round thereafter. Otherwise roll for the initiative on the first round and if the adjusted result is a tie the Terran forces have the initiative. For the initiative roll each player adds the tactical speed of his slowest ship to the roll of one die. A player with fewer non-fighter ships than his opponent adds one to his roll. A player who had the initiative in the previous round of space combat adds one to his roll. If the two adjusted rolls are tied then the initiative passes to the player who didn't have it in the previous round but he cannot change the range this round, otherwise on the second and later rounds the player with the initiative can increase the range one step from long to withdraw or short to long or can decrease the range from long to short or he can leave the range the same as the previous round. If a player chooses to withdraw then the battle is over and all of his ships must plot to land, flee or jump. Ship Allocation. It is the player who doesn't have the initiative who puts out his ships to be matched by the player who does have the initiative and it is then the player who has the initiative who declares types of fire first. Combat Resolution. Every time an undisrupted ship with a screen factor of 2 or higher suffers a hit from space combat or planetary defense fire, roll one die and if the roll is less than the ship's screen factor it becomes disrupted instead of being destroyed. High Intensity Missile Fire. This requires too much record keeping so replace this with the following. Only the player with the initiative may declare Suicide Attacks (for beams) or Time on Target attacks (with missiles) in space combat. Attacks are resolved in the following order. 1> Defensive fire against suicide attacks. 2> Suicide attacks. 3> Normal Beam attacks. 4> Normal or short range missile fire. 5> Time on Target Missile attacks. Apply destruction or disruption effects to each ship at the end of each of these five steps before resolving any fire in the next step. (A ship which is hit multiple times in the same step is of course eliminated because the first hit would have at least disrupted it, but it defends against all attacks during each step with the state it had at the start of that step.) A ship which conducts a Time on Target missile attack is holding back the first missiles in a launch wave so that all of its missiles will strike at the same time, which will hopefully overwhelm the target's defenses. Resolve all other attacks first and then if the ship using a Time on Target attack has survived, resolve its attack as a normal or short range missile fire attack but with a +1 modifier to hit the target. Using a Time on Target missile attack does not affect the ship's ability to use normal or Time on Target attacks in later rounds. Surface Combat. Use the same procedure as in Space Combat to determine initiative in Surface Combat, but range isn't used. Troops have a speed of 2, fighters have a speed of 3 and all other units have a speed of zero in ground combat. Use the missile CRT instead of the surface combat CRT with each attack made by one unit against one target in ground combat. Neutralized units cannot attack and are attacked at a plus one to the roll. Troops attack and defend with their printed strength. Planetary Defense Systems and fighters attack and defend with factor two. Outposts defend with factor two. Worlds except for homeworlds defend with factor four and homeworlds defend with factor six. Other counters have no effect in surface combat. A world or outpost can only be put forwards for ground combat once all friendly troops, fighters and planetary defense systems have been eliminated. Outposts can only be destroyed by hostile troops. Any other unit can only neutralize them. Terminating combat. Only one round of surface combat is conducted each week on each planet. Remove all counters that lack ground combat factors if there are hostile unneutralized troops on the planet and the only friendly units with ground combat factors on the planet are a neutralized outpost or world. STARSHIPS The production cost of Scouts is changed to 2 RU each. The Maintenance number of Missile Boats is changed to 2 and the Maintenance number of Motherships is changed to 3. ECONOMICS For a planet to be considered connected for income, a transport must land on that planet and load a tribute cargo from an unneutralized outpost or world then travel to either Earth (for the terrans) or any Imperial world (for the imperials) during the same year. The same transport may carry tribute cargo for any number of friendly planets (but no other cargo at the same time) and multiple transports can carry out this mission for the same planet, but it only counts once per planet per year. The transport that carried the outpost to a planet is perfectly acceptable for this "treasure fleet" mission, as long as it doesn't carry anything other than tribute cargo on the way back. It is possible for both governors to collect income from the same planet during the same year and for both of them to be unaware of its current status at the end of the year. When each unit is purchased it is assigned to a specific planet for production. If this planet is no longer under friendly control or is conquered during production or before the order to begin construction reaches that planet then the resources are wasted. Any attempt to build units beyond the countersheet limit fails and the resources are wasted, but if a counter is available at the time the construction order reaches the planet then it will begin construction as soon as it has available shipyard capacity. Each friendly world or outpost can build any number of ships up to its yard capacity. In addition each outpost may build either one planetary defense system or one regular troop unit at a time while each world may build any number of non-ship units. Non-ship units each take 40 weeks to build. Maintenance. Outposts have a shipyard capacity of 6 maint numbers and worlds have a shipyard capacity of 20 maint numbers. Each ship takes up its maint number in shipyard capacity to build, maintain or repair. Every ship requires its maint number in consecutive weeks of yard time at a world every year for maintenance or it risks becoming disrupted. Ships that are already disrupted require three times their maint number in consecutive weeks of yard time at a world in order to be repaired. Building a ship takes 20 weeks times its maint number. Shipyard activities at outposts require twice as much time as the same actions on worlds. For example an outpost could maintain a Dreadnought by using its entire capacity for for 12 weeks, repair it in 36 weeks or build it in 240 weeks. Due to a special pre-fab construction facility, Missile Boats only take 30 weeks to build at Sol shipyard, instead of the 40 weeks required at other terran worlds and the 80 weeks required at terran outposts. Ships undergoing maintenance, repairs or construction have no combat factors and are destroyed if their yard is taken or destroyed while they are in it. Note that neutralizing an outpost or world will delay all yard activities until it recovers. If a ship did not receive the needed yard time during a given year it must roll greater than it's maintenance number with no modifiers at the start of the next year or become disrupted. If the ship had been previously disrupted at that time then roll one die and if the unmodified roll is greater than one the ship simply remains disrupted, but on a roll of one the ship is destroyed. Effects of Disruption. A roll of one on the die is always a failure for an attempted jump by a disrupted ship. If the jump roll is a failure then roll two dice and a roll of 3 to 12 the ship simply loses all the fuel it was carrying and cannot attempt to jump for that number of weeks (if it doesn't become undisrupted by shipyard repairs before then) and on a roll of two the ship is removed from the game and considered destroyed. History will record if the ship misjumped and the crew settled down on a planet of catgirls in comfortable shoes. Imperial Replacements are resolved at the start of each year as noted in the Production Phase steps. THE IMPERIUM Imperial appeals only cost one glory point, but it takes a full year to get the Emperor's reply all the way from Vland. During a Civil War, no appeals may be made until the new Emperor is seated, but the seating of a new Emperor clears any further appeals prohibited restriction. WARS AND PEACE Interwar Income Phase: Both players receive a full turn's income for war preparation. The advantage of attacking first is sufficient for the loser of the previous war. STARTING THE FIRST WAR Instead of the listed setup, the Imperial forces start with the following worlds and outposts. Imperial Worlds: Dingir, Gashidda, Ishkur, Tau Ceti, Epsilon Eridari and Nusku. Imperial Outposts: Shulgi, Kinunir, Shulgiili, Enki Kalamma, Shuruppak, Markhashi, Zaggisi, Apishal and Dushaam. Both players start each war with no more than each system's limit of yard capacity of ships at that system. The side who "moves first" in any war (The Terrans for the first war, the loser of the previous war for the rest) gets to start each group of ships throughout their empire with whatever orders their governor likes. The ships of the other side must remain within friendly systems until they have been given new orders by their governor (which cannot be issued before the start of the war) or by a player character officer (who cannot order violations of neutral space before they have evidence that enemy ships have invaded friendly space). The following systems will be ignored, either because they don't appear on some versions of the map or are not reachable under these rules: Altair, Smade's Star and Luuru. -HJC