GDW Imperium A modest fix kit by Henry J Cobb $Id: oldimp.txt,v 1.3 2005/04/30 00:25:55 hcobb Exp $ Some fixes for a few items that annoy me about the GDW edition of Imperium. Space Combat. Replace Range Determination with Initiative Determination. The phasing player has the tactical initiative during the first round of each space combat and the players roll for the initiative every round thereafter. Each ship has a tactical speed for use in space combat. 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. 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. The 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 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 disengage 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 move to disengage range then he may load his fighters on any motherships he has in the combat and then all of his jump capable ships must jump out of the system. 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 turns. 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 another in ground combat without combining factors together for a single attack. Troops attack and defend with their printed strength. Planetary Defense Systems and fighters attack and defend with strength 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. Terminating combat. Surface combat continues for three rounds or until all units with surface combat factors on one side are eliminated. 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. Maintenance. Overhaul: Any ship at a friendly world can be given an overhaul during the Maintenance and Production Phase by spending a number of RUs equal to its Maintenance number. An overhaul undisrupts a ship if it was disrupted. Routine Maintenance: Any ship at a friendly system that didn't get an overhaul this turn can be provided with Routine Maintenance, up to the limit of the system. Each friendly Outpost provides 6 Maintenance factors for Routine Maintenance and each friendly World provides 20 Maintenance factors. Routine Maintenance simply maintains each ship in its current disrupted or undisrupted state. For example, the Alpha Centauri system with two worlds can provide Routine Maintenance for 10 CRs. Frontier Maintenance: Any ships that were not provided an Overhaul or Routine Maintenance must roll one die for Frontier Maintenance. If the roll is less than or equal to the ship's Maintenance number it is disrupted and if the roll is greater than the ship's Maintenance number it is undisrupted. If a currently disrupted ship rolls a one on the die it is destroyed instead of remaining disrupted. There is no adjustment for this roll. Interwar Income Phase: Both players receive a full turn's income for war preparation. The advantage of setting up second and 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 instead of the listed setup. 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 Routine Maintenance of ships at that system. -HJC