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[GZG] Wormhole Campaign Rules

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

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