The original of this awesome game can be found at
http://www.angelfire.com/games2/warpspawn/Emporex.html . This edition is slighly altered and adapted to pbem play, with some elements from Star Fiefs.
EMPOREX
INTRODUCTION
Players take the roles of rival Noble Houses in a war to control a neutral
space sector.
WORLD TYPE INCOME UNITS AVAILABLE
Lortran Homeworld 5 Psychic Veterans
Gurati Homeworld 5 Anthrosynthetic Berserkers, Cyborg-Commandos
Kadesh Homeworld 5 Fanatics, Warrior Priests
Nitrix Homeworld 5 Suicide Squads
Quayat Desert 1 Desert Warriors
Parallax Industrial 3 Nukes & Jumpships
Mercurium Mining 3 Nukes & Miners- Defenders
Frost Ice 1 Ice Barbarians
Computus Machine 3 Robot Death Machines
Bolavor Jungle 2 Jungle Fighters
Aquara Ocean 1 Sea Monsters- Defenders
Punah Pleasure 3 Amazonians
Griddox Prison 1 Prison Soldiers
Yoravar Shipyard 4 Jumpships (cost 4 each)
Zenceti Alien Ruins 1 Psychic Natives- Defenders
Eden Church 2 Solar Templars
Mox Gem 4 Miners
Hellish Radioactive 2 Subterranean Mutants & Nukes
Dalton Research 1 Transhuman Supersoldiers & Nukes
Bazarium Commerce 3 Mercenaries & Jumpships
Seedeen Hive World 2 Imperial Conscripts
Pyreen Pacifist 1 Diplomacy
Scorch Volcanic 1 Nukes & Lava Projectors- Defenders
Marx Clone 1 Clone Soldiers
Sanctuary Ice 0 Recruit Noble
Fah Living World 1 Psychic powers don't work here
Fulgurium Storm World 1 Machine-augmented units don't work here.
Notes: Homeworlds always have House Troops and Damper Field unit types available.
ALLIES BENEFIT
Sisteria +1 to psychic attack rolls
Emperor's Daughters 2 Imperial Centurions & Diplomacy
Mercenary Guild 4 Mercenaries
Imperial Navy 3 Jumpships
Spacing Guild 2 Jumpships & 1 Solat per 10 jumpships in game
Church of Mankind Diplomacy & 2 Church Inquisitors
Mercantile Consortium Income actions raise Solats by +2 instead +1
Imperial Bureaucracy Strategic Planning
Black Market 2 Nuclear Arsenals & Income
Imperial Secret Police 2 Imperial Death Squads & Assassination
Colonial Council 1 Colonial Ranger & Diplomacy
5th Sector Rebels 3 Rebels & Sabotage
Surgeons of Silex Recruit Noble & Income
Discordian Heretics 4 Heretics
Imperial Aristocracy Noble Action or Recruit Noble
Rimspace Pirates 2 Pirates
Imperial Army 3 Imperial Shock Troops
Brotherhood of Machines Pay cost of unit again to have it gain +1 AD, once
Imperial War Academy All Imperial units function at +1 AD
Arms Dealers 1 Solat per 10 units in the game
Stellar Pilgrims 3 Pilgrim Troupes & Random event roll +1d6
Poisonmasters of Etham Reroll failed assassination attempts
Allies represent galactic powers that will become involved in the
conflicts between Noble houses. Income will be collected every turn
in production phase. Army, jumpship, and arsenal units will be
stationed on the players homeworld in setup. Other benefits imitate
Noble actions and can be used once per turn. Ally armies of the same
type sent to attack each other will all depart the battlefield instead.
Units will not change hands with Allies' change of alleigance.
The Recruit noble bonuses are cummulative, giving additional dice for
the Recruit phase.
SPECIAL UNITS COST AD NOTES
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 atk on 4+
Anthrosynthetic Berserkers 5 2 Gurati; +2 When Attacking
Cyborg Commandos 4 2 Gurati; First Strike When Attacking
Kadesh Fanatics 1 1 Kadesh
Kadesh Warrior Priests 5 2 Kadesh; Psychic
Nitrix Suicide Squads 3 2 Nitrix; AD remains one turn after killed
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 5+ they escape
Subterranean Mutants 4 1 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
Colonial Centurions 9 2 Self Transport & First strike
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 & Capture fleeing jumpships
Discordian Heretics 1 1 +1 & First Strike When opposing Church Ally
Transhuman Supersoldiers 5 4 Before battle roll 1D6. 5+ they join opponent
Mercenaries 2 2 Pay them 1 Mega Credit to Attack or Defend
Rebel Freedom Fighters 4 2 First Strike When Attacking. +1 vs Imperial
Sea Monsters 5 4 Defenders
Miners 3 1 +1 Solat income
Psychic Natives 1 1 Psychic; Defenders
Lava Projectors 3 3 Defenders
Church Inquisitor 4 2 Negate psychic attack on 4+
Sentient Beasts 2 1 Defenders; +1 AD if psychic in opponent stack
Pilgrim Troupe 3 1 Self transport
Technomessiah * 0 Enemies join you on 4+ on d6, roll before battle
3d6 RANDOM EVENT
3 Ancient Berserker A surprise.
4 Imperial Veto All Allies become unaligned
5 Armageddon Virus Destroy all armies in play
6 Planetary Revolt A world becomes unaligned, units expelled
7 Betrayal An Ally of yours and its units change sides
8,9 Traitor One of your nobles deserts
10 Fading Suns -1 income for all planets in game
11 Pax Imperia No Military Attacks next 2 turns
12 Fah Awakening No Psypowers next 3 turns
13 Infiltration Detailed inteligence on (1-3)one(4-5)two(6)all opponents
14 Blademaster Negate next Assassination
15 Progenitor Artifact Reroll one roll per turn of your choice
16 Psychic Gateways Move units between your planets by spending a noble action
17 Jumpship Fuel Cores +1 range for your jumpships
18 Technomessiah Technomessiah spawns on your homeworld
Random events are triggered when the counter surpasses 80. The beenficial event
hits the player whose roll triggered the event timer.
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. Jumpships on the losing side of a battle flee to the nearest
friendly system and take a turn to arrive.
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. If used on a planet they reduce its income by 1d6 per
arsenal, with no minimum.
PSYCHIC ATTACKS TABLE
1D6 Attack Dice Affect
1-3 0 Negligible
4 1 Psionic Blast
5 2 Telekenetic Maelstrom
6 3 Molecular Disruption
7 4 Dimensional Rift
TURN SEQUENCE
1- INITIATIVE- First poster goes first. Strategic planning noble actions
give the option of moving one setp aehad or one behind in the initiative
queue.
2- PRODUCTION- Collect Income from all worlds and allies
3- UPKEEP- Pay 1 Income per 10 ships, arsenals, and armies you control.
Other units that require special payment are also handled here.
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 units, ships and 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.
All arsenals are declared SAFE (no attacks), SHIP (fire on ships only), or
FREE (fire on any target). Undeclared arsenals are considered to be SAFE.
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. You may
abandon a planet; troops remaining on the planet are disbanded or turn
neutral, your choice.
11- RANDOM EVENT ROLL- Roll 1d6. The result is added to the shared Random
Event total. Once 80 points are acumulated, a Random Event is triggered and
the counter reset.
STACKING
Any number of units may occupy the same hex. Battles occur when
enemy units occupy the same hex.
NOBLE ACTIONS LIST
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 unles otherwise noted.
Some Allies can do Noble Actions.
Nobles (& allies) do not have to be in the same system as their target for
Diplomacy, Assassination, Intrigue and Sabotage actions.
* 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 on a roll of 1 on 1d6.
Alternatively, perform industrial sabotage - reduce a world's income by 1d6, to
a minimum of 0.
* Income: Income of world +1, max +9; Automatic success
* Strategic Planning: Automatic success. +1 or -1 to Initiative next turn.
* Govern: A world may produce one more unit than usual.
* Focus: used with the Psychic Gateways special
THE MAP
Use a 10 x 10 hex grid. Homeworlds will be located in the corners.
Distribute the 20 more 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.
SET UP
Each player begins with:
1 Homeworld
3 Nobles
3 House Troops
3D6 Solats
Any 2 Armies unique to that homeworld
1 Nuclear Arsenal
2 Jumpships
X Random Allies: 8 in a 2 player game, 5 with 3 players, 4 in a 4 player.
Unused Allies are not present in the game.
This message was last edited by the GM at 08:04, Wed 17 Apr 2013.