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18:17, 16th April 2024 (GMT+0)

Rules Redux 2.0.

Posted by The VoidFor group 0
The Void
GM, 263 posts
Cold Space
Tue 12 Mar 2013
at 13:11
  • msg #1

Rules Redux 2.0

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.
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