| These Rules were made by me,sometime between 1991-1994 and follow FASA's rule
standards, they are simple to use and fun. I'll eventually revist these rules to update
them.
These rules are pretty much quick and dirty. I remember when making these rules that
all I was concerned about was setting up some more spatial objects for the players to
interact with. So they maybe lame.
Vortex:
To represent a Vortex on the game map I used a standard planet marker and made one
photocopy of it and drew a vortex in the center.
A vortex is a passage way in space that a ship can pass through at a cost of 3 movement
points. One point to enter the vortex marker, Another to reach the center, a third point
to exit the vortex center. When your ship has reached the center wait until your next
movement phase and roll 1D6. This will indicate which direction you randomly will exit.
| 1D6 |
Heading You Exit |
| 1 |
000 You pass straight through |
| 2 |
060 |
| 3 |
120 |
| 4 |
180 You come out where you went in. |
| 5 |
240 |
| 6 |
300 |
When entering and exiting a vortex you must be moving at 1/4 impulse. If
your speeds are greater then roll on The Basic Damage Table. damage is equal to a Plasma
Hit At Range 1 RL-1
Wormhole:
To represent a Wormhole on the game map I used a standard planet marker and made two
photocopies of it and drew a wormhole in the center of each of them.
A wormhole is a passage way that will allow you to skip great distances to help speed up
travel time. You place the two wormhole markers on the map to represent the ends of the
tunnell. A ship enters one it will exit from the other. A wormhole event cost 6 movement
points total. Two to enter, Two for travel and Two to exit. If you have enough movement
points you'll pass right through instantly. If you don't have enough, wait for the next
movement phase
When entering and exiting a wormhole you must be moving at 1/4 impulse. If your speeds
are greater then roll on The Basic Damage Table. Damage is equal to a Plasma Hit At Range
1 RL-2
Collasping a Wormhole; If a ship self destructs inside the hole this will collapse it.
If four ships fired at the openning at full power for 2 Turns this will also close it. If
you desire you may re-establish the wormholes at new locations after 1 Turn following the
collapse.
SPECIAL RULES
Warp Strafing
In the Basic Course any vessel with warp capability, (Atleast one operating warp engine),
40% of its Superstructure left, a safe course(no ships in direct path) and at least 1
movement point remaining may start and remain in Warp during a standard sub-light game.
A Warp Starship can make a single pass twice per turn. This means they do not
participate on the sub-light mapfeild in Step 11. Rather they skip Step 11 during there
Warp Manuavers on the Warp Mapfeild.
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