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Vortex and Worm Holes
Xon Gaming Item:  Last updated on 05/06/05
-Mark  http://www.anzwers.org/free/fasa   counter

The scope of these rules is not to rewrite the FASA rules but to acompany them. I don't want them complex where you need tons of calaculations and formulas to simply add to the excitement. If you care to play test these rules could you offer feedback.

<vortex and wormhole images>

Subspace Vortex:  "lost in time and space"  "transported to the future" -maybe altered timeline or possiable future

Spatial Vortex : "exits the void on the other side" -skips space only

Temporal Vortex: "Travel back in time" -in the same space

Time Vortex: space and time displacement


VORTEX AND WORM HOLES ------
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.