De Imperial Nomic
Final Frontier
"To Boldly Split Infinitives That No Being Has
Split Before"
Space Rules || Ship
Rules
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1
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2
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3
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4
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5
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6
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7
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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A
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B
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C
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D
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IW
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E
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PR
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F
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EK
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G
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H
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I
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J
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K
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BF
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SL
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L
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TGW
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5YP
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M
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N
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O
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P
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R
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WR
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IL
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S
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T
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U
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JT
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Player
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Planet
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Product(s)
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Ship(s)
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Rico |
PR = Puerto Rico |
Suave Shampoo |
Eon Kestrel (WF=10) EK |
Slakko |
SL = Slakko City |
Oklaks Juice |
Bug Ford (WF=1) BF |
TGW |
TGW = Birmgingham |
Frinks and Munchies |
500 Year Peregrine (WF=1) 5YP |
JT |
JT = AnTIEdis Establishment |
Silk TIEs |
Wilde Ride (WF=1) WR |
Illusion |
IL = Puerto Otreup |
D2's (get it? e's on R2?) |
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Idjgrafa Wutn |
IW = Planet Hoofni |
Secret Crime Viewfinder Goggles |
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The Bug Ford is carrying Oklaks Juice.
Each planet has an associated source product. If the product
has not been given a name by the planet's owner, then the product will
be the name of the planet followed by the text " Stuf" excluding the quotes.
Products may be bought in increments of 50 Credits worth. Products
can be sold at any planet other than their planet of origin at double their
purchase price.
If a player joins the game, e has one week to
specify the square eir planet is in, otherwise a free square will be chosen
by TIE's whim for that planet. All players who, at the time of adoption
of the proposal creating this rule change, had not specified the square
their planet is in will have one week to specify said square, at the end
of which time any unallocated planets will be distributed at TIE's whim.
One week after this change is adopted, the last two sentences are repealed.
Rule 47 - Spaceward Ho!
Different ships have different weapons (and other equipment) depending
upon the wow factor of the ship. The following weapons come fitted as standard
on ships with a wow factor greater than or equal to that indicated:
Impulse Engine: 1
Cargo hold: 1
Lasers: 1
Tractor beam: 2
Fighter bays: 3
Transporter: 4
Warp Drive: 4
Cloaking device: 5
Anti-matter torpedoes: 5
Specialist storage bays*: 6
Hyperdrive engine: 6
Veteran crew: 7
Bomber bays: 8
Artificial intelligence computer: 8
Anti-proton missiles: 9
Graviton pulse gun: 10
(* whenever a player creates a ship with specialist storage bays, e
must announce what type of equipment they are specialist to: medical
supplies, food supplies, weapons or drugs).
The universe is actually a twenty by twenty grid and in this grid is
found each players home planet.
All ships with an impulse engine are capable of moving three squares
orthogonally every JP (this is done after any other actions).
All ships with a cargo hold may carry one unit of any type of cargo.
In addition, any ship may use up to three of the following abilities
in any JP, none more than once.
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Any ship with lasers may fire a shot at any other ship within two squares.
This has a one in four chance of doing damage. A ship may take up to its
wow factor points of damage before being permanently disabled.
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Any ship with a tractor beam may attach the tractor beam to a ship within
three squares, causing it to be able to attempt one less action than normal.
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Any ship with fighter bays may release it's fighters. These will tie up
any enemy ship within three squares for the next turn and prevent it from
performing any actions (including moving but excluding carrying cargo).
There is also a one in ten chance the squadron of fighters will do a point
of damage to the other ship. Between docking at the player's home planet
a ship only carries three squadrons of fighters, and so this ability can
only be used three times before needing to "reload" at a friendly planet.
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Any ship with transporters may transport the cargo on any derelict shipwithin
two squares to itself (presuming it has space for the cargo).
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If a ship uses its warp drive then it can travel twice as far as if it
used it's impulse engine. However a ship using a warp drive cannot use
a tractor beam, teleporter, fighter bays, bomber bays or graviton pulse
gun in the same JP.
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A ship using it's cloaking device has the chance of being damaged by any
enemy reduced by a factor of four.
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A ship may fire it's anti matter torpedo at any enemy ship within four
squares. There will be a one in two chance that it does damage. If it does
damage then it is equiprobable to do one, two, or three points of damage.
A ship may only fire three such missiles before needing to reload.
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If a ship has specialist storage bays then it can carry two units of the
type of cargo particular to it's type of specialist storage bays in addition
to the usual cargo which can be carried in the cargo hold.
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A ship with a hyperdrive engine may, instead of all other actions in a
particular JP disappear from the board. In any subsequent JP it may reappear
anywhere on the board, although it may do nothing else that JP.
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A ship with a veteran crew may either perform one extra ability in a JP,
or use one particular ability twice.
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A ship with bomber bays may release the bombers to attack a planet the
ship is within three squares of. Any ship attempting to land or take off
from that planet automatically takes one point of damage. Any ship within
three squares of the planet may spend a JP destroying he bombers instead
of making a normal series of moves.
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Any ship with an artificial intelligence computer can be instructed to
do something if something else happens (e.g. put up the cloaking device
if someone fires at us). This does not count as a usage of a piece of equipment
when it comes to determining the limiting number.
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Anti proton missiles work in the same way as anti matter torpedoes except
that if they hit there is a one in four chance that they will cause critical
damage and permanently disable the ship outright. A ship can only hold
two of these at once.
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Any ship with a graviton pulse gun may fire a graviton pulse in any direction.
This will move at a rate of three squares per turn until it either leaves
the universe or hits a planet. Any ship that it hits
automatically takes one point of damage.
If a ship of a TIE Fighter and a TIE Minion are in
the same square in space, the TIE Minion's ship has the greater Wow Factor,
and there are no other TIE Fighter ships in the square, the TIE Minion
will board the TIE Fighter's ship. The Minion then gains 50 Credits
and 5 Points, and the TIE Fighter loses that much.
If there are two or more TIE Fighter ships in
the same square as one TIE Minion ship, and the Wow Factors of the TIE
Fighter ships are greater than that of the Minion ship, the Fighters will
board the Minions ship. The Minion will lose 50 Credits and 10 Points,
and each Fighter will gain 25 Credits and 5 Points.