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Laws of Motion
(and Combat) in 'Imperium'
By Doug McNair
April 2006
To spice up games of Imperium:
Third Millennium, players may agree
before starting play to use these variant
rules governing movement and combat.
11.31 A Lesser Mass Must Yield to a Greater
Mass (or, Bigger is Badder).
If one or more moving fleets enter a system
containing one or more enemy fleets, the moving
fleets can attempt to split and bypass the
enemy fleets, leaving some ships behind to
fight the enemy.
To do this, the moving fleet(s) must include
at least one scout ship, and the scout ship(s)
must roll to detect the composition of the
enemy forces in the system using the Stealth
Scouting rule (17.2 — in this case,
the moving fleet(s) do not have to contain
only scout ships).
If the roll fails, all moving fleets must
stop and fight the enemy normally. If the
roll succeeds, the enemy player reveals how
many capital warships and light warships he
has in the system. If the moving player has
the ships available, he can split off a number
of capital and light warships from his fleet(s)
equal to the number of enemy capital and light
warships in the system. He can substitute
light warships for capital warships and vice
versa if desired, with an exchange rate of
1 capital = 3 light.
The split-off ships must be formed into a
separate fleet (an unused fleet counter must
be available for this purpose) and must stay
in the system to fight the enemy ships. All
remaining moving ships may bypass the enemy
fleets and keep moving if they have jumps
remaining in the current segment. (Battle
cruisers count as capital ships if that
variant is also in use.)
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Fear the enemy’s ray guns.
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13.31 Laser Beam Intensity Varies Inversely
with Atmospheric Density (or, Barren Rocks
are Beam Bait)
When using the Variant
Planetary Combat rules posted on this
website, beams may fire in addition
to torpedoes during steps 2 and 3 of Invasion
Combat (13.3) if the planet being
invaded is Type X.
In Step 2, defending fighters conduct beam
fire before torpedo fire, rolling one die
for each beam factor fired and hitting on
each roll of 5 or 6. Then in Step 3, surviving
escorts plus any attack transports (AT) in
the invasion fleet conduct beam fire before
torpedo fire. They add up all their beam factors,
divide by three, and roll a number of dice
equal to the result. Every 6 rolled is a hit,
which the attacker can allocate among the
defending fighters and Planetary Defense Systems
as desired.
17.11 Navigational Uncertainty Varies Directly
with Speed (or, “Danger, Will Robinson!”)
Fleets moving off the jump routes can move
in the second, third and fourth action segments
of turns — but doing so carries risk.
To do so, the owning player activates the
fleet and rolls two dice before moving it.
He adds to the roll a number equal to the
distance in hexes between the fleet and the
closest friendly outpost or world, and subtracts
from the roll the number of scout ships in
the fleet. For example, if he rolls a 5, the
closest friendly outpost or world is 7 hexes
away, and there are two scout ships in the
fleet, then the modified roll would be 5 +
7 – 2 = 10.
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Space is big. Really big. You just won't
believe how hugely, mind-bogglingly. . . .
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If the modified roll is 10 or less, the owning
player may move the fleet one hex, into whichever
adjacent hex he wishes. If the modified roll
is 11 or 12, the fleet moves in a random direction:
The owning player specifies which hex adjacent
to the fleet’s current hex corresponds
to a roll of 1, then rolls one die. If the
roll is 1 he moves the fleet into that hex;
if not he counts clockwise from 1 around the
fleet’s hex until he reaches the number
rolled, and moves the fleet to that hex.
If the modified roll is 13 or more the fleet
is lost in space. Remove its counter from
the board, record its last reported location,
and set all counters in the fleet aside. Roll
two dice at the end of every subsequent action
segment. On a roll of 12, the fleet reappears
— put it on the map in the system closest
to its last reported location. Be sure to
make a maintenance roll (14.1) for each currently
lost ship in the close-out segment of every
turn (no Resources may be spent on lost ships).
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