From: emc@m-net.ann-arbor.mi.us (Evan M Corcoran) Date: 3-DEC-1993 11:15:54 Description: WarpWar Rule Extensions Microgame #4, WARPWAR, has always been a favorite of mine. As the rules say, Warpwar's modular design is easily expandable, so to that end here are some ideas I have for expansion. Some of these are contradictory, since it's mostly just ideas so far. Actually I am thinking of forgetting about planetary combat; it's too much of a hassle. Same with "life support." As per a brilliant suggestion, I am keeping in mind the possibility of playing Warpwar by email. The diceless combat system would make this a pleasure. -EMC IDEAS FOR WARPWAR 1. MAP A. Larger area B. Add Planetary boxes C. Starbases further apart D. Add BP values to stars 2.SHIPS A. More weaponry types 1. Tractor beams 2. Cannons (C) are used by a ship to launch Shells. Each Cannon may fire one Shell per combat round. 1 PD is required to power a Cannon for one combat round. Each Cannon costs 1 BP to build. Ship may have any number of cannons. Cannons are treated as beams as far as combat goes, but may not be used with beams or shields. May be used with Missiles. 3. Shells (SH) are fired by Cannons. Each Shell does a basic 1 point of damage if it strikes. 1 BP builds 10 shells. Shells operate in combat like Beams, but in all other respects are similar to missiles. 4. New missile types a. Gas missile - if hits destroys x crew factors b. Marine assault shuttle - if hits ,destroys crew, ship is captured & piloted home. If Marines present on target combat is resolved immediately c. Hellbombs (H) cost 3 BP and are fired from Tubes. They may not be used during space combat. One Hellbomb will destroy one Starbase completely. B. New components 1. Troop carrier - planetary lander 2. Fueller pod 3. Colonization pod - freighters 4. Science modules or sensors a. Cloaker (CL) costs 5 BP. Conceals movement from opponent. If cloaked ship enters star hex where enemy ships are present, owning player may choose to engage in combat. If he/she declines to engage in combat, ship remains hidden, but cloaked ship may not confer ownership of a star, even if enemy forces depart. Cloaker is of no use in combat. b. Detector (D) costs 4 BP, and requires 2 PD to use. High energy scan of hex is conducted, and all cloaked ships are revealed. Cloaked ships become recloaked if it leaves the scanned hex. 5. Life Support factor 6. Repair modules, frontier repair + resupply 7. Marine platooon, for guarding ship. 1 BP per platoon. D. Move only one warpline per turn - or mp values scaled to power rating (i.e. if PD = 1-5, MP = 1; PD 6-10, MP = 2, etc.) 3. STARBASES A. Docking Bays, orbital shipyards B. Fortified planetary bases C. Starbase construction: A Starbase costs 10 BPs per turn for three consecutive turns to construct. It is operational at the beginning of the fourth turn. The player constructing the base must control the star for all three turns. If an enemy ship is present unopposed during the three turns, the construction is halted and all BPs are lost. 4. ECONOMICS A. Each star has a basic BP value, ranging from 1 to 15. At the beginning of a player's turn, he/she collects BPs from all owned planets. If a friendly Starbase is present, the player collects the full BP value of that star; if an enemy base is present, the player collects one fourth of the BP value. If no base is present, one half the basic BP value is collected. B. Ownership: A star is owned by a player if 1. there is a friendly starbase and no enemy ships present, 2. there are friendly ships and no enemy ships present, 3. there are no bases and ships of either side present, and the last ships present were friendly. 5. SEQUENCE OF GAME EVENTS A. Count Victory Points B. Economic phase 1. Add up all BPs from owned stars. 2. Build, repair and resupply ships. C. Movement. D. Combat. 1. Space Combat. 2. Base defense/ship bombardment. 2. Troop drop - at no PD cost. 3. Planetary Combat. E. Systemship and Troop Pickup and Drop. 6. PLANETARY COMBAT A. If Troops from opposing sides are present on planet, planetary combat occurs. 7. OTHER POSSIBILITIES A. Ground & on-board combat B. Colonies C. Races with abilities D. Crew size as factor E. Planetforming F. Creating new Warplines - Warpline engine (WE) - 10 BP. If Warpline Engines are present on two stars for one full turn, a new Warpline is created. Warpline Engines may not be reused, but may be rebuilt. 1 Build Point = 1 Power Drive factor 1 Beam factor 1 Shield factor 1 Missile Tube 3 Missiles 1 Cannon 10 Shells 1/5 Warp Generator 1 Systemship Rack 1 Life Support factor 1 Platoon Marines 1 Regiment Planetary Infantry 1 Brigade Planetary Armor 1 Base Defense Installation 1/10 Warpline Engine 1/30 Starbase 1/5 Cloaker 1/4 Detector Each 10 BP (round down) of total ship cost requires 1 Life Support factor in addition to base cost. How to depict maps in ASCII?