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Dark Nebula

Interstellar War
For Control of the Nebula.
As the Aslan Hierate and the Solomani Confederation expand into unknown space,
they meet and soon fight in a struggle for control that will bring the victor greater
economic and political power. This is the setting for Dark Nebula, a game of
interstellar warfare using the popular Imperium game system. Each side
manipulates starships and troops in an effort to control worlds while denying them to
the enemy.

Dark Nebula is a science fiction game set in a future with interstellar travel and
powerful weaponry. Eight astrographic maps provide the setting for intense rivalry
between warring worlds. 120 die cut counters provide the starships and troops to
wage the war, while the rules booklet gives complete instructions for play. Dark
Nebula uses the popular Imperium game system. Recommended for ages 12 to
Component Inventory
Game Box Lid and Base
Counter Sheet
Game Board / Maps (8 different)
Bright Star
Aslan Hierate
Rift Routes
The Fastnesses
Solomani Quadrant
Dark Nebula
Game Rules
Combat Charts (on back of game rules booklet)

Interstellar War
For Control of the Nebula.
A Series 120 Game, playable in under two hours by two players, ages 12 to adult.
This game uses a variant of the game rules presented in Imperium.


Game Design: Marc W. Miller
Art Direction and Graphics: Paul Richard Banner
Playtesting: John M. Astell, John Harshman, Tim Brown

Game Designers Workshop

203 North Street
Normal, Illinois 61761
used in the game. Counters represent used in the rules to refer to the map and for starships or other forces. A starship,
DARK NEBULA starships, troops, and other markers to map locations. for example, in a system, could be in
which participate in the game. Most hexagons (called hexes) on the the stellar hex (in space) or in a
Interstellar War Information on the counters is map are black and blank. These are planetary surface box (on the ground).
presented in a specific format for ease interstellar space hexes. The presence Primary systems have a primary
For Control of of assimilation. Counters contain a of a jump route or lettering has no effect planetary surface box and the name of
symbol and may have one or more on an otherwise blank hex. the star printed in white. Secondary
the Nebula. factors (numbers) representing various A stellar hex is any map hexagon systems have a secondary planetary
A Series 120 Game, playable in strengths. Counter formats and the which has one star in it; a hex with two surface box and the name of the star
under two hours by two players, ages meanings of the alphabetic codes used stars in it is a binary stellar hex. Most printed in red. The quality of the Alis/Ria
12 to adult. to define counter types are provided in stellar and binary stellar hexes are the system (on the Bright Star map) is
This game uses a variant of the game Figure 2. Players will quickly learn to end points of jump routes. In general, dependent upon the planetary surface
rules presented in Imperium. identify counters as to strengths and the term stellar hex includes binary box in use; if one player controls both
abilities using this information. stellar hex unless a point of boxes, he or she has a choice as to
OUT THERE C. Game Maps: The eight game map differentiation is being made. which box (and thus system type)
In a region of space rimward from sheets provide the playing surface for Those stars which have planets are controls a situation. Tertiary systems
Terra, at some time in the far future, the Dark Nebula, although not all are used marked with an adjacent planetary have no planetary surface boxes (as in
revitalized Solomani Confederation is in every game. surface box, representing the combined the case, on the Bright Star map, of
struggling to establish a stellar empire The game map is a graphic display of surfaces of the planets in the system, Daanarni).
simultaneously with the Aslanic Hierate. stars and planetary surfaces; because for the purposes of maneuver,
Both cultures are fighting for position, of the map's importance, it is covered development, and control. Each 3. THE GAME
and they find themselves squared off more fully in Rule 2. planetary surface box is printed in a hex Dark Nebula is a science fiction
and ready for war... The map labeled Bright Star also adjacent to a star, but represents a game intended to simulate interstellar
In basic terms, Dark Nebula is a contains a turn record chart to allow location within the stellar hex. The war between rival cultures. A game
science fiction simulation game, players to keep track of the passage of planetary surface box should not be involves an encounter and the ensuing
presenting a future history situation time. The map labeled Rift Routes also confused with the interstellar space hex conflict between the two opponents.
involving starships, industry, troops, and contains a resource point chart which is in which it is printed. In the beginning, the players alternate
defenses in a campaign for supremacy used by both players to record their Binary stellar hexes, in some cases, placement of the game- maps in order
among the stars. economic standing during the course of have two planetary surface boxes; one to establish the playing surface which
the game. for each star with planets. will be fought over. It is reasonable to
1. GAME COMPONENTS D. Dice: One die is provided with the Planetary surface boxes are further assume that the players will place the
Dark Nebula includes as game for the generation of random classified (and color coded) by the maps to their own advantage, and this
components a set of game map sheets, numbers. quality of the planets represented, is part of playing the game.
one sheet of die-cut counters, and this The use of random numbers is a Naturally habitable worlds are classed After map placement, players will
rules booklet. The game box serves to central idea in Dark Nebula. They do as primary and coded white; all others receive opportunities to move forces to
store these components between not make the game random, however. are classed as secondary and coded strategic positions, attack enemy forces,
games. Instead, the numbers indicate results on red. Within the Solomani Quadrant and invade enemy-held locations,
A. Rules: This rules set describes the various charts during the course of the map, planetary surface boxes are Economics are important for the
game and contains detailed rules game, the players can not absolutely coded with a disk to indicate control by production of new and replacement
governing play. It is suggested that you predict any specific result, which in turn the Solomani player; within the Aslan forces, and are dependent on the
read the rules completely before makes the game one of skill and Hierate map, planetary surface boxes territory under a player's control, but
beginning the game: the familiarity thus strategy rather than either chance or are coded with a pyramid to indicate victory depends on territorial gains and
gained should enable you to refer to foregone conclusion. control by the Aslanic player. On all losses.
specific sections of this booklet as other maps, planetary surface boxes
questions arise during the game. 2. THE STAR MAPS are considered neutral; military forces 4. SEQUENCE OF PLAY
Game charts are included in this Included in Dark Nebula are eight may be present in primary boxes, and Dark Nebula is played in turns, also
booklet and on its back cover. This star maps showing groups of stars at a inhabitants are considered present in called game turns where necessary for
information is presented in chart form scale of one-half parsec (about 1.63 secondary boxes. the purposes of clarity. Each game turn
because it is most easily used and light years) per hex. Map symbols A stellar hex taken together with its represents the passage of two years.
constantly needed. represent stars, planetary surfaces, and adjacent planetary surface box or boxes Game turns are further divided into
B. Counters: One sheet of die-cut jump routes. The following terms are is considered to be a system. This term player turns, each consisting of phases
counters provides the 120 counters is used to designate possible locations and subphases. This structure of game
turns, player turns, phases, and the player's ships may continue making
subphases serves to state precisely 5. MOVEMENT hyperspace jumps until a hex containing
what activity may he conducted, and Various forces may be moved from one or more enemy starships is
when. Game activity not allowed by the location to location under their own entered. The moving ships must then
sequence, or activity performed out of Game Turn Sequence of Play power, while others may be transported stop and attack the enemy ship(s) in the
sequence, is prohibited. Solomani Player Turn by ships. following combat phase. Ships may end
The Phasing Player: At various A. Solomani Maintenance and Starships, depending upon specific their movement at any time or may elect
points in these rules, it is necessary to Production Phase. capabilities, may move through space to remain in their present hexes.
distinguish between players on the B. Solomani First Movement Phase. at just below lightspeed using sublight Transport and tanker counters have
basis of which is currently moving or C. Solomani First Combat Phase. movement or may use hyperspace no attack factors, and are not capable
performing activity. The phasing player 1. Space Combat Subphase. jumps along jump routes. Monitors, due of combat. Ships jumping to a hex
is defined as the player who is 2. Planetary Surface/Space to their lack of hyperspace drives, may containing only these types of ships
designated in the title of the current Interaction Subphase. not make hyperspace jumps. may ignore them and continue to move.
phase. For example, in the Aslanic First 3. Surface Combat Subphase. Troops and planetary defenses may Those ships which stop to do battle
Movement Phase, the Aslanic player is D. Aslanic Reaction Movement Phase. be transported from location to location must wait until the combat phase.
the phasing player. In the Solomani E. Aslanic Reaction Combat Phase. in transport ships. Other ships (any During the Reaction Movement
Reaction Combat Phase, the Solomani 1. Space Combat Subphase. types) may not be transported. Phase, the phasing player may
player is the phasing player. 2. Planetary Surface/Space. Sublight movement involves designate any one stack as his reaction
Conversely, the non-phasing player is Interaction Subphase. interstellar cruising at 90% of the speed force. A stack is any group of counters
always the phasing player's opponent. 3. Surface Combat Subphase. of light. In game terms, this is in space in a single hex or in a single
Throughout the rules, reference will F. Solomani Second Movement Phase. expressed as a movement of one hex planetary surface box. This force may
be made to the phasing and non- G. Solomani Second Combat Phase. per game-turn, executed during the make up to three jumps, subject, of
phasing players and to the attacking 1. Space Combat Subphase. owning player's First Movement Phase. course, to all restrictions which apply to
and defending players. The Combat 2. Planetary Surface/Space. Sublight movement is slow; monitors normal jumps (must use jump routes,
Rule defines the attacking and Interaction Subphase. use it because they are incapable of must stop upon entering a hex with
defending players; this distinction is 3. Surface Combat Subphase. jump movement anyway, but only if enemy ships in it, etc). Ships in the
sometimes different from the absolutely necessary. Other starships reaction force may but need not all jump
phasing/non-phasing player definition. Aslanic Player Turn use it only when forced off jump routes to the same destination.
Player turns are identical, differing A. Aslanic Maintenance and Production by combat or strategy. Refueling: All ships use hydrogen as
only in that each names a specific Phase. Hyperspace jumps involve movement fuel for their thermonuclear reactors.
player as the primary participant; two B. Aslanic First Movement Phase. directly between stellar hexes at faster- This may be supplied from planetary
player turns constitute a game turn. C. Aslanic First Combat Phase. than-light speeds. Such jumps are oceans or from atmospheres of gas
The specific sequence of phases and 1. Space Combat Subphase. possible only along jump routes printed giants. The presence of enemy forces
subphases within the player turns is 2. Planetary Surface/Space on the maps, each jump route is a does not prohibit ships from refueling in
given in the turn sequence list on page Interaction Subphase. green line connecting two stellar hexes. a system. Refueling is usually of minor
three. The sequence is not nearly as 3. Surface Combat Subphase. In game terms, each hyperspace jump importance. However, tertiary star
formidable as it appears. D. Aslanic Reaction Movement Phase. is expressed as movement from one systems (those having no planetary
General Notes on Sequence: It E. Solomani Reaction Combat Phase. stellar hex to another stellar hex along a surface boxes) cannot easily provide
should be noted from the stated 1. Space Combat Subphase. jump route. The ship making the jump refueling opportunities. Ships jumping to
sequence of play that a player, in his 2. Planetary Surface/Space does not actually enter the intervening these systems are unable to refuel and
player turn, is allowed two opportunities Interaction Subphase. hexes, and cannot be affected by forces thus may not jump out of such systems
for movement and combat (the first and 3. Surface Combat Subphase. in those hexes. Jumps may be made in under ordinary circumstances.
second movement and combat phases). F. Aslanic Second Movement Phase. the owning player's First and Second Tankers are capable of
Between these two opportunities, the G. Aslanic Second Combat Phase. Movement Phases, and in the owning manufacturing fuel directly from stellar
enemy player is allowed a limited 1. Space Combat Subphase. player's Reaction Movement Phase. A atmospheres; when such a ship moves
opportunity to move and attack. 2. Planetary Surface/Space jump must be from a stellar hex to a to a tertiary system, it is immediately
Interaction Subphase. stellar hex. It may not begin or end on a capable of refueling friendly ships,
3. Surface Combat Subphase. portion of a jump route lying between enabling them to leave the hex using
the ends. hyperspace jumps. A tanker
Each player is allowed an unlimited automatically provides itself fuel to
number of hyperspace jumps during leave the hex.
each of his movement phases. Each of
Transport: Transportation is the with cargos) in a blank area of the map another ship to be matched by another unaffected. At long range, an attacking
means whereby non-ships (troops, or table. The phasing player is the attacking ship. This procedure ship may elect to use high intensity fire
planetary defense markers) may be attacker; the opposing player is the continues until all defending ships have (detailed below) with the ship missile
moved through space. One counter (the defender. been moved forward, or until there are factor doubled.
cargo) may be carried by a transport. Each combat round consists of three no more attacking ships. Extra ships at To fire at an enemy ship at short
The cargo should be placed under the segments: range determination, ship this point (unmatched defending ships, range, the procedure is much the same,
transport ship counter to indicate that it allocation, and combat resolution. or extra attacking ships) may he but more options are available and
is being transported. Range: Space combat occurs at one allocated to any enemy ships, doubling beam factors are the primary weapons
Capital ship counters (M, B1, B2, and of two ranges. Long range allows the or tripling up for maximum effect (there used. The attacking beam factor and
BB) may carry troop counters, but no use only of missiles in the attack; short is no limit to the number of extra ships the target's screen factor are used to
other type of cargo; each may carry one range allows the use of missiles (but at which may be allocated against an determine the required hit number. One
troop counter, with the exception that reduced factor) or beams. Range for the enemy ship). Extra ships may elect to die is rolled and the effect noted. At
armored troop counters may not be first combat round in any encounter is sit out the combat round and be short range, a ship may elect to make a
carried. automatically long. screened from fire by the ships suicide attack (described below),
Ships carrying cargos may always To determine range in each engaged in combat. gaining a +1 die roll modification by first
embark or disembark cargo in a friendly subsequent combat round, each player After specific ships have been undergoing enemy defensive fire.
system (containing a friendly world or rolls one die. The player with the allocated, their types of fire are Missiles may be fired at short range at
outpost marker); a single transporting smaller force (the fewer ships present) declared. The attacker first declares his half factor (rounded down) instead of
ship may not carry more than two may add 1 to his or her die roll. The or her fire options (such as beam fire, beams, after surviving all beam fire in
distinct cargos in a single Movement player achieving the higher die roll has close range missile fire, suicide attacks, the round.
Phase. When delivering a cargo in a the option of changing range. Such a high intensity fire, etc). The defender Space combat is normally considered
non-friendly (not necessarily enemy) change may be from long to short, or then declares any options desired and to be simultaneous within a combat
system, the act of movement from from short to long. Because range notes any defensive fire which has round. All possible fires are made and
space to the planetary surface box must change is an option, the player may become available. The attacker then destroyed starships are allowed to fire
take place during the Planetary Surface/ decide not to change range. notes any defensive fire which has before being removed from play (except
Space Interaction Subphase (subphase If the range determination die roll become available by reason of the for the victims of defensive fire). Both
2) of the Combat Phase. comparison is a tie, range automatically defender's fire allocation. The various players may attack within the round
In the Reaction Phase, starships remains the same in the current round, fire options are discussed later in this using all available starships. All space
transporting cargos may embark or and changes to the other range in the rule. Combat is then resolved. combat is resolved before play
disembark cargo, but not both. Such following round. No range determination Combat Resolution: During the proceeds to the next subphase (the
transports would necessarily be part of is then necessary in that second round. combat round, each ship fires at an Planetary Surface/Space Interaction
the reaction force. All starships in a hex are at the same enemy ship matched against it. Each Subphase).
Cargos may not be transferred range, and all starships change range starship may fire once per combat High Intensity Missile Fire: A
between ships in space. together. Starships belonging to one round. If more than one enemy ship is starship may elect to expend its entire
When a ship is destroyed in combat, player may not occupy different ranges. matched against a ship, it may choose supply of missiles in a single attack,
its cargo is also destroyed. Either player may decide to break off which one it fires on. thus endeavoring to overwhelm the
the engagement in any combat round, To fire at an enemy ship at long target with a high intensity of fire. The
6. COMBAT provided a suitable exit route exists. range, a player notes the missile factor ship's missile factor is doubled (to a
Each combat phase consists of three Immediately after range determination, of the firing ship and the screen factor maximum of 12) and the attack is
subphases, allowing space combat, the player indicates that he or she is of the target. The space combat results resolved. The ship, however, has then
planetary bombardment and planetary breaking off, and all of the player's table is then consulted. The proper exhausted its missile supply, and its
defense fire, and surface combat. starships capable of hyperspace jumps missile factor row and screen factor missile factor is reduced to zero for the
Space combat is a series of combat must break off; ships incapable of column are consulted; at the remainder of the current Combat
rounds, each being the exchange of fire hyperspace jumps may, and must, intersection of the row and column is Phase.
between enemy ships in the same hex remain behind and continue the action. the hit number required for the Short Range Missile Fire: Starships
and occurring during the space combat See Terminating Combat (page 8). destruction of the target. The attacker may elect to fire missiles at short range,
subphase. Space combat usually Ship Allocation: After range is then rolls one die and compares that disregarding the fact that the superiority
occurs in stellar hexes, but may occur in determined, players allocate their ships result with the hit number; if the result is of beams at short range drastically
any hex. to specific attacks. The defender moves equal to, or greater than, the hit reduces the effectiveness of missiles.
Preparation: Each player prepares forward one ship, and the attacker number, the target is destroyed and Missile fire at short range is made at
for space combat by laying out his or allocates one ship against that ship. removed from play. If the result is less half factor (fractions rounded down).
her ships (all ships, including transports The defender then moves forward than the hit number, then the target is The firing ship may not attack until all
beam fire has been resolved. Ships Terminating Combat: Space combat interact with the associated planetary fire at each enemy ship which is
destroyed by beam fire may not fire is ended in one of two ways: by the surface box. If the planetary surface box vulnerable. Each marker fires once at
missiles at short range. A ship at short complete destruction of one side or by is already friendly, landings may be each vulnerable ship by rolling one die
range may elect to fire missiles and also one side breaking off the engagement. made. If the box is not friendly (not and consulting the planetary defense
to make such an attack as a high It one side is destroyed, the other necessarily enemy), bombardment may fire table. If the target starship has a
intensity attack. In some cases, the, player's forces have won, and the hex is occur, planetary defense fires may he screen factor of 7 or greater, add 1 to
doubled missile factor (previously now controlled by the victor. made, and landings then performed. the die roll before consulting the table
rounded down) may not now equal the Either side may elect to break off the Planetary Bombardment: Ships (thus, starships with a higher screen
full normal factor. engagement at the beginning of the may elect to bombard enemy forces in a factor are less vulnerable to planetary
Suicide Attacks: Starships with combat round, immediately after range planetary surface box by allocating defense fire). The die roll is then
beam factors may make suicide attacks determination, and effectively surrender missile factors. Each enemy counter in indexed to the table and the column
if at short range, provided they first the hex to the enemy. All forces remain the box is a target; more than one target corresponding to the marker firing. The
undergo defensive fire from the target. in combat for the current combat round, may be attacked in this subphase, but result is noted.
Suicide attacks must be declared before but those breaking off may not fire. At no target may be attacked more than Two results are possible on the table:
any combat occurs in the combat round. the end of the combat round, all once. No ship may bombard more than No Effect and Target Destroyed. A
The attacker declares his suicide surviving ships capable of hyperspace once; several ships may combine their destroyed target is immediately
attacks first, and those ships making jumps then jump out of the hex. A missile factors to attack a single target. removed from play. The destruction of a
suicide attacks may not themselves be priority for jumps exists: if possible, the The missile factors allocated against ship also requires that any cargo it is
attacked in this manner. break off jump must be to a friendly a target are totaled and one die is carrying also be destroyed.
The target of a suicide attack is system (one jump away) with no enemy rolled. This die roll is then indexed to Jump troops are capable of landing
entitled to defensive fire using beams at ships present. Failing that, the break off the planetary bombardment table and directly from space without being
full factor or missiles at half factor jump must be to an empty system (one the result noted. transported down by a ship. Such units
(fractions rounded down). High intensity jump away). If neither of these two Three results are possible on the are ejected in space by the transporting
missile fire may not be used in circumstances is available, break off planetary bombardment table: No ship, and each is then subject to
defensive fire. The target may fire on cannot occur. Effect, Target Neutralized, and Target defense fire individually (the ship is not
the attacker, and if it destroys that ship, Ships which cannot perform Destroyed. A neutralized target is subject to fires because of this action).
the suicide attack is foiled and not hyperspace jumps (monitors, disrupted inverted, and remains so until the end of Jump troops are treated (for the
resolved; the suicide attacker is not starships unable to make their required the player turn; it may not attack (either purposes of planetary defense fire) as
allowed to fire at all during the combat roll, reaction forces which have already with planetary defense fire, or against having a screen factor of 7 and are thus
round and is removed from play jumped three times) are left behind to troops) but defends normally. A allowed a die roll modifier of +1 when
immediately. If the suicide attacker carry on the battle alone. When break destroyed target is removed from play landing.
survives the defensive fire, it then off is performed, all ships capable of immediately. Note that planetary bombardment can
attacks in the normal manner, but it breaking off do so; all others remain. Note that planetary surface boxes destroy or neutralize planetary defense
adds 1 to its die roll before comparing Deep Space Combat: In the rare may fire with planetary defense fires. markers before they are able to fire,
the roll to the required hit number. event that both sides have forces in an Such fires cannot be destroyed or thus allowing easier landings by
Normally, a ship may only fire once in interstellar hex, the combat between neutralized by planetary bombardment. starships or troops. However, the fire
a firing round. If more than one suicide them occurs in the Combat Phase They do change hands once a world from planetary surface boxes cannot be
attack occurs against a single ship, that which follows the movement of the has been conquered and thereafter may stopped before the planetary surface
ship may make defensive fires once attacker. Break off is impossible, and be used by the victor. box itself is conquered.
against each of the attacking ships. such combat becomes a duel to the Planetary Defense Fires: Planetary
A ship which has made defensive fire death. surface boxes and planetary defense Surface Combat
has used its ability to fire, and may not General Notes: No ship may fire markers may fire at incoming ships in Surface combat is a series of combat
fire normally. more than once in a combat round an attempt to destroy them. Ships which rounds, each being an exchange of fire
Disrupted Starships: Ships may (except when allowed defensive fire). have conducted planetary between enemy forces in the same
become disrupted as a result of faulty Several ships may not combine their fire bombardment and ships wishing to land planetary surface box and occurring
maintenance. Disrupted starships against a single target; each ship fires on the planetary surface box must during the Surface Combat Subphase.
subtract 1 from the die roll when individually, and each target defends undergo planetary defense fire. The player controlling the planetary
attacking. When a disrupted starship is individually. Each planetary defense marker and surface box is the defender; his
attacked, the attacker may add 1 to its each planetary surface box may fire at opponent is the attacker. Note that this
die roll. Disrupted starships may make Planetary Surface/Space Interaction each incoming ship. For example, if a may not correspond with phasing/non-
suicide attacks, but may not conduct After space combat, ships which are planetary surface box contains a phasing player definitions.
high intensity missile fire. in possession of a system hex may planetary defense marker, each would
Preparation: Each player temporarily Troop counters are each printed with Mercenaries: Hired forces used by to place. One transport carries one
removes his counters from the specific the factor with which they attack and one player may find themselves fighting counter as cargo. Production Cost: 1
planetary surface box to some clear defend, Planetary defense counters against hired forces being used by the RU.
area of the map or the playing table. As defend with their printed factor; all other other player. In such cases, any attacks Tankers (AO) are mobile stations
in space combat, the defender moves counters (including starships) defend which involve any number of mercenary capable of manufacturing fuel directly
forward one troop counter (which may with a factor of 1. units (at least one on each side) are from stellar atmospheres. A tanker is
be regular, jump, or armor, and may be Combat is resolved using a combat resolved with a die roll modification of required to properly refuel starships so
either loyal troops or hired differential. Each troop counter may fire +2 to reflect their unwillingness to that they may jump from a tertiary
mercenaries); the attacker responds by at one or more of the counters matched engage in decisive action against the system hex (though unfueled ships
matching this unit with one of his troop against it, subtracting the target other. could still exit such a hex using sublight
counters. This procedure continues until counter's or counters' defense factor Terminating Combat: Surface movement). Production Cost: 2 RU.
either the defender or the attacker has total from the firing troop counter's combat is terminated when all combat Scouts (SC) are small, lightly-armed
no more troops available. Neutralized factor (this result may be a negative troops are eliminated. For the defender, ships originally designed for exploration
troops may be used by either player in number). The correct column of the this includes all committed troops, but and courier duties. Production Cost: 1
this procedure; they may be attacked, surface combat results table is noted, not those forces screened during the RU.
but may not themselves attack. one die is rolled, and the result is initial preparation. If all attacking troops Destroyers (DD) are small fleet units
If the attacker has fewer troops than implemented. are eliminated, all other attacking forces designed for escort duty and limited
the defender, the defender may commit Two combat results are possible on (transports, or other ships, unplaced independent operations. Production
his excess troops against attacking the surface combat results table: No cargos, etc.) on the world surface are Cost: 3 RU.
troop counters, doubling or tripling up Effect and Target Destroyed. A also eliminated.
(or more) for maximum effect. It the destroyed result indicates that the target Cruisers encompass several types of
defender has fewer troops than the unit or counter is removed from play. A Reaction Combat ships, including light cruisers, strike
attacker, the defender must now move world can never be destroyed as a Certain restrictions apply to the cruisers, attack cruisers, and heavy
forward non-troop counters (planetary result of combat. Reaction Combat Phase. Only those cruisers. Cruisers form the major heavy
defense markers, and ship counters) Combat is simultaneous, and all units counters designated as the reaction fleet elements of any force, due to their
each to be matched by an attacking firing may fire before any combat results force (the stack allowed to move during relatively low maintenance cost, and to
troop counter. are implemented in a combat round. A the phase) may participate in the their high firepower.
All defending counters not involved in single unit may fire at one, some, or all Reaction Combat Phase, if those Light Cruisers (CL) are the smallest
this preparation are considered counters which are matched against it; counters enter a situation where other of cruiser-type ships. Production Cost: 6
screened, and do not participate in if several units are matched against one friendly forces are also present, they RU.
surface combat at any time during this or more targets, they may sum their may join the attack. The reaction force Strike Cruisers (CS) are
subphase. Set them aside. After each factors and fire on one of the targets units may engage in any permissible characterized by high missile factors,
combat round, troops and other only. There is no requirement that all combat activity (space combat, lending themselves to a variety of
counters involved in surface combat counters must be attacked or that all planetary bombardment, surface missions, especially planetary
may be reallocated as losses occur, but must attack. combat). bombardment. Production Cost: 10 RU.
the screened forces may not participate Each troop unit may fire once in a Heavy Cruisers (CR) are the
(or be forced to participate) in surface combat round. 7. STARSHIPS standard cruiser class ship, forming the
combat. Defensive Fire: Because jump troop Each starship counter represents a backbone of major space forces.
Note: This rule imposes a theoretical units are only lightly equipped (to squadron of individual ships and Production Cost: 1 2 R U.
limit for conquest. A planetary surface enable them to jump) they are at a exhibits a variety of characteristics and Attack Cruisers (CA) are potent
box cannot be conquered in one disadvantage when defending against values. Each counter is marked with ships with high beam armament.
subphase if the number of attacking armor or regular troops. In any situation beam, missile, and screen factors, a Production Cost: 14 RU.
troops is less than the number of where a jump troop attacks an armor or maintenance number, and an Expeditionary Ships (EX) are
defending counters. regular troop (including situations when abbreviation for ship type. Counters scientific research ships which combine
Combat: Once units have been more than one counter per side is also carry a ship silhouette which may armaments with laboratories, and are
allocated (roughly in pairs), the involved, but each side is using be used for recognition. used in the exploration of space and
attacking and defending counters are homogeneous forces of jump troops or The following ship types are new worlds. Production Cost: 10 RU.
each allowed one attack (but non-troop armor/regulars), the armor/regular troop available:
counters and neutralized troop is allowed a defensive fire. If the jump The general class of capital ship
counters may not attack, they may only troop is destroyed by defensive fire, it is Transports (TR) are cargo-carrying includes dreadnoughts, improved
defend). immediately eliminated and may not ships capable of moving planetary dreadnoughts, battleships, and
fire, defense markers, and troops from place monitors. Capital ships are each
capable of carrying one troop counter include the firepower of heavy artillery, mercenaries. The required RU cost for the 00 denotes the tens and indicates
as cargo and ejecting jump troops for they are allowed a defensive first fire mercenaries is lower than that for the RU balance from 10 to 90.
invasions. Capital ships are better against jump troops (which are not so national troops, but it must be paid Together, the two markers can indicate
equipped to defend against planetary equipped). every game turn. Such forces may be an RU balance from 0 to 99.
defense fires because each has a Jump troops are the elite of the released from service by returning them
screen factor of 7 or greater. All capital armed forces, and represent highly to a friendly primary system, after which 11. ECONOMICS
ships except monitors require two turns trained and specially equipped they need not be paid unless again The basis for economic activity for
for construction; monitors only require individuals. Each counter represents a hired and used. both players is the resource base of the
one turn. force of about one division. They are various planetary systems; each player
Dreadnoughts (B1) are heavily characterized by high combat factors 9. PLANETARY DEFENSES counts his resources in resource units
armed and armored starships intended and by the jump capability (see Planetary defense markers are used (RUs). These RU are used to pay for
as the mainstay of the fleet. Planetary Surface/Space Interaction). to provide additional defensive maintenance costs, the production of
Maintenance costs for such vessels Armored troops (armor) represent firepower against enemy attack. In Dark new starships and other forces, and for
greatly hinder their usefulness. the firepower of grav-tanks, with each Nebula, only neutrals and Aslanic the hiring of mercenary forces.
Production Cost: 13 RU. unit approximately a brigade of heavily forces have planetary defense markers. Income: Each player computes his
Improved Dreadnoughts (B2) are armored vehicles and supporting The Solomani do not. income during his Maintenance and
evolutionary developments of the personnel. Armor, due to its weight and Planetary defense markers represent Production Phase and notes the new
dreadnought. Production Cost: 14 RU. bulk, can not be landed on a planetary extensive batteries of missile and beam balance on the resource unit chart,
Battleships (BB) are the ultimate surface box unless friendly units were weapons with supporting fire control Computation of income occurs as the
capital ship with the highest available present in the box at the start of the provision. Planetary defenses have a first step it the phase.
firepower and armor. Production Cost: player turn. Armor is allowed a primary mission of anti-starship fire. Income is based on a budget (which
15 RU. defensive first fire against jump troops. Because each defends with a factor of is based on victories in battles), plus
Monitors (M) are heavily armed Troop units in national colors may be 2, such installations may also serve as tribute from each connected primary or
ships incapable of performing the raised by paying the required RUs and defensive ground forces. secondary system. See the Income
hyperspace jump; they may only move placing the counter on the turn record Aslanic planetary defense markers Table below. In addition, a player may
using sublight drive. Monitors are chart to appear in the next friendly are manufactured and must be receive bonus income from time to time
predreadnought in design and belong player turn. The specific counter is transported into place. Each becomes as a result of scientific advances.
only to neutrals. Because they do not determined by placing all available operational at the end of the player turn
have hyperdrive and because they are counters of the correct type (regular, in which it is placed. Neutral planetary Income Table
often assigned to the defense of jump, or armor) face down, and defense markers are placed at the Budget (initial) 10 RU
outposts, monitors may pay for randomly selecting one. Note that the beginning of the game and may be Per Connected Primary System 4 RU
maintenance (see the Maintenance strength of the unit does not directly used by either player against the enemy Per Connected 2ndary System 1 RU
Rule) when in a friendly secondary influence its cost. player, provided the friendly player
system, rather than perform the die roll. Troops destroyed in combat return to controls the planetary surface occupied Income according to the income table
Production Cost: 6 RU. the pool of available troop counters, and by the planetary defense marker- is received only it a system is
may be produced through the payment Planetary defense markers cannot be connected, and the planetary surface
8. TROOPS of the correct amount and use of the moved once placed. box is friendly to the receiving player. A
Three types of troops are available: random draw. world is friendly if there is a friendly unit
Jump Troops, Regular Troops, and Troops are not subject to 10. MARKERS on the world; if opposing units are
Armored Troops. In addition, troop units maintenance costs. Troops may Two types of markers are provided present, then the world is friendly to the
may be in either Solomani or Aslanic operate only in planetary surface boxes for use in bookkeeping during the defending player (see Surface Combat).
colors, or may be in neutral colors, in and perform no function while in space course of the game. Connected means that the player can
which case they are considered as cargo. Turn Marker: The counter marked T trace a path from his home world to the
mercenary and may be hired by either Mercenaries: Troop units in neutral is used on the turn record chart to mark system in question, via continuous jump
side. colors are placed among the various the passage of time. Its presence routes, that path being free of enemy
Regular troops (also called regulars) non-aligned worlds at the start of the indicates the current game turn. starships (except transports or tankers).
represent the ordinary military game, defending their worlds against Resource Point Markers: Two In order for a path to be traced through
manpower which forms the soldiery of Aslanic or Solomani aggression. markers are provided to each side to a tertiary system hex, a friendly tanker
the Aslanic Hierate and the Solomani However, once such a world has been note the player's current balance of must be present when the path is
Confederation. Each counter represents attacked and the neutral forces have resource units. The marker with the 0 traced.
a force of about one reinforced division. surrendered (see Neutrals), those denotes ones and indicates the RU The outcome of battles affects the
Because regulars organizationally forces are available for hire as balance from 0 to D. The marker with budget. If both players had at least one
cruiser or capital ship participating in a Maintenance is not required for new disrupted starship, each may subtract 1 Newly produced forces may appear
space combat, then the winner (see units on the turn in which they appear. from the die roll before consulting the at any friendly primary or secondary
Space Combat) has his budget Frontier maintenance applies to all planetary defense fire table. system connected to a friendly world.
increased by 1, and the loser has his other situations, including starships in Disrupted ships which are otherwise Starships may be placed anywhere in
budget decreased by 1/2. When interstellar space hexes, in secondary capable remain capable of carrying the system (in space, or in the planetary
receiving income, round fractions up, systems, whether friendly or enemy, in cargos. surface box); all other forces appear in
thus a player with a budget of 9 1/2, enemy primary systems, and in tertiary Recovering From Disruption: A the planetary surface box. Planetary
would receive 10 RUs. However, if he systems. The owning player must roll ship which has become disrupted surface markers appear in an unplaced
lost another battle, his budget would one die for each starship: if a secondary remains disrupted until recovery can be state, and may be moved to their
drop to 9. system is not friendly, decrease the die accomplished. Recovery takes place ultimate location during the movement
roll result by 1. If the adjusted die roll is during the Maintenance and Production phases.
Maintenance: Continuing equal or greater than the ship's Phase. In a friendly primary system, the
maintenance expenditures are maintenance number, maintenance is disrupted starship must pay its 12. THE DARK NEBULA
necessary on a recurring basis to insure successful. Failure to make the throw maintenance number plus 1 in RUs, The Dark Nebula map contains one
that starships remain functional and in indicates that the starship is disrupted. and becomes undisrupted immediately. dominant feature - a cluster of systems
fighting trim. Each starship has a Ships not in a location which allows In any situation calling for frontier connected by uncharted jump routes.
maintenance number expressing its civilized maintenance must undergo maintenance, the disrupted starship This area of space has not been fully
relative maintenance burden. This frontier maintenance (except for must roll one die; if this result exceeds explored, and (at the beginning of the
number is used for various operations, monitors, as explained under the ship's maintenance number, the game) constitutes an area avoided
such as determining maintenance, Starships). ship becomes undisrupted immediately. because of the difficulty of travel within
making hyperspace jumps while A player with ships in the Alis/Ria Ships may move (subject to the its borders.
disrupted, and frontier maintenance. system and who controls both the various restrictions on movement) to a The value of the Dark Nebula can be
Maintenance is a required operation primary and secondary planetary location more favorable to recovery. from scientific advances derived from
for the phasing player during his surface boxes may select the form of Production: During the Maintenance the exploration of the area, and from its
Maintenance and Production Phase; it maintenance to be performed on his and Production Phase, the phasing strategic location.
must be undertaken during each game starships. player removes newly produced forces Strategic Location: If the nebula
turn. Maintenance is of two types: Neither player pays maintenance on from the turn record chart and brings obstructs the only route connecting the
civilized maintenance, performed on the first turn of the game. them into play; he then expends two opposing sides in the game, then
starships in systems with a friendly Disruption is indicated by inverting resource units to initiate production of the nebula has obvious strategic
world, and frontier maintenance, the affected starship counter. other forces which are needed or importance. If several routes are
performed in all other hexes. Effects of Disruption: Disrupted desired. The costs associated with the possible and one passes through the
Civilized maintenance applies to all starships are hindered in their ability to various forces are shown on the nebula, then it becomes part of potential
starships in a friendly primary system. make hyperspace jumps and to conduct production cost table. attack and defense strategy- If the
The owning player must expend RUs combat. Mercenary forces are also paid for nebula is off on a dead-end route, then
equal to the maintenance number for A disrupted starship must during the Maintenance and Production it probably plays no important role in
each starship in order to perform successfully roll its maintenance Phase. direct attack and defense strategy.
maintenance. The Solomani player only number or greater on one die before As various ships and forces are Scientific Value: The nebula also
pays half the printed value for his each hyperspace jump it attempts (from purchased, the counters for each are has potential value to be derived from
improved dreadnoughts; the printed a system to a system). Failure to selected from the counter mix (troop its exploration. Each planetary surface
value is used for frontier maintenance. If achieve the required die roll prevents counters are selected randomly) and box within the nebula may be explored,
a player chooses not to pay for the starship from making the placed on the turn record chart to and that exploration may produce
maintenance, the ship becomes hyperspace jump; it may move no appear on the next game turn. Capital advances in scientific knowledge, which
disrupted. farther in the player turn. ships (of types BI, B2, and BB) must be in turn can be reflected in better
Ships in a location which requires A disrupted starship in combat must placed so as to appear in two turns. weaponry or industrial might. The
civilized maintenance must perform it by subtract 1 from the attack die roll before TI)ere is no limit to the number of ships exploration table indicates the rather
payment of RUs (rather than the frontier consulting the space combat results or other forces which may be produced low chance for each world to provide
maintenance procedure described table. Any ship attacking a disrupted in a turn, provided the player has some scientific breakthrough. To use
below). Maintenance and payment of starship may add 1 to its attacking die sufficient RU to pay for them. However, the table, the world in question must be
necessary cost occurs before newly roll before consulting the space CRT. a player may not build a B2 until he has thoroughly explored; at least one troop
produced units appear and new When planetary defenses (primary or built at least one B1; he may not build a unit must be placed in the planetary
production is initiated. secondary planetary surface boxes, or BB until he has built at least one B2. surface box, and an exploration ship
planetary defense markers) fire on a must be within the system hex. After
two turns (if placement of the forces DM of +1. After six turns, all of his ships Neutral forces may be attacked, and Counter Sorting: In order to make
occurs in turn 1, then the table is of all types fire beams with a DM of +1. destroyed, normally. When these forces the game proceed faster, each player
consulted in turn 3), the exploration Screen Technology: The exploration are alone (without enemy forces with should sort all counters of his side by
table is consulted, and any possible of the world surface has resulted in a them), they may be persuaded to join type and place them in stacks or piles in
result is implemented. If the forces in greater understanding of the underlying the friendly camp as allies. The a convenient location.
the system are attacked, or if they are technology of beam generators; screen negotiation table indicates the various Map Placement: Most important 'in
removed prior to the proper turn, then generators may be materially increased efforts which may be made to convert preparation for Dark Nebula is the
the table cannot be consulted, and any in efficiency as a result. The player may neutrals to allies. A player- may use the placement of the maps. In each game,
exploration must be begun anew. Once henceforth apply a DM of -1 whenever negotiation table at the start of each the maps may be placed in a different
a planetary surface box has been using screen factors, regardless of ship friendly Combat Phase; however, the arrangement, with the various
explored (the exploration table type. player may not voluntarily initiate any relationships between the maps
consulted), it cannot be explored again Jump Technology: The use of the combat against a neutral in a Combat capable of change from game to game.
by either side. Each planetary surface exploration ship within the area of the Phase that lie negotiated with the There are eight game maps, which
box may be explored only once. Dark Nebula has resulted in increased neutral. If the negotiations succeed, the should be shuffled and placed in a stack
If the exploration table indicates a understanding of the theory of jump neutral allies with the player: the player face clown. The Aslanic player then
possible breakthrough, then the forces drives, and can be used to enhance must keep a friendly (non-neutral) unit draws the top map, and places it
must return to the player's home world. jump abilities. Any of the player's ships on the world and receives income from between the two players. The Solomani
Upon arrival there, the breakthrough may now jump up to four hexes without the system as if he owned it. The units player then draws the next game map
table is consulted, and the stated result using a printed jump route, but must of the ally will fight along with the from the stack and places it next to the
may be implemented on the next turn. then cease jump movement for the player's forces in the system, and may first map, making sure that the jump
The following results are possible on remainder of the movement phase and be hired to leave the system (see routes match up. Players may not place
the breakthrough table: becomes disrupted. below). If the player does not have a maps so that the routes do not join up: if
Rich Resources: Rich deposits of Exploration Ships: Exploration ships unit on the world at the end of any a jump route exits the side of a map,
material resources are discovered and must be used to explore the jump phase, the neutral is no longer allied then any new map placed on that side
brutally exploited. The player receives routes of the Dark Nebula before other with him. must have a jump route that connects
one-time RU amount equal to the roll of ships may use these routes. Any Ally Hiring: Forces may be hired with the other jump route. This
one die. number of ships may accompany the once they have become allies. Hiring is procedure continues until three specific
Extensive Resources: Large-scale exploration ship while it is doing so. the only way that forces may leave their game maps have been placed - the
deposits of material resources are When an exploration ship uses a jump original system. The hiring table Aslanic Home Worlds, the Solomani
discovered, and may be exploited over route in the Dark Nebula previously indicates the costs involved in hiring Home Worlds, and the Dark Nebula. (it
time. The world becomes a source of unexplored by that player, the ship (and allies; such costs must he paid every is possible for fewer than all eight maps
RU equal to the roll of one die. all ships accompanying it) must cease turn. Once hired, the forces must he to be placed.)
Whichever player controls the world movement for the rest of the phase. The paid for the remainder of the game, or Note that the maps match jump routes
receives this amount every turn. jump route is now explored, and the until they are killed (by enemy action) or only in certain specific ways. As long as
Missile Technology: The extensive player may treat it exactly as any other stood-down. Allies may be stood down the maps match, they may be placed in
exploration and analysis of the data jump route for the rest of the game. by returning them to their original any manner desired by the placing
received has produced a greater system. player. Once a map has been placed,
understanding of basic theory; one 13. NEUTRALS Hired allies must always be its position may not altered or changed.
application of this knowledge concerns A variety of forces and ships may be accompanied by some type of friendly Neutral Placement: Once maps
missile technology. One specific type of placed in neutral or non-controlled unit (ship, troop, or planetary defense have been placed, the neutral counters
ship may be selected by the player, and system hexes at the beginning of the marker). in the event that the friendly are mixed together, placed inverted in a
all of his ships of the type fire missiles game. These forces are the scattered unit is destroyed, any allies present are pile, and then drawn by the players. The
with a DM (die roll modification) of +1 troops and ships of non-aligned worlds, also destroyed. Solomani draws the first counter,
whenever used. and they exist primarily to defend examines it, and places somewhere on
Beam Technology: The exploration against threats to those worlds. 14. PREPARING FOR PLAY one of the game maps, but not on either
of the system in question has produced The presence of neutral ships in a There are five steps involved in the the Aslanic or Solomani Home Worlds
a greater understanding of basic beam system does not force a player's ships preparation for play: side selection, maps. The Aslanic player then goes
theory; better weapons may be to cease making hyperdrive jumps counter sorting, map placement, neutral through this procedure, and players
materially increased in efficiency using when entering the system. However, if placement, and initial deployment. alternate drawing and placing the
this breakthrough. The player may the neutral system allies with the other Side Selection: The two players neutrals until the correct number have
select one specific ship type; all of his player, then its ships are treated as determine (by lot, if necessary) who will been placed.
ships of the type now fire beams with a enemy ships for movement purposes. he which side.
The number of neutral counters is start and end a player turn in control of NAMING DARK NEBULA considered for Imperium or for its
determined by the number of maps laid a specific objective in order to count The original Imperium board game sequel Twilight.
out. One neutral counter is drawn for that player turn for victory purposes. (1977) envisioned (at various times) Armor. This new unit type added
each map laid out (including the two If the Dark Nebula map has the only sequels with one (and later four) greater strength for a combat unit and
home worlds maps). jump route(s) between the two home additional maps dealing with the story of handicapped them by requiring they can
Neutral counters must be placed in worlds maps, then the player who the actual fall of the First Imperium. In only be deployed to planetary surface
primary systems, and players may controls all the planetary surface boxes 1979-80 (the design period for Dark boxes in friendly control.
place more than one neutral counter in in the Dark Nebula for four consecutive Nebula), that conception for an Mercenaries. Placing neutral forces
a single system. Troops and planetary player turns is the winner. Imperium sequel had been abandoned, on worlds which neither side controlled
defense markers must be placed in If the Dark Nebula map does not primarily because our concept of the slowed down each sides expansion into
planetary surface boxes; monitors and have the only jump route(s) between size of the Imperium had grown, and the available territories. Making them
transports may be placed either in the the two home worlds maps, then the one to four maps would not be enough. available as hired mercenaries
boxes or in the systems. player who controls at least twice as The alternate proposal was a small, significantly expanded the potential
Initial Deployment: Each player many planetary surface boxes as his fast-playing game based on the interactions of the players.
receives 40 RUs, with which he may opponent does for four consecutive Imperium game system and adding a The Solomani and the Aslanics.
purchase his initial forces. Any ship or player turns is the winner. variable map structure. The first The mention of the Solomani reflects
counter may be purchased, with the In either case, if a player controls the playtesting of the project showed that the early and developing understanding
exception that a B2 may not be opposing player's capital for two variable maps alone was not enough of who the Solomani were within the
purchased before a B1 is purchased, consecutive player turns, he wins the it needed a common goal which both context of the Traveller universe. In this
and a BB may not be purchased before game at that point. sides would fight over: this became the game, they are called the Solomani
a B2 is purchased. All purchased units Dark Nebula, an alliterative name with a Confederation, a term which evolved
are available for deployment. purpose or value which varied just as into the Terran Confederation as later
A player controls all the systems on the map placement varied. books and games were published.
his home worlds map. The planetary Similarly, the Aslanic Hierate later
boxes of these systems are marked NEVER LABELLED TRAVELLER became the Aslan Hierate and was
with a symbol indicating this control; the Two GDW science-fiction board much more fully developed.
player always controls his home worlds games in the Classic Traveller era
unless the enemy player is the only were clearly associated with Traveller
player to have a unit in the planetary but for some reason never carried the
box. All other worlds controlled by a Traveller name.
player must be garrisoned with a Imperium appeared as a
friendly unit: if a friendly unit is not in the contemporary of Traveller, but because
planetary surface box at the end of any it was published under the Conflict
phase, then the player no longer Game Company label, and because it
controls that system. dealt with an era not covered directly in
The players may initially deploy their the role-playing game, it is
units in any system they control, either understandable that it did not directly
in space or in the planetary surface box. say Traveller on the box.
The Aslanic player deploys first. Less understandable is the fact that
Following deployment, the Aslanic the Dark Nebula game, published by
player moves first. GDW in 1980, in a box the same size
as Classic Travellers basic set, did not
15. VICTORY shout Traveller in its blurbs. Then
The game continues for an indefinite again, the box reflected GDWs
number of game turns until one player underplayed marketing style: it had no
achieves the victory conditions. Victory printed box back and the front didnt
conditions depend upon map even have a subtitle.
Victory is judged at the end of each NEW CONCEPTS
player turn and is determined by control Dark Nebula implemented several
of certain objectives for a certain concepts that had been suggested and
number of player turns. A player must
Cost Counter Neutral forces may be negotiated into Screen Factor Screen Factor
10 Planetary Defense Marker cooperation, Roll one die, and allow a 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9
2 Regular Troop Unit DM of +1 per 10 missile factors present 1 4 4 5 6 6 7 7 -- -- 1 5 6 6 6 7 7 7 -- --
3 Jump Troop Unit in the system. A die roll of 6+ indicates 2 3 4 5 5 6 7 7 -- -- 2 5 5 6 6 6 7 7 7 --
3 Armor Troop Unit a friendly; a roll of 1 indicates a hostile 3 3 4 4 5 6 6 7 -- -- 3 5 5 5 6 6 6 7 7 7
1 Scout result, and the neutrals will attack. 4 2 3 4 5 5 6 7 7 -- 4 4 5 5 5 6 6 6 7 7
3 Destroyer 5 2 3 4 4 5 6 6 7 -- 5 4 4 5 5 5 6 6 6 7
6 Light Cruiser HIRING TABLE 6 2 3 3 4 5 5 6 7 7 6 4 4 4 5 5 5 6 6 6
10 Strike Cruiser Cost Counter 7 1 2 3 4 4 6 6 6 7 7 3 4 4 4 5 5 5 6 6
12 Heavy Cruiser 1 Regular Troop Unit 8 1 2 3 3 4 5 5 6 7 8 3 3 4 4 4 5 5 5 6
14 Attack Cruiser 2 Jump Troop Unit 9 1 2 2 3 4 4 5 6 6 9 3 3 3 4 4 4 5 5 5
10 Expeditionary Ship 2 Armored Troop Unit 10 1 1 2 2 3 4 5 5 6 10 2 3 3 3 4 4 4 5 5
13 Dreadnought (B1) 1 Monitor 11 1 1 1 2 3 3 4 5 5 11 2 2 3 3 3 4 4 4 5
14 Improved Dreadnought (B2) 1 Transport 12 1 1 1 1 2 2 3 3 4 12 2 2 2 3 3 3 4 4 4
-Solomani B2: 3-10-9 Forces need not be hired if they On each table, the left hand column Beams attack at short range;
7 Improved Dreadnought (B2) remain in their original system. indicates the missile or beam factor of Missiles attack at long range, Missiles
-Aslanic B2: 10-8-9 the firing starship. The number shown may fire at short range at half factor
15 Battleship (BB) EXPLORATION & BREAKTHROUGH at the intersection of the attacking factor after all beam fire has been resolved.
6 Monitor Die Exploration --World--- row and the screen factor column must Disrupted starships make all attacks
1 Transport Roll Result N2 N3 N5 Osa be rolled or exceeded on one die for the with a die roll modification of - 1.
2 Tanker 1 Possible A A A A target to be destroyed. Disrupted starships are attacked with a
2 Possible B B B B die roll modification of +1.
Code Ship Type 4 No D F F -- Die Primary Secondary Planetary COUNTER FORMATS
TR Transport 5 No E -- -- -- Roll System System Defense Ship Type Maintenance
AO Tanker 6 No -- -- -- -- 1 D D D Number
SC Scout Possible indicates that the World 2 D -- D SC 1
DD Destroyer column may be checked. Roll one die. 3 -- -- D Ship
CL Light Cruiser A: Extensive, B: Rich, C: Missile, D: 4 -- -- -- Silhouette o
CS Strike Cruiser Beam, E: Screen, F: Jump, -: Nothing. 5 -- -- -- 0-2-1
CR Heavy Cruiser See page 16. 6 -- -- -- Beam Screen
CA Attack Cruiser -- =No effect achieved. Factor Missile Factor
EX Expeditionary Ship SURFACE COMBAT RESULTS D = Target Destroyed. (If target Factor
B1 Dreadnought Die Combat Differential screen factor is 7+, apply DM +1).
B2 Improved Dreadnought Roll -3 -2 -1 0 +1 +2 +3 +4 Troop
M Monitor 2 -- D D D D D D D Die Missile Factors Allocated
3 -- -- D D D D D D Roll 1+ 7+ 14+ 21+ 28+ 35+ 42+
COLOR CODES 4 -- -- -- D D D D D 1 -- N N D D D D [
Counter Type Color Code 5 -- -- -- -- D D D D 2 -- -- N N D D D 3
Solomani Troops White on Red 6 -- -- -- -- -- -- D D 3 -- -- -- N N D D Planetary Combat
Solomani Ships Black on Red -- = No effect achieved. 4 -- -- -- -- N N N Defense Factor
Aslanic Troops White on Blue D = Target Destroyed. 5 -- -- -- -- -- N N Symbol
Aslanic Ships Black on Blue Surface combat attacks at 6 -- -- -- -- -- -- N
Neutral Troops White on Grey differentials greater than 4+ are treated -- = No effect achieved.
Neutral Monitors White on Grey as 4+. Regular and armored troops are N = Target Neutralized A
Neutral Ships Black on Grey allowed a first fire against jump troops. D = Target Destroyed. 2
Mercenary units attack mercenary units
with a DM of +2.
DARK NEBULA Counter Inventory
Quantity Allegiance Name Symbol Color Color B-M-S Combat Maint Notes
7 Solomani Regular Troops Crossed rifles White on Red 3, 4, 5 2 x 3, 3 x 4, 2 x 5
2 Solomani Jump Troops Crossed rifles with stars White on Red 4, 7 2 x 4, 1, x 7
1 Solomani Armor Tank White on Red 8
5 Solomani TR Transport Ship Black on Red 0-0-1 1
4 Solomani DD Destroyer Ship Black on Red 0-4-1 2
4 Solomani SC Scout Ship Black on Red 0-2-1 1
2 Solomani CL Light Cruiser Ship Black on Red 5-2-3 3
4 Solomani CS Strike Cruiser Ship Black on Red 5-8-5 4
2 Solomani CR Heavy Cruiser Ship Black on Red 7-2-6 4
2 Solomani CA Heavy Cruiser Ship Black on Red 7-4-5 4
3 Solomani B1 Dreadnaught Ship Black on Red 9-10-9 5
4 Solomani B2 Imperoved Dreadnaught Ship Black on Red 3-10-9 6
1 Solomani EX Expeditionary Ship Black on Red 3-4-3 2
1 Solomani AO Tanker Ship Black on Red 0-0-1 1
4 Solomani Marker Black on Red 0. 00.
7 Neutral Planetary Defense Turret White on Grey 2
6 Neutral Regular Troops Crossed rifles White on Grey 2, 3 3 x 2, 3 x 3
3 Neutral Jump Troops Crossed rifles with dots White on Grey 3, 4 1 x 3, 2 x 4
2 Neutral Armored Troops Tank White on Grey 5, 8 1 x 5, 1 x 8
3 Neutral M Monitor Ship White on Grey Varies 3 8-0-7, 8-0-8, 9-2-7
3 Neutral M Monitor Ship White on Grey Varies 3 2-8-7, 8-2-7, 0-8-8
4 Neutral TR Transport Ship Black on Grey 0-0-1 1
1 Neutral Marker Black on Grey T
4 Aslanic Regular Troops Crossed rifles White on Blue 4, 5, 6 1 x 4, 2 x 5, 1 x 6
3 Aslanic Jump Troops Crossed rifles with stars White on Blue 3, 4, 5 1 x 3, 1 x 4, 1 x 5
2 Aslanic Armor Tank White on Blue 7, 8 1 x 7, 1 x 8
3 Aslanic Planetary Defense Turret White on Blue 3
4 Aslanic Marker White on Blue 0. 00.
4 Aslanic TR Transport Ship Black on Blue 0-0-1 1
4 Aslanic DD Destroyer Ship Black on Blue 2-2-2 2
5 Aslanic SC Scout Ship Black on Blue 1-1-1 1
4 Aslanic CL Light Cruiser Ship Black on Blue 5-2-4 3
4 Aslanic CS Strike Cruiser Ship Black on Blue 3-9-5 4
3 Aslanic CR Heavy Cruiser Ship Black on Blue 6-6-6 4
3 Aslanic B1 Dreadnaught Ship Black on Blue 9-8-9 6
2 Aslanic B2 Improved Dreadnaught Ship Black on Blue 10-8-9 5
1 Aslanic BB Battleship Ship Black on Blue 11-9-9 5
1 Aslanic EX Expeditionary Ship Black on Blue 3-3-3 2
1 Aslanic AO Tanker Ship Black on Blue 0-0-1 1
4 Aslanic Marker Black on Blue 0. 00.

Number Available Basic identity General symbol. Counter Printing Beams- Surface Maint Comments.
available. to this of the color. color. Missiles- combat
side. counter. Screens. factor.