Professional Documents
Culture Documents
5h – 7 November 2020
2
1.0 INTRODUCTION 12.0 CHARACTER COMBAT
1.1 How the Game is Organized 12.1 The Attacking Force
1.2 Glossary of Game Terms 12.2 The Defending Force
2.0 GAME EQUIPMENT 12.3 Types of Character Combat
2.1 The Game map 12.4 Active and Inactive Defenders
2.2 The Cards 12.5 Break-Off
2.3 The Playing Pieces 12.6 Resolving Character Combat
2.4 The Charts and Tables 12.7 Wounds and the Endurance Sheet
2.5 The Game Parts Inventory 12.8 Capture
3.0 HOW TO PLAY THE STAR SYSTEM GAME 12.9 Character Combat Results Table
4.0 STAR SYSTEM GAME SEQUENCE OF PLAY 13.0 MISSIONS
5.0 THE GALAXY 13.1 Assigning Mission
5.1 The Provinces 13.2 The Mission cards
5.2 The Star Systems 13.3 Drawing Action Cards
5.3 The Planets 13.4 Action Events
6.0 THE CHARACTERS 13.5 Completing Missions
6.1 Character Cards 13.6 Bonus Draws
6.2 Character Counters 13.7 Characters Who Do Not Go on Missions
7.0 IMPERIAL AND REBEL MILITARY UNITS IN THE 13.8 Bonus Draw Summary
STAR SYSTEM GAME 14.0 POSSESSIONS
7.1 Use of Military Units in the Star System Game 14.1 Acquiring and Assigning Possessions
7.2 Imperial Military Units 14.2 Use and Loss of Possessions
7.3 Rebel Military Units 14.3 Companions
8.0 PLANETARY DEFENSE BASES 14.4 Weapons and Objects
8.1 The PDB Marker 14.5 Rebel Spaceships
8.2 Use of PDBs 14.6 Imperial Spaceships
8.3 Down PDBs 15.0 REBELLION AND PLANET CONTROL
9.0 MOVEMENT 15.1 Moving the Loyalty Marker
9.1 Moving on a Planet 15.2 How a Rebellion is Started
9.2 Moving from Planet to Planet 15.3 How a Rebellion is Stopped
9.3 The Detection Routine 15.4 Effects of Rebellion
9.4 Effects of Detection 15.5 Control of Planet
9.5 Stacking 15.6 Planet Control and PDBs
9.6 Enemy Reaction Moves 15.7 Other Effects of Planet Control
9.7 Detection Table 15.8 Planet Control Summary
10.0 ENVIRON MILITARY COMBAT 16.0 STAR SYSTEM GAME SCENARIOS
10.1 Declaring Combat 16.1 How to Use the Scenarios
10.2 How to use the Military Combat Results Table 16.2 Flight to Egrix
10.3 Fulfilling Combat Results 16.3 The Varu Powderkeg
10.4 Leaders and Combat 17.0 INTRODUCTION TO THE PROVINCE GAME
10.5 Effects of Environ Types on Military Combat 18.0 PROVINCE GAME SEQUENCE OF PLAY
10.6 Characters and Military Combat 19.0 FORCE POINTS AND MILITARY UNITS
10.7 Rebellion and Military Combat 19.1 Use of Military Units
10.8 Military Combat Results Table 19.2 Expending Force Points on Planetary Defense Bases
11.0 SEARCH 19.3 Restrictions on Purchasing Imperial Military Units
11.1 When Search is Conducted 19.4 Restrictions on Purchasing Rebel Military Units
11.2 Which Units Search 19.5 Elite Military Units
11.3 Effects of Search 19.6 Suicide Squads
11.4 Search Table
3
19.7 Force Point Cost Chart 29.0 INTRODUCTION TO THE GALACTIC GAME
20.0 PROVINCE GAME MOVEMENT 30.0 GALACTIC GAME SEQUENCE OF PLAY
20.1 Movement in the Interplanetary Military 31.0 PLANET SECRETS
Movement Segment 31.1 Deploying Planet Secret Counters
20.2 Movement in the Character Movement Segment 31.2 Revealing Planet Secret Counters
20.3 Movement in the Surface Military Movement 32.0 GALACTIC EVENTS
Segment
33.0 IMPERIAL RESOURCES AND TAXATION
20.4 Interception of Military Units
33.1 Taxing a Province
20.5 Transporting Non-Mobile Military Units
33.2 The Imperial Resource Track
20.6 Raking Attack
33.3 Spending Imperial Resource Points
20.7 Detection in the Province Game
33.4 Maintenance
20.8 Enemy Reaction Move in the Province Game
34.0 REBEL RESOURCES AND REBEL SECRET BASE
20.9 Stacking and Orbit Organization
34.1 How the Rebel Secret Base is Chosen
21.0 HYPERJUMPING
34.2 How the Rebel Secret Base is Revealed
21.1 How to Determine the Hyperjump Distance
34.3 The Rebel Resource Track
21.2 How to Determine the Navigation Rating
34.4 Purchasing Rebel Military Units
21.3 Using the Hyperjump Table
35.0 IMPERIAL STRATEGIC ASSIGNMENTS
21.4 Drift
35.1 Arranging the Strategic Assignment Deck
21.5 Drift 2
35.2 Movement Restrictions of Strategic Assignments
21.6 Hyperjumping and Detection
35.3 Exceptions to Strategic Assignments
21.7 Hyperjump Table
35.4 Drawing and Exhausting the Strategic Assignment
22.0 SPACE COMBAT Cards
22.1 Restrictions on Space Combat 36.0 IMPERIAL ATROCITIES
22.2 Planetary Defense Bases and Space Combat 36.1 Imperial Atrocity Units
22.3 Determined Assault 36.2 When an Atrocity May Be Committed
22.4 Leaders, Characters and Space Combat 36.3 Types of Atrocities
23.0 STAR-FARING RACES AND THE DOMINO EFFECT 37.0 MISSIONS IN THE GALACTIC GAME
23.1 The Domino Effect as a Result of Shifting a Planet’s 37.1 Question Prisoner Mission
Loyalty Marker Two Spaces
37.2 Gather Information Mission
23.2 The Domino Effect as a Result of Starting or
37.3 Spaceship Quest Mission
Stopping a Rebellion on a Planet
37.4 Enemy Secrets
23.3 The Domino Effect as a Result of a Planet
Becoming Rebel Controlled 38.0 GALACTIC GAME CAMPAIGN SCENARIO
23.4 Restrictions on the Domino Effect 38.1 Preparing for Play
23.5 Domino Effect Summary 38.2 Initial Imperial Military Deployment
24.0 MISSIONS IN THE PROVINCE GAME 38.3 Imperial Character Deployment
25.0 SOVEREIGNS 38.4 Rebel Character Deployment
25.1 Summoning Sovereigns 38.5 Victory Conditions
25.2 Capabilities of Summoned Sovereigns PLAYER’S NOTES
25.3 Un-summoned Sovereigns CREDITS
26.0 CHARACTERS’ HOME PLANETS AND ROYALTY VARIANT RULES
27.0 REPAIRING POSSESSIONS MAP CORRECTIONS
27.1 Repairing a Damaged Spaceship CHARTS & TABLES
27.2 Repairing an Inoperative Possession RACE INDEX
27.3 Yarro Latac and Repair CHARACTER INDEX
28.0 PROVINCE GAME SCENARIOS POSSESSION INDEX
28.1 How to Use the Scenarios SECRET INDEX
28.2 The Empire’s Backdoor ENVIRON INDEX
28.3 Orlog Besieged MOMENTS IN THE GALAXY
DREAMS OF EMPIRE - A CHARLES DUKE VARIANT
4
[1.0] INTRODUCTION Defending Force: In character combat, the Elite: A Rebel or Imperial military unit provided
characters who are defending. with the latest in weaponry and equipment, and
As you read these words in the comfort of your plenty of it.
home, a momentous battle is raging. In a remote Environ: An inhabited area of a planet. An
corner of the cosmos, a band of intrepid freedom Environ may be one of six types. Force Point: A representation of men, material
loving souls has sparked a rebellion against a Wild, any earth-type non-developed or little and capital that a Player may use towards the
despicable imperial regime, whose stranglehold developed area such a jungle, desert, plain or purchase of military units.
encompasses dozens of star systems. Although tundra. Hyperjump: A faster-than-light method of
this war is contested by beings alien to Earth, and Urban, a densely populated region that has been travelling over great distances in deep space.
although its sheer magnitude dwarfs the greatest built-up to the extent that its original ecology no Interception: The act of overtaking enemy
wars of Earth history, the struggle involves longer exists. military units as they attempt to enter or leave
principles that we humans hold dear – the rights to orbit around a planet with friendly military units.
Subterranean, an underground populated region;
control our own destinies and live without fear.
created naturally or by excavation. Navigation Star: An especially bright or unique
Come with us now, as we travel beyond the vision
Liquid, an area composed of liquid elements such star not orbited by life-sustaining planets, used to
of the most powerful telescope, to an unknown
as water or ammonia; with inhabitants living on aid interstellar space travel (hyperjumping).
portion of the universe, where the cry goes forth
for Freedom in the Galaxy! the surface of the liquid, in the liquid or on the Orbit Box: That space within the vicinity of a
“floor” of the liquid. planetary system, near and far orbit, where
[1.1] HOW THE GAME IS ORGANIZED natural and artificial satellites are substantially
Air, an area of a planet’s atmosphere populated
Freedom in the Galaxy is not a simple game. The affected by gravitational pull; near orbit only
either by lighter-than-air beings, beings that fly, or
Players must familiarize themselves with many integrated with the planetary defense system;
beings in floating habitats.
game mechanics and procedures designed to far orbit the space where interception occurs.
provide them with the utmost in adventure and Fire, an area too hot for habitation by humans and
most other beings, but well suited to a few peculiar Raking Attack: An attack by a Planetary Defense
space fantasy. To facilitate learning, the rules are
species. Base on enemy military units that are attempting
organized into three distinct games, each with a
to move past its weapons to or from the surface of
different level of complexity. Endurance Rating: A measure of a character’s a planet.
Those who are unfamiliar with the game system stamina, representing the number of wounds the
character may receive before he dies. Shields: A quantification of a spaceship’s
should play the Star System Game. It introduces
defensive armament, used when attacked by an
the basic concepts of characters, combat, and Environ Combat Strength: The strength of a enemy Fleet Detachment.
missions outlined in rules Sections 1.0 through military unit when involved in military combat or
16.0, and uses only one star system display on the some other function in an Environ. Sovereign: A named personage who controls the
map. The Province Game is an intermediate level populace of an Environ. Gaining the support of a
Leader: A character who has been named by a Sovereign may be of great aid to a Player.
game. It uses one province on the game-map, Player to lead military units involved in military
comprising four to six star systems and rules combat. Space Combat Strength: The strength and
Sections 17.0 through 28.0. After Players have Navigation Rating of a military unit when
mastered all the concepts of the Star System and Leadership Rating: A quantification of a involved in Space Combat or some other function
Province Games, they may proceed to the character’s ability when leading military units. in an Orbit Box.
Galactic Game, in which the entire game-map and Maneuver Rating: A quantification of a Space Leadership Rating: The parenthesized
rules Sections 29.0 through 38.0 are used. Unless spaceship’s maneuverability and ease of handling. Leadership rating that some characters possess,
specifically stated otherwise, all rules introduced Mission: An attempt by a character or group of used as a measure of that character’s ability when
in the Star System Game apply to the other games. characters to achieve a certain objective beneficial leading military units in space combat.
Likewise, rules introduced in the Province Game to the owning Player.
apply to the Galactic Game. Star-faring Race: An intelligent race that
Mission Group: One or more characters that are inhabits more than one planet, as a result of
Each game may be played in a number of performing a single mission. colonization.
scenarios, each depicting an action on a certain
portion of the game-map. A scenario may be either Pilot: The character controlling a spaceship that a
a Start Rebellion scenario or an Armageddon Player is moving. Terms used in the Galactic Game:
scenario, denoting that the scenario starts when Planetary Defense Base: A network of tracking Rebel Secret Base: A hidden region on a planet
the rebellion is only a dream in the eyes of a few equipment and land-to-air weapons spread over a or on a planet’s satellite that the Rebel Player uses
idealists, or when the Rebel and Imperial forces planet’s surface, used by the Player that controls to stockpile material for the Rebel army.
are preparing for a final confrontation in a the planet to defend against incoming or outgoing
particular area, respectively. enemy forces.
[1.2] GLOSSARY OF GAME TERMS Spaceship: A craft that may carry characters, and [2.0] GAME EQUIPMENT
that is piloted by characters, from one planet to
Active and Non-active: One of two states in [2.1] THE GAME-MAP
another
which a character involved in character combat The 22" x 34" game-map portrays a “slice” of the
may be. Special Environ: A title that collectively
central portion of the galactic empire. The various
describes Subterranean, Liquid, Air and Fire
Attacking Force: In character combat, the circles and tracks on the map represent Star
Environs.
characters, locals, creature(s) or military squad Systems, which detail political, economic, racial
that is attacking. and geographic information on each important
Bonus Draw: Extra Action Card draws a Player Terms used in the Province planet in the empire, as explained fully in Section
may receive when resolving a mission. and Galactic Games: 5.0. Also included on the map are the Game-Turn
Record Track and other record-keeping aids, and
Break-Off: An attempt by characters defending in Block: The act of interdicting enemy military
a key explaining how to read the Planet Tracks.
character combat to escape unscathed from the units as they attempt to move from orbit to the
attackers. planet’s surface with friendly military units. [2.2] THE CARDS
Character: A person or other intelligent being Cannons: A quantification of the offensive There are 140 cards in Freedom in the Galaxy;
with a collection of individual attributes capabilities of a Spaceship, used during a thirty-two Character cards (nrs. 1-32), which
controlled by one Player. Spaceship Quest mission. describe the attributes of all the important
Drift: Lost in space; as a result of an off-course personages that took part in the rebellion, for
Character Combat Rating: A character’s skill at
hyperjump. better or worse; twenty Possession cards (nrs. 33-
battling other characters or forces. On the
52), representing spaceships, robots, and other
Character Cards, referred to simply as “Combat.”
objects of aid to Rebel characters; fifteen Mission
5
cards (nrs. 53-67), each describing a different Front Back
mission that a Player may have his characters
perform; thirty Action cards (nrs. 68-97), used
when characters are resolving missions; twenty-
nine Galactic Event cards (nrs. 98-126), used in
the Galactic Game to determine a special
condition or event each Game-Turn; and fourteen
Strategic Assignment cards (nrs. 127-140), used in
the Galactic Game to regulate the movement of
Imperial forces.
[2.3] THE PLAYING PIECES
The 400 back-printed cardboard playing pieces
represent the characters and military forces that
may take part in the rebellion, and informational
counters. All character, spaceship, and military
playing pieces are usually referred to as units. The
informational pieces are referred to as counters or
markers.
[2.31] Sample Units
Front Back
Front Back
See Figure 2
The Start Rebellion Mission is a success and the
Loyalty Marker is flipped to its Rebellion side.
Zina Adora and Kogus have been successful,
though Kogus took two wounds making it happen.
The Rebel Player now purchases Rebel Military
units for both Environs, the Urban Environ
receiving double its resource value due to the
Populace goes Wild event that occurred during the
Diplomacy Mission.
See Figure 3
Ly Mantok takes charge and immediately attacks
the Imperial military units which are now revealed
to be Line and Militia units; 6 to 4 rounds to 1-1
combat odds with 4 shifts total in favor of the
Rebels (3 for the Leader and 1 for the Rebel Urban
units in an Urban Environ). Rebel Player rolls a 2
on the die and looks under the 5-1 column on the
Military Combat Results Table; four damage
which eliminates both Imperial units; Imperial
rolls a 2 which does one damage but doesn’t
eliminate any Rebel units.
The Rebels have succeeded in their plans and
eliminated all Imperial presence on the planet’s
surface.
See Figure 1
A Naval Elite around Lysenda (232) is unable to
respond due to Strategic Assignment restrictions.
Imperial Forces available to respond to this crisis
are two Patrol and two Line units at Orning (241),
a Veteran on Chim (311), and the Emperor with
an Army Elite at Orlog (162)
The Imperial response must get a military unit
onto the surface of Pronox by the end of this
Imperial Player Turn to prevent the planet falling
to Rebel control. To do this, the Imperial Player
must be careful not to have all his military units
intercepted as they move into the Orbit Box, and
the uncertainty of Hyperjump makes it difficult to
plan this exactly, so he will move his units in one
at a time.
See Figure 2
Imperial Player begins the Interplanetary
Movement Segment by leading with one Line unit
out of Orning , Hyperjump distance of two, rolls a
4 and makes it – tries to move to the surface of
Pronox but is intercepted by the 2-3 Rebel unit.
Next is a Patrol out of Orning, rolls a 2 and makes
hyperjump – decides to just enter the Orbit Box of
Pronox – Rebel declines to intercept since it didn’t
attempt to move to surface.
Imperial moves his last Line unit out of Orning,
rolls a 5 for Hyperjump and goes to Drift 1.
The Imperial Player winces, pauses for a second,
then decides it’s time to bring in the Army Elite,
flips it over to show the Rebel player so he doesn’t
need to roll hyperjump. It stops in the Orbit Box
and Rebels decline to intercept since it didn’t push
to the planet surface.
The Imperial Player flips over the Veteran on
Chim so he doesn’t need to roll hyperjump, and
attempts to push through the Orbit Box – Rebels
intercept with 2-1 Rebel unit.
Finally, the last Patrol on Orning rolls a 2 and
makes hyperjump and moves into the Orbit Box,
the Rebel Player declining to intercept.
See Figure 3
The Surface Military Movement Segment begins
with the Rebel Player deciding whether to Block
any of the Imperial Military units in the Orbit Box,
not in the Interception stack, from moving to an
Environ. He may block up to the number of
military units he has in the Orbit Box, not in the
Interception stack. Rebel Player has two units
capable of blocking, and he decides to block two
Imperial military units. The Imperial Player
chooses both Patrols to be blocked, and then he
moves the Elite Army with the Emperor to the Air
Environ.
During the Enemy Reaction Segment, the Rebel
Player moves the 4-3 Rebel military unit with a
Leader (Ly Mantok) to counter the Imperial
intrusion.
See Figure 4
The Environ Military Combat Segment begins
with the Imperial Player declining to attack the
Rebel units (The odds are not favorable with 5 to
6 odds and two shifts against him, one for the
Leader difference and the other for a rebel unit in
its Environ, for a final 1-4 combat odds).
That doesn’t stop Ly Mantok from counter
attacking with both Rebel units, 6 to 5 odds which
rounds to 1-1 with 2 column shifts making it 3-1
combat odds.
But the Rebels have one more card up their sleeve,
Professor Mareg sitting back in the Explorer
employs the Cervac MK V to fog the mind of the
Emperor – he now contributes no leadership to his
troops, and the final odds become 5-1 in the
Rebels favor. The Rebel Player rolls a 5 (doing six
damage) and routes the Elite Army, with an
Imperial die roll of 2 inflicting no damage. The
Emperor is captured by the Rebels. The Cervac
MK V makes it’s inoperative die roll with a 3.
42
See Figure 5
During the Orbit Organization Segment, all units
in the interception stack reorganize back into their
own respective stacks in the Orbit Box (Rebel
units in one stack and Imperial units in the other
stack).
With the Imperial failure to place military on the
planet surface by the end of his Player turn,
Pronox will become Rebel Controlled.
43
44
45
46
47
48
49
50
51
The Helian Drug can be used to increase any one A Level 0 Up PDB becomes a Level 0 Up PDB with a
characteristic rating or special characteristic listed two column shift to the right on the Detection Table.
on the Character Card. It cannot increase a “0”
value characteristic.
59
Moments in the Galaxy left behind by the long-defunct the secrecy of the state religion; but there
Interstellar Concordance. was no open rebellion.
Galaxies dot the universe like
grains of spiraled sand; some host beauty Soon enough Janis and his Six hundred years passed before
and life, others strife and unrest. In one, followers had displaced the native priests the Empire began to change, subtly at first
the sentient races of the Order of Beings and had taken the shrine for their own. and then ever more quickly and violently.
have endured the absolute and oppressive The Idol of Unarpha proved to be just one Perhaps it was the in-breeding of the Janis
rule of the Eternal Empire for centuries. of the technological wonders that had lain dynasty. Then again, as many Rhones
The cruel yoke of the Empire stretches hidden for so long. To Janis, the use of who were not lucky enough to have Janis'
from star to star, encompassing every such gifts seemed quite obvious. He blood pointed out, "Absolute power and
known race of that troubled galaxy within would found an empire, one that would knowledge are their own corruptions."
its firm grasp. Proud Leonids, quick- last forever. Janis was never a modest Taxes were raised. The Imperial
witted Saurians, even the Piorad space man. elite lived in a truly mind-boggling style,
raiders are forced to bow to the self- Using the shrine's secrets, it was a style difficult for even a galaxy to
named Eternals. All pay homage – and not long before Janis' ships scattered to support. The Imperial navy, called the
heavy taxes – to the great and powerful the stars; well-armed seeds of Imperial Eternal Will, in the past had been called
Empire. pollination. Most of the races in the on only once or twice to put down alien
The first Emperor, Janis the budding empire were smart enough not to incursions by force. Now the Eternal Will
Lucky, had not planned on founding a resist the inevitable. World after world was felt as a heavy hand of internal
dynasty when he left his home planet, yielded and became subject races in the security under many skies. Then came the
frozen and asleep in a slower-than-light Eternal Empire. fearsome arrival of the Resolution and the
Rhone colony ship. When the ship finally What had begun as a small cult Planet Stabilizer, devices whose
touched down, after years of travel, Janis became a state religion, with Janis at its existence alone was threatening.
and the others found themselves on the head. Yet, the true secrets of the shrine on Technological races that could raise their
planet Unarpha, under the bright silvery Unarpha and of the idol were never quota of taxes were allowed to keep some
skies of the Ribexian sun. After being met known to more than a handful in all the form of their own governments intact.
by a native delegation of curious galaxy. Often their leaders were mere puppets,
Saurians, the colonists thought to re-enter but at least they were their race's own.
Janis the Lucky was not an evil Less fortunate races, those who were
their cold-pods and find a world man. In fact, the galaxy prospered under
completely their own. But the Saurians insufficiently developed and could not
his rule as more and more of the ancient meet harsh quotas, had their governments
offered friendship to the Rhones, and secrets were put to practical use. As the
invited them to live on Unarpha in forcibly toppled and taskmaster
faster-than-light drives were self- governments set up in their stead.
biracial peace – a peace that lasted only contained units, and could be tampered
two short revolutions of Unarpha around with only if one wished to be at the center Even then things could have
Ribex. It was Janis who, engaged in of a multi-megaton explosion, the races of changed. All it would have taken was for
studying a native religion, stumbled onto the galaxy depended on the Eternal the galaxy to fall under the sway of a
the secret of the Idol of Unarpha, part of a Empire not only for governance but for gentle, understanding and empathic
shrine in the depths of the Unarphan continued communication. Even at the Emperor. Instead, the next in line was
jungle. Janis, a trained physicist, soon beginning there were grumblings about Coreguya! Emperor Maxtross, who
divined the true purpose of the small idol the Empire's power, the centralization of fathered Coreguya, often erred on the side
– a self-contained faster-than-light drive authority, and there was even talk against of over-reaction and harsh strength. But
76
his son, Coreguya, was a weak, pitiable He immediately began to seek the traitors Fearing Mantok, Telmen had tried to
creature. who had released the secret information, dispose of him. In a better political
As the galaxy grew increasingly the holy information, to the rebels. His position than the Saurian, Telmen
hostile to the Empire, Coreguya turned agents seemed omnipresent. fabricated charges for which Mantock
further away from it all until the cries of The priest Oneste Woada fled his was tried and then released in disgrace
dozens of outraged races seemed to him small parish on his home world of Horon. from the service. Before he could be
like the whimperings of lower animals. Oneste had believed in the Idol of placed under house arrest, Ly Mantock
He was the Emperor of the Eternal Unarpha. In fact, he had believed so well, fled with a few loyal aides aboard a small
Empire and, as he often thought under the and seemed so loyal, that the higher craft, vowing that he would have revenge.
multi-colored leaves of his garden rest, he officials of the church had decided to Senator Vudot Vodot became one
was more than just a Rhone, he was little reveal to him the Truth and assign him to of the rebels' most outstanding crusaders
less than a god. He began to delegate one of the church's research squads. in the diplomatic arena. Vudot had once
more and more of his authority, leaving Unfortunately for the Empire, Oneste had been among the most respected of the
himself time for godlike enjoyments. If he always been an honest man; and an Imperial Senators, until he had the
had chosen the proper individuals to trust, honest man who held his own council. temerity to crusade on the floor of the
the galaxy might have known peace When he found that the Unarphan Idol – Senate for a weakening of the Imperial
again. But Coreguya was not a god, nor the center of the religion he had dedicated Knights.
even a fair judge of character. his life to – was a sham, it tore at his Others, such as Professor Mareg, a
Early in Coreguya's reign, the heart, but he hid his feelings under the botanist, and Doctor Sontag, a physician,
Order of the Imperial Knights, composed sound of a lively tongue. When at last he fled to the rebels for more intellectual and
of a handful of the Empire's finest was privy to the final secret – the faster- less physically pressing reasons. Still,
soldiers above the authority of even the than-light drive – he decided to start his their commitment to the cause was no less
Eternal Will, was placed under the control own reformation. than others'. For once having declared
of one man: Redjac. In his confused state The precepts of the religion he themselves as rebels, their lives too were
of mind, Coreguya saw viciousness as still felt were good. So, in his priestly on the line.
strength, cunning as wisdom, fanaticism fashion, he managed to contact a small To aid in his search for the rebel
as devotion, and unreasoning wrath a band of rebels and to them gave the secret upstarts, Redjac summoned Els Taroff to
velvet fist in an iron glove. Redjac. The of the drive. In this way, he hoped that the his side. Taroff, a Rhone from Liomax
name was whispered in countless Light of Ribex would truthfully help and an Imperial Knight, was an excellent
languages under the light of a hundred illumine the darkness. He had hoped to pilot and totally dedicated to Redjac.
stars. No matter what race, what planet, stay on Horon, but as Redjac's agents Though Redjac was an altogether evil
wherever that name was heard, terror drew closer, he had no alternative but to man, he had a mystique about him that
followed. flee. The rebels gladly received him, and often attracted the loyalty of his betters.
Though every Imperial starship his good will opened more hearts than the Redjac chose Els and one other, Jin Voles
had a sealed faster-than-light engine Empire's ever had. (a Segunden Imperial Knight), to seek out
(copies of the Unarphan Idol), and often By the time the rebels were almost a rebel stronghold and report back.
reports had come of fiery death met by ready, but for the lack of a decent war Redjac knew that if any could carry out
hapless souls who tried to open those fleet. Though they had the galaxy's finest the mission, it would be Voles and Taroff.
engines, at last word came that the worst technicians, such as the blue-skinned No sooner had they left his
of Coreguya's fears had been realized. Yarro Latac, still it would take much audience chamber than Redjac summoned
Imperial sub-commanders Saytar and work and time for the rebel cause to even the head of the Eternal Will, Admiral
Telmen brought news that at least one approach parity with the Eternal Empire. Barca. The Kayn entered, bowing to
band of outlaws had found the secret of Word went forth from star to star. Redjac, who in turn introduced Barca to
the drive. As this secret was the catalyst From Zakir to Luine, from Corusa to another Knight, Vans Ka-Tie-A. "We
of the Empire's power, the news threw Rorth; soon every world in the Eternal have learned," Redjac began, "that Prince
Coreguya into a complete and utter panic, Empire knew of the rebel dreams. Odene Hobar has fled Heliax with a rebel
during which he turned to Redjac. Especially affected were the less contingent, and others yearn to join him. I
"Loyal one," he addressed Redjac, technological races who slaved under the have already dispatched two Knights to
squinting his regal eyes against the effect Imperial taskmasters. The new Rebels seek out these criminals; but once a few
of one or another drug, "to you I do assembled from every star in the Empire of them have been hunted down, we
bequeath this power." Then, with shaking and for every reason, good and bad, that should use diplomatic means to learn their
hands he passed to Redjac his scepter of might drive an intelligent creature. intentions.”
authority. "Take this, and rid my Empire Prominent figures of royalty such as "Diplomatic?" Barca asked,
of these vermin." He fell back into his Drakir Grebb, Odene Hobar, and Zina aghast. Redjac shrugged. "An opponent
throne and once more began to hum the Adora allied themselves with the rebels. who thinks you are negotiating with him
Piorad-inspired ballad upon which he was Then there was Ly Mantok, a will fall all the swifter to your first blow".
working. Redjac smiled, his black eyes Saurian battlefleet commander who had
glittered, he bowed and clasped the "And gentlemen," spoke a soft
once been a prospective Imperial Sub- voice from the doorway, as alluring as it
Imperial symbol close to his sinewy Commander – which led to his personal
chest. Now, with power over both state was Imperial, "our blow will be less than
feud with Sub-Commander Telmen. gentle!" All turned to regard Thysa
and war, Redjac knew himself supreme.
77
Kimbo as she entered the chamber. cleared to an invisible transparency while eyes as she added, "No matter what the
Illegitimate daughter of Emperor the room lights dimmed. In holographic cost!" Redjac laughed as the stars above
Coreguya, she saw herself as the galaxy's wonder, the stars of the Eternal Empire flickered; they seemed to him like candle
pre-eminent female. Some said that she appeared, blazing down on the assembly flames waiting to be snuffed. "Let us,"
sought the throne. Even Redjac bowed as if they were all suspended, weightless Thysa declared, "plan our total victory."
gallantly to her, his thoughts concealed. aboard a glass-hulled starship. And there was no longer peace in
She strolled languorously across "These are ours," Thysa motioned the galaxy.
the room to a control console and touched in a sweeping gesture to the projected
a switch-sensor. The ceiling seemed to stars. "They will remain so. They will be
take on a hemispherical shape, then ours eternally!" She looked into Redjac's
As the Genetics Project produced ever greater In this 500th Year of the Empire, the Order of
numbers of hybrids, they left their breeding grounds and Imperial Knights is hereby established. Its members shall
traveled to the worlds of their respective parent races. They never falter from their purpose on pain of death; that
were not met with the acceptance they hoped to find. purpose being to protect the person of the Emperor Eternal,
While a few parent races accepted their new relatives and to protect and preserve the Eternal Empire, and to give
calmly, others thought the hybrids ugly, repulsive life, fortune or honor, if need be, to accomplish these
travesties. Most of the hybrids found themselves restricted goals.
to tiny areas, cut off from the outside world. — Buel Terlif, Most Senior
But the hybrids had the same vigor and the will to of the Imperial Knights
live that the Rhones possessed. They tended to breed
prodigiously despite their cramped relocation camps. Soon
they could not be contained, and began taking what they
thought was rightfully theirs, if it was not being
provided ... thus began the Galactic Extermination Wars.
The hybrids and the elder races battled with one another, ... The most popular conception people have
each growing to hate the other more as time went on. It nowadays of the Galactic Rebellion is that it was indeed
was not an interstellar war, but a simultaneous civil war on galactic in scope. It is a romantic image, of populaces
almost every planet in the Concordance. flocking to the Rebel banner, of brave people dying as
The Rhones were not immune to the consequences martyrs so that others could be free, of the daring exploits
of the Wars. It was a foregone conclusion that the highly of people to convince the Empire that they were being
adaptable hybrid races would win their struggles and cruelly suppressed.
become the new race of Segundens, Saurians, Suvans, and This is false. The vast majority of planets could not
so forth. But as each race established its dominance, it laid produce spaceships that would slow down an Imperial
the blame for the cause of the holocaust on the Rhones. Dreadnought for more than two seconds. Also, most
Soon the accusation spread across the Concordance that planets were not important to the Empire in any case. The
the Rhones, unable to conquer the galaxy by military only worlds suppressed were those for which suppression
means, had done so genetically. was merely convenient. There were only two dozen
The Extermination Wars continued for years of systems, some four dozen planets that really made the
ever increasing destruction, drawing even those who had difference.
no complaint or reason to be involved into the conflict. The As for the martyrs – despite their brave efforts, only
Interstellar Concordance faltered and fell as all member those who knew what they were doing, who had been
planets utterly destroyed everything of value and beauty in planning for the Rebellion and had formed a course of
their fanatical drive for local domination. When it was action, were of any use in the Rebellion at all. There were
finally over, the Concordance was already fading to only a dozen of these individuals on the Rebel side when
legend, its greatest achievements now mysterious relics. the Rebellion started, and very few others joined them in
The survivors, mostly hybrids and Rhones, once again the conflict.
lived on planets isolated from one another by the vastness
of space. My mother was one of those influential people ...
— Genetics: Threat or Menace? …There are those who say that the Empire's defeat
5761, Adare Digest, Vol. was inevitable, and I agree. So why would we have been in
XIII,Nr. 18. such a panic over the Rebellion, why should it dominate
our histories and our minds the way it does?
The Imperial arm cracked down hard whenever it
could, mostly on those most readily available – the
innocent. Every week that the Empire stood inviolate after
the Rebellion started meant that millions of people had
been executed, or worse. It was the moral responsibility of
those who rebelled to assure that it was swift, and that as
few as possible felt the unjust lash of Imperial retribution.
To this day, it is scarcely to our credit that so many
had to die for freedom, not knowing what they were dying
for, or why the Imperial troops destroyed their homes and
their loved ones ....
— Zina Adora: A Biography
By Zan Adora, 5849
79
DREAMS OF EMPIRE moving down to the planet’s surface. by just asking properly (i.e. with a single “D”
[20.71] (amendment) Character spaceships mission letter). Of course, an “R” mission letter
(A Charles Duke variant) will also work if the loyalty marker is in Unrest.
First introduced in The Boardgamer Magazine, undergoing a fleet detachment attack may add
their Cannon rating to their Shield rating before The two-column shift in combat still occurs and
January 2002. A variant for the Galactic Game represents the population going to extremes to aid
Campaign Scenario. Replaces action draws with subtracting this value from the single highest
Space Strength of an Enemy military unit. the Rebel cause. Otherwise, treat exactly like the
dice rolls, increased mission success, simplified Welcome Rebels planet, coup ratings and
interception and space combat mechanics, [22.0] (amendment) For Space Combat there is Sovereigns remain in effect, it participates in
expanded involvement with Sovereigns, massive no separation of interception and non-interception Dominos, loyalty marker moved to Dissent, etc.
battles, and much more… All 2nd edition rules stacks. If there is an interception stack in the Orbit
remain in effect with the following amendments: Box, one global combat must occur during the Drug World: Ignore the part about a wound every
Space Combat segment between all opposing turn. However, wounds caused by other events
[6.0] (amendment) Characters that are eliminated still cannot be healed while on the planet, and
through the course of play are dead and never military units in the Orbit Box, after which
surviving forces are no longer considered in an characteristics are still increased.
return to the game. However, for every character
that dies a substitute becomes available in the form interception stack; if the non-phasing player Clone World: Eliminated characters are dead and
of a Promising Young Rebel Officer (PYRO) or intercepted every enemy unit present in the Orbit gone forever. The Clone World now represents the
an Unknown Junior Imperial Knight (UJIK). In Box, then he is the attacker, otherwise the phasing place where the best livestock of the Empire is
fact, replacements are received for dead PYRO’s player is the attacker. If there was never an cloned; the Imperial receives 3 resource points
and UJIK’s as well, as long as the total Rebel interception stack in the Orbit Box, the Phasing every Resource Phase that he controls this planet.
characters don’t exceed 20 and the Imperials don’t Player may declare space combat between The Rebel gets double resource points for his
exceed 12. However, a maximum of 5 PYRO’s opposing military units in the Orbit Box. If he Resource Track when this planet rebels, after
and 3 UJIK’s can be in play at any given time. declines, the non-Phasing Player may declare which the attribute is lost.
space combat. If such a combat is not declared, the The Galactic Event “Radical Cloning Experiments”
Once available, substitute characters are acquired Phasing Player (only) may declare space combat
as normal through either a Gain Characters (G) is now interpreted as follows: Three randomly
on an Enemy-controlled PDB. selected eliminated characters from either side,
mission or as an event on the Missions Table.
[22.12] (amendment) There may only be one weren’t dead after all, but only lost or captured or
An UJIK can receive an Imperial spaceship. combat in a single Orbit Box in a single Space grievously wounded. They have now been found
[10.3] (amendment) Massive Battles: If the total Combat Segment: one global combat between all (if lost), escaped (if they had been captured), or
added strength points of both sides in Environ or military units in the Orbit Box or combat between were nursed back to health in secret by charitable
Space Combat is 20+, double combat results. If the Phasing Player’s military units and an Enemy- locals (if wounded), and are now available to their
the total is 40+, triple combat results. controlled PDB. respective players. Note: if you draw one of these
[12.16] (amendment) Squad strength for [22.21] (amendment) A PDB may aid the defense and the total character limits would be exceeded,
character combat will be based off the unit type of military units undergoing attack during the one remove the corresponding PYRO/UJIK from play.
generating the squad. After a successful search, global combat in the Orbit Box if defending; a [33.32] (amendment) Militia Units (1-0) can be
use the squad from the best unit present. For PDB may never aid an attack. built on any friendly-controlled planet, one per
random events, choose randomly among the units [23.0] (amendment) Any domino effect that planet each Resource Phase, even if the province
present to see which one generates the squad. +2 allows the player to move the loyalty markers on is not currently being taxed.
to squad endurance if a leader is stacked with the two distinct same-race planets (such as going into [34.41] (amendment) Militia Units (1-0) can be
military unit generating the squad (does not apply rebellion), may instead choose to move the loyalty built on any friendly-controlled planet, one per
to random event squads). Squad Chart Variant marker on the race's home planet. planet each Resource Phase, without the need to
[13.31] (amendment) Missions will be executed [25.1] (amendment) Sovereigns may now be reveal the Rebel Secret Base.
with dice rolls on the Missions Table in lieu of summoned on planets in any control state (i.e. [36.2] (amendment) When either Player is
drawing Action Cards from the Action Deck. One Imperial Control, Rebellion, Rebel Control, and resolving missions and rolls the Action Event,
2d6 roll is made for each “Action Draw” that Rebellion Stopped.) Rebel Sovereigns summoned “Imperial Player may commit Atrocity” the
would have been made from the Action Deck. on planets with the loyalty marker in Unrest will Imperial Player may immediately do so on any
Colored d6 represents the tens column, white d6 cause a “Rebellion”. Imperial Sovereigns Planet.
represents the ones column. Dice rolls can be summoned on planets in Rebellion or Rebel
repeated (i.e. the same result rolled, thus earning [36.23] (amendment) The Galactic Event
Control will cause a “Rebellion Stopped”. “Emperor in a Rare Mood” allows the Imperial
the same mission letters repeatedly).
[25.2] (amendment) Summoned Sovereigns will Player to commit one Atrocity per Player Turn on
[13.4] (amendment) New Action events include also provide the +2/–2 bonus draws for Diplomacy any planet without the need for the Action Event
“Gain Ally”, “Find Possession”, and “No Abort missions performed in their Environ (a previously “Imperial Player may commit Atrocity” being
Mission”. “Gain Ally” has the same effect as a neutral Sovereign would give the bonus for its side rolled.
successful Gain Characters (G) mission, “Find if summoned). Dead or captured Sovereigns do
Possession” the same effect as a successful [36.34] (amendment) When the Planet Stabilizer
not provide the bonus. halts a planet’s rotation on its axis, everything on
Scavenge for Possessions (P) mission, and the
“No Abort Mission” prevents the mission from [25.24] (amendment) Summoned Sovereigns, the planet’s surface is destroyed and only the
being aborted by any subsequent random event. although always detected for Assassination Planet Stabilizer in the Orbit Box is destroyed. No
Case 13.42 applies to these new events as well. purposes, are not subjected to searches when alone other units in the Orbit Box are affected. The Orbit
not stacked with military units. They are attacked Boxes of destroyed planets are still usable and
[13.6] (amendment) Bonus dice rolls are made in by an enemy squad when all the military units Space Combat can still occur in them.
lieu of drawing “Bonus Draws” for those mission stacked with them are eliminated in combat, and
that qualify for Bonus Draws. [38.5] (amendment) Variant Victory Levels
also become vulnerable to wounds and capture
[15.52] (amendment) The state of the PDB is when going along on friendly missions. Captured Imperial Absolute: 0 VP’s
irrelevant to the conversion of Rebellion to Rebel Sovereigns are still removed from play. Imperial Decisive: 1-9 VP’s
Control; if there are only legal Rebel military units Imperial Substantial: 10-17 VP’s
[31.0] (amendment) Specific planet secrets are
on the planet at the end of an Imperial Player-Turn, modified as follows: Imperial Marginal: 18-25 VP’s
that planet becomes Rebel controlled. Planet Rebel Marginal: 26-33 VP’s
Control Summary Variant. Mutant Planet: The races on the planet still exist,
Rebel Substantial: 34-41 VP’s
although altered, and can participate in domino
[20.31] (amendment) If opposing forces still effects. Rebel Decisive: 42-50 VP’s
occupy the Orbit Box during the Surface Military Rebel Absolute: 51 VP’s
Movement Segment, every non-phasing military Living Planet: Ignore the part about a living
sentient being. This is a Super-Welcome-Rebels Victory scored after 20 Galactic Game Turns;
unit may Block one phasing military unit from there are no instant victory conditions.
population, which will be sparked into Rebellion
80
81