Professional Documents
Culture Documents
1 Introduction
This is a rules supplement to accompany the rules included with the game Imperium published by GDW in 1977.
It follows the flow of the original rules, but has major rule points condensed and listed in short form. The official
rules should be consulted for rules disputes or clarifications. The rules section ”Starting the First War” is omitted,
and many of the rules in this document may not make thematic sense without the flavor text of the official rules.
2 Components
• Imperium: (red) The standing civilization
• Terran: (blue & green) The new rebels
2.1 Board
• Turn Record Chart: Notes current turn & newly produced units.
• Resource Unit Scale: Notes each player’s economic resources & Imperium player’s Glory Points.
• War & Peace Chart: Notes relationship between Terran and Imperium people.
• Hexes:
– Blank (Black): Interstellar hex.
– One or Two Stars: Stellar or binary stellar hex.
– Planetary Surface Box:
∗ Represents the combined surface of all planets in the adjacent system.
∗ Is not part of the interstellar hex in which it is printed.
∗ Some binary stellar hexes have multiple planetary surface boxes.
∗ Primary boxes are white and are naturally habitable. Required for World Markers.
∗ Secondary boxes are red; outposts are typically placed here.
– System: A stellar hex an its planetary surface box.
3 Game Turn
A game turn is two standard Terran years, which consists of two player turns.
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4 Movement
4.1 Sublight Movement
One hex per turn during First Movement.
4.2.1 Refueling
• Not prevented by enemy ships.
• Fuel may be suppled from habitable planets or atmosphere of a gas giant.
• Tankers may manufacture fuel directly from a stellar atmosphere, may refuel other ships and itself.
• Tertiary systems (Sirius and Altair) require a tanker for ships to refuel to continue movement.
4.3 Transportation
• One counter (the cargo) may be transferred by a transport at a time.
• Cargo are fighters and non-ships: troops, unplaced outposts, and planetary defense markers.
• Capital ships (M, B, B1, B2, BB) may only carry troops, one marker per ship.
• Motherships may only carry fighters, up to three per ship.
• Cargo may embark or disembark in systems containing a friendly system, containing a friendly world or
outpost marker.
• A single transporting ship may not carry more than two distinct cargo markers per movement phase, except
Mothership which can carry a maximum of two distinct groups of fighters.
• When delivering cargo in a non-friendly system, the act of movement from space to the planetary surface box
occurs during the Planetary subphase of the combat phase.
• When in a Reaction phase, transports may embark or disembark cargo, but not both.
5 Combat
Three subphases: Space, Planetary, and Surface.
5.1 Space
• May occur in any hex.
• Preparation: Each player lays out all ships in the hex on a clean area of the table. Motherships may launch
fighters now and at the beginning of each combat round.
• Combat Round: Consists of three segments: Range, Ship Allocation, and Combat Resolution.
1. Range:
– Long range uses only missiles, short range uses only beams.
– Range for the first combat round is automatically Long.
– Range for subsequent combat rounds is determined by a die roll: Each player rolls a die, and the
player with fewer ships (not counting fighters) may add one to their die roll. The player with the
highest die roll decides range for the round. In the event of a tie, range does not change.
– Immediately after range is determined, players have the option to break off the engagement and
escape if there is a suitable exit jump route. See Terminating Combat below.
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2. Ship Allocation:
– Players allocate their ships to specific attacks. The defender moves one ship forward, and the
attacker allocates one ship against the defender’s ship. Repeat until all of one player’s ships are
allocated. Extra ships may then be allocated as well, doubling or tripling for maximum effect. Three
is the limit to number of ships that can be allocated against an opponent’s ship. Extra ships may
elect to sit out a combat round.
– The attacker declares the attack type of each of his ships. The defender then declares any options
he wishes and notes any defensive fire available. The attacker the notes any defensive fire available
to him based on the defender’s choices.
3. Combat Resolution:
– Each ship fires once per round at a ship it is allocated to.
– For missile (long range) combat, the player consults the Missile Combat Results Table. Rows for
the ship’s Missile Factor, columns for the attacked ship’s Shield Factor. A die roll equal or greater
to the number in the table must be rolled to destroy the ship. High Intensity Fire may be used for
missile combat.
– For beam (short range) combat, the same procedure is followed using the Beam Combat Results
Table, but more options are available. Suicide Attack and Short-Range Missile Fire options are
available.
– Disrupted starships subtract one from their die roll when attacking. The attacker may add one to
the die roll when attacking a disrupted ship. Disrupted ships may not conduct High Intensity Fire.
– High Intensity Missile Fire: The attacking ship may double its Missile Factor (maximum 12) but
may not attack again this combat phase.
– Short Range Missile Fire: The attacking ship may use short range missile fire after all beacm fire has
been resolved. Missile factor is reduced to half rounded down. Short Range High Intensity Missile
Fire may be used, but the halving of short range occurs before the doubling of high intensity.
– Suicide Attack: Ships with beam factors may make suicide attacks at short range if they declare
such before any combat occurs in the combat round. The attacker declares suicide attacks first,
and then those ships may not themselves be suicide attacked. The target of a suicide attack may
defensive fire using full beam factor or half missile factor. Defensive fire may not use the high
intensity option. The defender fire on the suicide attacker. If the defender destroys the attacker, it
is removed from play immediately. If not destroyed, the suicide attacker attacks normally but adds
one to the die roll. A single ship may defend against multiple suicide attacks, but a ship which has
made defensive fire has used its ability to fire and may not fire again this combat round.
– Winning Combat: If one side is destroyed, the other player has one and how controls the hex.
– Terminating Combat: Either side may elect to break off the engagement at the beginning of a
combat round and surrender the hex to the enemy. All forces remain in combat for the current
round but may not fire. At the end of the round, ships capable of jumping do so and ships must
remain in combat. A suitable escape jump must be available: first priority is a friendly system with
no enemy ships present, and second priority is an empty system. In the rare event that combat
occurs in a hex without a jump point, prematurely terminating combat is not possible.
5.2 Planetary
• Ships in possession of a system may interact with the Planetary Surface Box. If the planetary surface is
friendly, landings may be made. If the box is not friendly then bombardment may occur, planetary defense
fire may be made, and then landings are performed.
• Planetary Bombardment:
– Ships may elect to bombard enemy forces using missile factors. Each enemy counter in the box is a
single target; multiple targets may be attacked; no target may be attacked more than once. No ship
may bombard more than once. Several ships may combine their missile factors on a single target.
– A die is rolled for each bombardment attacked, and the Planetary Bombardment Table is consulted.
Neutralized units are inverted; they may not attack but may defend. Destroyed units are removed from
play. Destroyed results against a world or outpost markers are interpreted as Neutralized results.
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• Planetary Defense Fire
– World, Outpost, and Planetary Defense Markers may fire at incoming ships. Ships which have conducted
planetary bombardment and ships wishing to land must undergo planetary defense fire.
– Each World, Outpost, and Planetary Defense Marker may fire at each incoming ship. Firing is conducted
via die roll and consulting the Planetary Defense table. If the target ship has a screen factor of seven or
more, add one to the die roll result.
– Jump troops may land directly without being transported by a ship. Each is subject to planetary defense
fire with a screen factor of seven.
5.3 Surface
• Preparation: Each player moves his counters from the planetary surface box to a clear area.
• Allocation takes place in the same fashion as space combat. If the defender has fewer troops than the attacker,
he must allocate his non-troop counters. All defending counters not involved after allocation are considered
screened and do not participate in combat now or in any future combat round. This means that if the number
of defending counters outnumbers the attacking counters, the planetary surface box will not be conquered
due to screened units.
• Combat:
• Non-troop and neutralized troops may not attack, they only defend.
• Troop counters are printed with the factor with which they attack and defend. Planetary Defense Markers
defend with their printed value of two, all other counters (including starship) defend with a factor of one.
Combat is resolved using a combat differential. Each troop counter may fire at one or more of the counters
matched against it, subtracting the counter’s or counters’ defense factor total from the firing troop’s combat
factor. The result is the combat differential and is used with the Surface Combat Results Table.
• Destroyed units are removed from play. When a World counter recieves a destroyed result, it is instead
neutralized.
• If several units are matched up against one or more targets, they may sum their factors to fire on a single
target.
• Each troop may fire once per combat round.
• Regular troops may defensive fire against Jump troops.
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6 Starships
Transports (TR) Production cost: 1 RU.
Cargo Capacity: 1.
Cargo: unplaced outposts, planetary defense systems, troops, and fighters.
Tankers (AO) Production cost: 2 RU.
Required to refuelships so they may jump from a tertiary (three-star) system.
Scouts (SC) Production cost: 1 RU.
Small lightly-armored ships.
Destroyers (DD) Production cost: 3 RU.
Small fleet units designed for escort duty and independ operations.
Light Cruisers (CL) Production cost: 6 RU.
Smallest of the cruiser class ships.
Strike Cruisers (CS) Production cost: 10 RU.
High missile factor ships, especially suited for planetary bombardment.
Heavy Cruisers (CR) Production cost: 12 RU.
Standard cruisers with a homogenous beam-missile-screen armament.
Attack Cruisers (CA) Production cost: 14 RU.
Increased beam factor Imperial ships.
Dreadnoughts (B, B1) Production Cost: 16 RU.
Cargo Capacity: 1 (may launch Jump Troops).
Fleet mainstays with high maintenance costs.
Imp. Dreadnoughts (B2) Production cost: 18 RU.
Cargo Capacity: 1 (may launch Jump Troops).
An upgraded Dreadnought.
Battleships (BB) Production cost: 20 RU.
Cargo Capacity: 1 (may launch Jump Troops).
The highest available firepower and armor among capital ships.
Monitors (M) Production cost: 6 RU.
Cargo Capacity: 1 (may launch Jump Troops).
Not capable of hyperspace jump.
May pay for maintenance when in system with friendly outpost rather than
performing a die roll.
Missile Boats (MB) Production cost: 4 RU.
No sublight movement.
Fighters (F) Production cost: 1 RU.
Cannot move except when carried as cargo.
Require a base (friendly world, outpost, or mothership) to operate.
Motherships (MS) Production cost: 7 RU.
May carry up to three fighters. May launch and retrieve up to three fighters
per combat round.
Disruption of a mothership also disrupts on-board fighters.
7 Troops
Regular Troops May defensive fire first against Jump Troops.
Jump Troops Jump capability during Planetary Surface & Space Interaction phase.
Troop units my be raised by paying the required RU cost and placing the counter on the Turn Record Chart
to appear in the next friendly player-turn. When troops are raised, counters for the type of troop raised are drawn
at random. Destroyed troops return to the pool. Troops are not subject to maintenance costs, and troops only
operate in planetary surface boxes.
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8 Markers
• World markers represent civilization, population, and industrial centers in primary systems. World markers
are placed prior to the first war and change hands under limited circumstances. World markers may be
neither manufactured nor destroyed.
• Outposts represent establishments created to exploit and hold secondary systems (they may also be placed on
primary systems). Outposts may be manufactured and transported. Outposts do not become operational until
all enemmy forces in the planetary surface box are eliminated. No more than one operational outpost may be
present in a planetary surface box. Outposts may be placed in planetary surface boxes with neutralized enemy
World markers and made operational to denote ownership and to keep the enemy world marker permanently
neutralized.
• Planetary defense markers represent missile and beam batteries that serve as anti-starship fire and defensive
ground forces. Planetary defense markers are manufactured and transported, becoming operational at the
end of the player turn during which it is placed.
• Bookkeeping markers are used to track game state. Each player gets a blank marker for the Turn Record
Chart. The Imperial player gets a glory marker which starts at the black 5 of the Resource Unit Chart,
and the War & Peace marker is used to track status on the War & Peace chart. The 0 and 00 markers
represent ones and tens, and are used to note the current balance of resource units available to each player
to a maximum of 99 RU.
9 Economics
Resource Units (RU) are used to pay for production and maintenance costs.
9.1 Income
”World” refers to a world marker of the correct player in a pri-
Imperial Income mary planetary surface box. ”Connected World” means that a
Budget 10 RU path may traced from the location to Sol via jump routes free of
Per Connected Outpost 1 RU enemy combat ships. ”Connected Outpost” means that a path can
Per World 1 RU be traced to a friendly world via jump routes free of enemy combat
Terran Income ships. Connected outposts still generate income even if they are
Per Connected World 8 RU connected to unconnected worlds. In order for a connection path
Per Unconnected World 6 RU to be traced through a tertiary system, a tanker must be present
Per Connected Outpost 1 RU in the tertiary system. If an outpost is placed in Smade’s Star or
Per Unconnected Outpost 0 RU Luuru, it generates income as if it were connected.
9.2 Maintenance
Each ship has a Maintenance Number that is used when determining maintenance costs, when making hyperspace
jumps while disrupted, and in frontier maintenance. Maintenance is required by the active player during the
Maintenance and Production step of the player turn. Civilized maintenance is performed on starships in systems
with a friendly world, and frontier maintenance is performed everywhere else.
• Civilized Maintenance
– Applies to all ships in a primary system marked with a friendly world marker in the planetary system
box.
– Owning player must expend RUs equal to the maintenance number for each starship, otherwise the ship
becomes disrupted.
– Civilized maintenance is performed by paying RUs, and maintenance costs are resolved before production.
• Frontier Maintenance
– Applies to all ships not covered by civilized maintenance.
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– The owning player must roll one die for each ship, and if the number rolled is greater than or equal to
the ship’s maintenance number then maintenance has been successfully performed. If the system does
not contain a friendly outpost, the result of the die roll is reduced by one.
– Failure to perform maintenance by die roll results in the ship becoming disrupted.
– Monitors may pay for maintenance rather than using die roll (see Starships section).
• Nusku/Dushaam system: A player with ships in this system who controls both the primary and secondary
planetary surface boxes may choose the form of maintenance to be performed here.
• Disruption
– Disrupted ships are represented by an inverted ship counter.
– To make a hyperspace jump, the ship must perform a successful die roll of its maintenance number or
higher. A failed die roll results in the ship not being able to move for the rest of the player turn.
– A disrupted ship in combat must subtract one from its die rolls.
– A ship attacking a disrupted ship may add one to its die roll.
– A planetary defense may subtract one from its die roll when attacking a disrupted ship.
– To recover from disruption, a disrupted ship’s maintenance must be performed at maintenance cost plus
1 RU in a primary system with a friendly world marker. In a situation calling for frontier maintenance,
the ship becomes undisrupted immediately if the die roll exceeds the ship’s maintenance number.
9.3 Production
Production occurs after maintenance.
• Units on the Turn Record Chart may be brought into play at any friendly world or any outpost connected to a
friendly world. Starships may be placed anywhere in the system, all other forces must appear in the planetary
surface box. Outposts and planetary defense markers appear in their non-operational state (inverted).
• New ships and units may be purchased and placed on the Turn Record Chart to appear on the next game
turn. Capital ships of types B, B1, B2, and BB must be placed so as to appear in two game turns.
• The Imperium initially prohibits production of certain types of ships by the Imperial player. Ship types CR,
CA, B1, B2, and BB may only appear as a result of Imperial Intervention or after receiving permission from
the Emperor to build such ships locally.
• The Imperial player has the power of replacements. At the end of each player turn all Imperial starships
which were eliminated are placed on the Turn Record Chart so that one will appear per turn. They should
be placed inverted to indicate their replacement status. The Imperial player may choose the order of their
placement, and future replacements are placed after already-placed replacements. The Imperial player may
elect to scrap any replacements and return them to the ship pool, shifting forward remaining replacements.
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10.1 Victory and the Effects of Time
If at the end of a game turn the glory index has reached zero, the Imperium is defeated and the game has ended.
If at the end of a game turn the glory index has reached ten, the Imperial player is the victor. At the beginning of
each turn after the third game turn the length of the glory index is reduced by one on each end, i.e. the Imperium
can with with a glory index of nine at the end of the fourth turn.
11 The Imperium
Each turn during the Imperial Maintenance and Production phase, the Imperial player rolls two dice and consults
the Imperial Intervention Table. The Imperial player may appeal to the Emperor for assistance during this phase.
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11.1 Imperial Intervention Table Events
• Depression: Decreased economic activity reduces total income (including outposts and worlds) by 10 RU
to a minimum of 1 RU for the next three game turns. A boom immediately cancels a depression.
• Boom: Increased economic activity increases total income by 10 RU for the current game turn.
• Imperial Succession: Roll one die. On a result of one or two, Civil War occurs (see Civil War below). On
a three or higher, roll again on the Imperial Intervention Table and add three to the result. If the result is
another Imperial Succession, treat it as no result.
• Imperial Attention: All glory point gains and losses, but not expenditures for appeals to the emperor, are
doubled for this game turn.
• Frontier Crisis: Roll three dice. The result is the number total of missile factor that must be committed
to the crisis. Starships totaling or exceeding this value must be sent off the map (through Ishkur, Gashidda,
Kinunir, or Dingir) and return on the second following game turn.
• Token Reinforcements: Roll one die and subtract 3 from the result. A result of less than one is treated
as a result of one. Consult the Reinforcement Table and use the available RU in the same fashion as
Reinforcements.
• Reinforcements: Roll one die and consult the Reinforcement Table. The RU value is immediately available
and there is no production delay. No more than half the value may be taken in non-starships, and no more
than one capital ship may be acquired in this manner. Forces procured in this manner appear through Ishkur,
Dingir, Kinunir, or Gashidda.
• Mandated Offensive: Roll one die and consult the Offensive Force Table. The arrival of the indicated
forces occurs at the beginning of the next Imperial player turn, and appear through Ishkur, Dingir, Kinunir,
or Gashidda. The forces remain available until a turn in which the Imperial player fails to increase his glory
point total. If they are destroyed they do not return as replacements. Regular maintenance costs apply.
• Recentralization: The Emperor rescinds all permissions currently outstanding which allow production of
CR, CA, B1, B2, and BB.
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Grants of ships or RU are one-time events which take place immediately. Budget increases are permanent.
Acceleration of production moves all ships on the Turn Record Chart forward three turns and those that arrive at
the current turn appear immediately. Permission to build ships allows the Imperial player to build the specified
ship type until permission is rescinded (see Recentralization above). A prohibition of further appeals prohibits the
Imperial player from making appeals for the remainder of the war (this single game).
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9. Interwar Colonization: Each layer may place one outpost per Turn of Peace provided the outpost was
built during Interwar Production or was otherwise available but unplaced. The winner places one outpost
first, followed by the loser, and repeating until no more outposts are placed. Each placed outpost must be
connected to a friendly world. At this point friendly outposts in primary planetary surface boxes may be
converted to a friendly world if it has spent at least five Turns of Peace in that box.
10. Redistribution of Forces: All forces except monitors may be redistributed by both sides. They may be
placed in any system containing a friendly world or outpost marker. The winner of the war sets up first. All
forces begin the next war undisrupted.
11. Attack: The loser of the previous war starts the next war.
13 Optional Rules
13.1 Home Worlds
The Terran home world is the planetary surface box at Sol, and the Imperial home world is the planetary surface
box at Gashidda. Home worlds have high populations, extensive constructions, and the capability of raising large
numbers of local militia. As a result, home world counters defend in surface combat with a factor of 10. Planetary
bombardment occurs by normal rules, but Surface combat will be significantly more difficult for the attacker.
13.2 Terraforming
Players may attempt to terraform a secondary system into a primary system. Terraforming may only take place
in the secondary planetary surface box of a non-M class star. The process requires the placement of an outpost
and the continuing expenditure of 3 RU for 50 turns. At the end of 50 turns the system becomes a primary system
and the outpost marker is converted to a world marker. The terraforming process must be continuous. The enemy
player can disrupt it (forcing it to start over) by destroying the outpost. If the enemy player establishes his own
outpost in the destroyed outpost’s place, he can continue the terraforming process without restarting it.
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