The Rules.



A new Golden Age is dawning in Isis Space as the great empires recover from the dark times of the Galactic Depression caused by the Terror. As war looms many worlds are going to extreme lengths to erase all record, and memory, of the horror of the Galactic Depression and the unusual alliances that were formed in that chaotic time.

Power in Isis Space comes from the control of three resources.
These are:

|| - Energel

Plentiful, stable and reliable, Energel is the best form of stored energy. The gel is easily made from common minerals and the stored energy can come from any source. Energel powers Isis Space.

|| - Rahtium Crystals

Delicate and expensive, crystallised Rahtium is the only material sensitive enough for the demands of deep space scanning, vital to any military.

|| - Bellevidium

The radioactive decay of this element produces a flood of exotic particles. The Isis Drive can control these exotic particles for an Isis Jump, greatly increasing the speed of ships.


These resources are gathered, in varying amounts, in all the major star systems in Isis Space. The major star systems all fall under the control of one of the great empires. The Overlords of these star systems control the flow of the resources. They can choose to stockpile what is produced, transfer it to friendly ships, or make use of it. With the prevalence of Isis Drives the Isis Gates are obsolete and star systems cannot make use of the || that they produce. They can however make use of the || and ||. 25|| can be used to create a fleet. 1|| can be used to repair 1HP of a fleet. 1|| can be used to scan for enemy ships up to two sectors away and will detect other scanning pulses anywhere in Isis Space.

Fleets can only hold up to 25 units of resources. They should use 1|| per month to maintain power to their systems. A fleet without power can fall into enemy hands. It cannot move, fight or use other resources. For 1|| a fleet can be scuttled. Each month the fleet may choose to also use 1|| and/or 1||. 1|| allows the same deep space scanning as a star system. 1|| will power the Isis Drive, allowing the fleet to move two sectors per month instead of the normal one.

When two opposing fleets find themselves in the same sector they will engage each other. In combat the Admirals will follow preset battle plans. Battles will last five rounds. In each round of combat each fleet can make use of up to five resource units total. The distribution between the different types is set by the battle plan. A fleet cannot make use of more resources than it has nor can it make available in a round more units of resources than it has HP. If a resource is used during a round of combat one unit of it will be consumed regardless of how much was made available. On top of this up to all that was made available can be lost through enemy actions. For each unit of || used for electronic counter-measures a unit of enemy || will be overloaded. For each unit of || used to precisely track the vessels of the enemy fleet a unit of enemy || will be wasted as they try to make micro-Isis Jumps around the combat zone. For each unit of || used for micro-Isis Jumps a unit of enemy || will be used as the shields of enemy ships are drained from point-blank attacks. For every resource unit used which is not countered the opposing fleet will lose 1HP. A minimum of 4HP of damage is done per combat round between the two fleets. After damage from uncountered resources is taken into account the remaining damage to be done is split as equally as possible between the two fleets with any remaining 1HP of damage to be dealt to the fleet that did the least damage. A fleet is destroyed when it has 0HP. Due to the contraints of the command and control of fleets a fleet may only engage in one combat per month and combats are between two fleets. Other friendly fleets in the same sector can supply resources to the fighting fleet or fleets.

A fleet that wins or draws a combat will gain one unit of Mettle, ||. Victory goes to the fleet that does the most HP damage to the opposing fleet or the fleet that destroys the other. In combat 1|| can be used instead of another resource as a wild card. Instead of the || a unit of another available resource will be used, the type depending on the situation, to minimise loss of HP and resources. || can only be lost when a fleet loses, and then the loss is one unit. A fleet can have no more than ten units of || and no more than five units can be used in any one combat (distributed as desired between the five rounds).

A star system will change hands if an enemy fleet arrives in it unopposed or defeats the defence forces. Fleets that enter hazardous space lose 12HP per turn. Star systems and active fleets can spot fleets in their sector with a free local sector scan. Isis Space is surrounded by a hazardous dark matter cloud, known as the Edge, which no fleet can enter. Hazardous space inhibits the use of deep space scanning and Isis Drives. Deep space scanning pulses cannot enter or leave hazardous space nor can a fleet Isis Jump out of or through hazardous space, although a fleet can Isis Jump into hazardous space.

The Magii of Isis Space wield a mystical power that has shaped history. Working from their Schools in the major star systems they develop Psycho-Potential, ||. This can be stored and then unleased to perform a number of powerful spells that can instantly reach across the expanse of Isis Space. The spells only last during the month they were cast.

The Spell Book
|| Name Description
1 Black like Night -1HP in 1 Sector on Deep Space Scan
1 Mirage +1HP in 1 Sector on Deep Space Scan
2 Shield -1 Damage to 1 friendly Fleet
2 Farsight Local Sector Scan of 1 Sector
2 Cloud Blocks Farsight in 1 Sector
3 Spectral Shift Hides 1 Deep Space Scan pulse
3 Crystal Shock Creates a dummy Deep Space Scan pulse from 1 Sector
3 Spacial Implosion -1HP to 1 enemy Fleet in a Sector
3 Minor Dispell Dispells all of the above in 1 Sector
4 Blessing from High +1|| to 1 friendly Fleet
4 Haunting Cry -1|| to 1 enemy Fleet
5 Fardrop Transfers 1 resource unit between friendly Star Systems or Fleets
5 Restore +1HP to 1 friendly Fleet
6 Major Dispell Dispells all of the above in 1 Sector

Major Dispell is permanently in place in the Daemon Well and all adjacent sectors.

Order of events:
1. Fleets are scuttled.
2. Resources are transfered between star systems and fleets (excluding combat transfers).
3. Fleets use || to power their systems.
4. Fleets move.
5. Fleets take damage from hazardous space.
6. Deep space scans are made.
7. Combat occurs.
8. Star systems and disabled fleets change hands.
9. Fleet production and repair occurs.
10. Local sector scans are made.
11. Resources are gathered.

Spell effects will occur before all other events unless they would take a part in one of these events.

Example star system data:
Authority Name +|| +|| +|| +|| || || || ||
Isis Empire Isis Star 12 5 8 2 23 12 1 6

Example fleet data:
Authority Fleet Sector HP || || || ||
Isis Empire 7th Assault C3 21 10 6 7 5

Example battle plan:
Authority Fleet Round || || || ||
Isis Empire 7th Assault 1 1 1 1 2
2 0 3 0 2
3 2 1 1 1
4 4 0 1 0
5 0 5 0 0

Example local sector scan:
Sector Authority HP
C3 Isis Empire 21
Isis Empire 7
Xi Empire 13

Example deep space scan fleet data:
Origin Sector Total HP
C3 B2 25
C5 12
E3 55
E4 6

Example deep space scan pulse data:
Sectors C3, E3, E4, E8, I11, J6

No numbers can go below 0.