HOMEWORLD BOARD GAME RULES V.01.pdf

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HOMEWORLD 2 Grand Strategy Board Game Created by: Michael Ptak ([email protected]) Based on HOMEWORLD 2 by Relic Entertainment, 2003

Transcript of HOMEWORLD BOARD GAME RULES V.01.pdf

  • HOMEWORLD 2Grand Strategy Board Game

    Created by: Michael Ptak ([email protected])

    Based on HOMEWORLD 2 by Relic Entertainment, 2003

  • HOMEWORLD BOARD GAME RULES

    1.0 Index2.0 Basic Rules3.0 Infrastructure Rules4.0 Mechanic Rules5.0 Special Rules6.0 Scenarios

    2.0 Basic Rules

    2.1 INTRODUCTION: The Homeworld Boardgame(Technically the Homeworld 2 board game) is a game ofstrategic operations in the Homeworld universe created byRelic Entertainment. It is based in the timeframe of Homeworld2 (9625 GSY). Other Scenarios offered in the game allowplayers to simulate alternative histories concerning the massivebattle between the Vagr and the Core worlds.

    2.2 THE MAP: The Map is a 2-D representation of thehomeworld galaxy from a 0,0 positive coordinate centered onthe Galactic center of the homeworld universe. North isBentusan North as illustrated by modern cartographers of theHomeworld Universe.

    Aside from national boundaries, the Map also includes fivehazard zones (Kadesh, Abbassid, Bethsida, Rim Space, andthe Karos Graveyard). These areas of space represent zones ofspace containing hazards to the races of the galaxy that cannotbe explained or dealt with directly by the forces represented inthe game. Specifically, this includes action by Progenitorautomations, mysterious stellar phenomena, T-Mat actions, orother unexplained activity.

    The Map also includes significant star systems in theHomeworld universe, which affect the economic balance of allforces involved. The map also contains the locations for thehyperspace terminals of the Aarran hyperspace network- whichplayers can use to send their fleets to other gateways inalternative scenarios.

    The map also includes various tables that can be used duringgameplay.

    2.3 THE UNITS: Each unit contains a graphic representationof the unit in question. The first number on the unit denotescombat strength, the second the units Movement points.

    (4.22) Hyperspace Inhibitors are special equipment items thatcan be deployed by a Vaygr shipyard into a system to restrictany enemy fleet from moving beyond the inhibitors Zone ofControl (i.e. they must stop on a hex adjacent to the Inhibitors).As they are not a unit themselves, they are considereddestroyed when there are no other friendly units present.

    Hyperspace Gates are special items used by the Vaygr toallow ship movements over vast distances. Due to logisticalreasons they can only deploy three gate networks that cantransport an entire fleet. Hyperspace gates have to be withinthree hexes of one another to function and can only be deployedby the Mothership, a Shipyard, or moved to a location byattaching them to a fleet.

    (3.3) Raiders are special attack groups gathered for the solepurpose of deep-penetrations missions behind enemy lines.They specialize in supply interruption and assassination ofdeep-space targets. Ships with yellow-colored movementnumbers are considered Raiders.

    (5.1) Motherships are special units that have multiple benefitsto the fleets the are attached to. There are only two mothershipsin the game, the Pride of Hiigara and the Sword of Vaygr,belonging to the Hiigaran and Vaygr player, respectively. In thebasic scenario, the Motherships are involved in their own fleetsand do not participate in the scope of the game, as they arebeneath the radar of the majority of the fighting. In specialscenarios however, players are allowed to use them. They arenot a unit per-se, but an attachment to an already existing fleetthat bestow powers upon the fleet and any units tasked with it.

    Motherships are vessels with white ship Icons.

    (4.31) Shipyards are special operations units that bestowbenefits on units within three hexes of their position. They canshift the combat results roll one row in favor of the owningplayer. If there are two shipyards within range of the combat,the benefit is negated. This is not cumulative (i.e. two shipyardsbestow the same benefit as one.)

    Shipyards are black with a yellow outline.

    Convoys are special units that have no combat value, but canextend the supply range of a fleet or can be traded in to anotherpower in exchange for extra support points for that power.Convoys are the counters with the yellow ship icons.

  • Nation Markers are not units, but are placed on significantsystems to show that they have been captured and are owned byplayers other than the original owners.

    Galactic Council unit markers are special variations ofstandard units. Each unit has a three-letter code above the unitsicon denoting that units nationality.

    OSYRRIAN ALLIANCE OSR (White)VALHALLA VLH (Grey)NIRVANA NIR (Brown)MANASSEH MAN (White)EDOM EDM (Gold)FRERRN FRN (Black)HANOCH HNC (Yellow)ASSHUR ASR (Orange)IYASSADAE IYA (Purple)TAANACH TNC (Blue)HAVILAH HAV (Yellow)CAANAN CAN (Red)

    Turanic Raider Units are units representing the variousTuranic Kingdoms that existed during the time of Homeworld2. Though the Turanics did not participate in the secondHomeworld War, their forces were enough to present a threat tothe western hemisphere of the galaxy. Civil wars and internalstrife were also common during the period. The Turanic Raiderforces are divided into four separate sub groups (NorthernTuranic (Red), Southern Turanic (Blue), Kassites (Yellow), andVigoth (Grey). Note that some of these forces operate oldImperial Taiidan vessels- represented by Qwaar-Jet Icons. TheHeithabyr Turanics of the outer fringe were too remote toparticipate in the scope of the game.

    2.4 SIDE TABLES:

    2.5 THE TURN: Homeworld is a turn-based grand strategicgame that can be played with several players. Each player maymove his units, fight with his units, produce more units ormanage supply for his nation during his part of the turn. Theturn is broken up into x steps:

    1 INITIATIVE: All players count up their totalsupply. The player with the least amount of supplygoes first for that turn.

    2 MOVEMENT: The player who won the initiativestep moves all his units as many hexes as those unitsallow. Players may also use the Hyperspace networkor hyperspace their fleets, if able. Several special unitsmay also take action during this step (See SpecialRules).

    3 COMBAT: the player may now choose a number ofunits in a hex and designate an adjacent hex they are

    attacking. Players follow the Combat Procedure in(4.4) to resolve combat between fleets.

    4 CONSTRUCTION AND SUPPLY: In this phaseof the turn, the player may use the rules under (4.5) toconstruct new units, retire old ones, commissionconvoys, or negotiate supply agreements with otherplayers. Raiders that are considered to be Raiding arealso considered during this step.

    5 END TURN: After completing the above steps, thecurrent player ends his turn and the next player beginshis turn, repeating steps 2-5, until all players havefinished their turns.

    When all players have completed their turns, playersrepeat step 1 of the turn to find the next first player ofthe turn. Play continues until the victory conditions ofthe scenario have been met.

    3.0 Infrastructure Rules

    3.1 SUPPLY: Space navies require more than just the mineralsand resources that can be gathered in space. Personnel,expendables (ammunition, food, and other items) need to beshipped from home bases to the front lines where they can beused. This is abstracted into the Support network.

    Each player counts up the number of major planets under theircontrol (un-captured in their territory or captured major planetsunder their control), and multiplies this factor by 2.5. Players(rounding up) then add 10 points if their capital is un-captured.This represents the total number of combat factors the playercan support on the board.

    3.11 Running out of supplies: if a player somehowhas more combat factors deployed on the board thanavailable supplies, they must disband units to make upfor the difference.

    3.12 Alternative sources of Supplies: Barring somespecial scenario cases (see Scenarios), powers mayalso acquire supply through Convoy donations throughother players or by raiding (4.xx) enemy supply linesand still being connected to their own supply grid.

    3.2 THE SUPPLY GRID: Units are considered to be in supplyif they can trace 4 hexes back to a friendly system, Shipyard,Mothership, or Convoy. Vaygr units, since they use a differentmeans of equipping their units, are also considered to be insupply if they are within 2 hexes of any Vaygr starting hex.Turanic Kingdoms are considered in supply if they are within 2hexes of another fleet of their color (see 5.10.6)

    3.21 Cut off from Supply: Units that are cut off fromthe supply grid are assumed to be raiding off of the

  • local stars, but still can only operate at halfeffectiveness. Units that are operating outside of rangeof a home base can only fight and defend with halftheir combat strength (rounding up).

    3.3 RAIDERS: Convoy Raiders were mostly used by theVaygr, since the Hiigarans did not fully support the idea ofdeep-space commerce raiders and the Vaygrs system of supplywas so decentralized that missions against Vaygr commercewere virtually impossible.

    When a Raider is within 3 hexes of an enemy planet for one fullturn, it is considered to be commerce raiding. The playerowning the planet then must subtract 2 from their total supplyfor every raiding group operating in their space. The playerowning the raiders then adds 2 to their total supply if they cantrace a line of 4 hexes back to a friendly unit.

    Raiders are considered to be in supply when they are raiding,even if they are cut off from their supply grid.

    3.4 UNIT CONSTRUCTION: During the construction phaseof the turn, Players may place new fleets on the board at anymajor system they control, Shipyards, or any mothership inplay. Players can only place as many units as their supplypermits (3.1). Players cannot place any new fleets if they arealready overdrawing their supplies (3.11).

    Construction is also limited to one new unit per system orshipyard.

    3.41 Restrictions: Shipyards can only be built at thenations Capital. The Galactic Council nations maypurchase a shipyard from the Hiigarans or Vaygrunder special scenario rules, or replace all constructionthat turn for a Shipyard.

    The Vaygr can only have a maximum of 6 hyperspacegates on the board at any time.

    The Taiidan and Vaygr can only have a maximum of 3Hyperspace inhibitors each on the board at any time.

    4.0 Turn Procedures4.1 INITIATIVE:The Initiative phase is used to determine who will be the firstplayer to act during the beginning of the turn. Players tally upthe total supply from conquered planets, possessed planets, andother factors. The player with the smallest supply goes first. Inthe event of a tie, whoever has the smallest fleet of the twotakes the first turn.

    4.2 MOVEMENT:Every unit (with some exceptions) has a movement allowanceprinted on it, which allows that unit to move that many hexesper turn. This is to represent small-scale hyperspace jumpscapable with most combat vessels in the Homeworld universe.Units with no movement value either cannot move, must movewith another fleet or have a special method of movementspecified in the Special Rules (5.0)

    4.21 Movement Restrictions: A unit may move to themaximum of its movement allowance, but cannot passthrough a hex occupied by an enemy unit.

    4.22 Hyperspace Inhibitors: These Special unitsdeployed to the Taiidan and Vaygr forces are designedto stop hyperspace travel. Any unit passing in a hexadjacent to a Hyperspace inhibitor must immediatelystop and end its turn in that hex.

    4.23 Hyperspace network: These special locations onthe map allow fleets to travel to other points on theboard with no cost. See Hyperspace Network (5.4)

    4.24 Carried units: Some units having no movementvalue can only move within the presence of anotherfleet. This includes Hyperspace Gates andHyperspace Inhibitors. For rules concerning theoperation of these units, see the carried units rulesSpecial rules (5.0)

    4.25 Raiders: Raider units are not restricted by (4.21)and can pass through hexes containing at most oneunit.

    4.3 COMBAT:Players initiate combat by selecting a unit (or stack of units)adjacent to an enemy unit and declare they are attacking.

    Players first deal with any special units participating in thecombat (Sajuuk, T-Mat, and any Motherships). Once specialcombat rules have been resolved, players tally up the totalnumber of combat factors participating in the battle on eitherside and compare the two totals to establish a ratio of differencebetween the two.

    Players then roll a die and consult the Combat Results Tableand follow the results:

  • AE = Attacker Eliminated: All attacking units have beendestroyedAR = Attacker Retreats: All Attacking units skirmish, thenretreat with no appreciable damage. If they cannot retreat intoanother hex not containing an enemy unit, they are destroyed.EX = Exchange: The larger force but must subtract the totalamount of combat strength of the smaller force (round down)DR = Defender Retreats: The Defending units create a fightingwithdrawal and may move into another hex not occupied by anenemy unit. If they are unable to do so, the defenders aredestroyed.DE = Defender Eliminated: All defending units have beendestroyed.

    Units can only make one attack per turn.

    All units destroyed during combat return to that players poolof off-board counters and may be used to represent new fleetformations (unless otherwise specified by the scenario).

    4.31 SHIPYARDS: Shipyards are large, mobile fleetconstruction bases that gained popularity after analyzingthe capabilities of the Kushan Mothership on its return toHiigara. The Mobile Shipyard can send new ships toreplenish those lost in combat or dispatch reinforcementsto an ongoing conflict. To represent this, for any battleoccurring within 3 hexes of a friendly shipyard, the resultscolumn is shifted one column over in favor of the shipyardowner.

    Fleets using this benefit must draw from a Shipyard that isof the same nationality as themselves. I.e., A Kushan fleetcannot draw from a Galactic Council Shipyard as they arenot of the same nationality.

    This ability is not cumulative, but affects every battleoccurring within three hexes of a shipyard.

    In the case of multi-national fleets participating in thebattle, as long as one fleet of that force has a friendlyshipyard three hexes away, that side gains the shipyardbonus.

    4.32 CONQUERING STAR SYSTEMS: Major starsystems are conquered by attacking the system as if it wereanother fleet with 2d6 combat strength. Capital systemshave a defense strength of 3D6.

    If an attack fails, the planet remains in the hands of theterritory the planet is stationed in, or by whomeverconquered it last.

    If the planet is conquered, a nation marker is placed on theplanet to designate its new nationality. It does not count forthe purposes of supply until the players next turn.

    In the case of a hex with multiple star systems, one dice isadded to the defense strength for every other star system inthe hex.

    4.5 CONSTRUCTIONSee (3.4) of the Infrastructure rules, which cover construction.

    4.x Activating Reserves (Advanced Rules)In the case of many of the fleets during the homeworldwar, there were always units placed in reserve, readyto be called upon when needed. Historically, theHiigarans immediately activated their reserves whenthe Vaygr reached their territory and began attackingHiigaran installations. The Vaygrs reserves could beconsidered the Feral Vaygr located in the homelands,though Makaan never intended of calling upon themfor reinforcements.

    To activate reserves, an enemy unit either has to belocated within three hexes of a nations capital, anations significnat system has been captured, or anatmospheric deprevation weapon has been usedsucessfully against a system owned by the player orone of his allies. Only the Hiigarans, Taiidani, andVaygr can activate Reserves (Hiigaran Reserves areconsidered Kiiths Soban, Somtaaw, and Kadeshi)(Vaygr Reserves are considered to be the FeralVaygr).

    Once the criteria for a Reserve has been met, playerscan activate reserves at any time during the rest of thegame.

    To activate a reserve unit, players pay twice theamount of supply needed to operate that unit and placeit anywhere adjacent to the capital hex. It may act as anormal unit after it has been deployed, and has normalsupply cost after the turn it has been activated.

    Exceptions: The Hiigaran Kiith can either activate ina hex adjacent to Hiigara or in their homelandprovinces:

    Kiith Soban (Black): 3007, 3008, 3009Kiith Somtaaw (Dark Blue): 2905, 2906, 3006Kiith Kadeshi (Pink): 0810 (Only one unit canactivate adjacent to Hiigara. Any others activated mustbe in hex 0810. For special rules concerning theKadeshi, see xx.xx)

  • 7.0 Special rules

    5.1 MOTHERSHIPS: Motheships are special, one-of-a-kindvessels operated chiefly by the Hiigaran and Vaygr fleets.Other empires have operated motherships at one time oranother, but in the scope of the conflict between the Vaygr andHiigarans, only three Motherships saw significant action duringthe war:, the Pride of Hiigara, Sword of Vaygr and Bentus.Though these three ships are assumed to be operating on theirown jurisdiction outside of centralized command (the players)in the basic game, alternative scenarios allow the use of theMotherships as if they were under direct command of fleetleadership during the Second Homeworld War.

    Each of the Motherships has several unique abilities that theyeither confer to the units they are attached to, or that only themothership can perform.

    5.11 The Three Hyperspace cores:The three cores are special equipment modulesinstalled in the Pride of Hiigara, the Sword ofVaygr, and Bentus. The effects of the cores arerepresented by the units that carry them.

    When a Mothership or Bentus is stacked with a fleet,the Mothership may use its Far Jumper to move theentire fleet further than allowed otherwise. Players roll2D6 and select the higher result. This is the maximumdistance the Mothership and its stacked units maymove that turn.

    For whatever reason, if the Mothership is forced into aHazard Zone, hyperspace travel immediately stops andthe Mothership may not proceed any further.

    5.12 Shipyard: The mothership is considered aShipyard for the purposes of (4.31)

    5.13 Supply: For the purposes of Supply, any fleetsattached to the Mothership are in supply if they arewithin 8 hexes of a friendly system or within 2 hexesof any native zone. Bentus acts as its own supplypoint, and any fleet attached to it is in supplyregardless of wherever they are.

    5.2 T-MAT VESSELS: These planet killers were observed atthe tail end of the Homeworld War, over Hiigara by specialdecree of Makaan. Rare except in fantastic circumstances, T-

    Mat vessels represent the most powerful spacecraft everexperienced in recent history- even going as far as to surpasssome Progenitor constructs.

    T-Mat vessels are virtually undefeatable in combat and canonly be fled from. When in combat with a T-Mat craft withoutSajuuk, or any Progenitor unit, the fleet can only attempt toflee via hyperspace from the T-Mat ship.

    Combat: Players roll one die for each combat unit. If the resultis four or higher, the fleet has considered to have escaped andmay move to an adjacent hex. Any fleet that fails this roll isconsidered destroyed.

    Shipyards and Convoys can only escape on a roll of 6.Raiders escape on a roll of 3 or higher.

    5.3 SAJUUK: This powerful vessel allowed the Hiigarans toturn the tables on the Vaygr and end the second Homeworldwar, participating in the last battle over Hiigara to destroy theT-Mat motherships sent to devastate the planet. In combat, thevessels main cannon is unmatched by any conventionalweapon in any arsenal anywhere.

    In combat, when Sajuuk is attacking another unit, a player maydecide to attack normally or use Sajuuks gun generally oragainst a specific target. If a player decides to use the cannongenerally, he makes a roll. On a result of 4+, one enemy unit isdestroyed regardless of combat factors. Specific targets aredestroyed at a 5 or a 6 result. Once the main gun has been fired,Sajuuk no longer counts for the purposes of combat that turn.

    5.31 The Eye of Arran: When the Hiigarans still haveSajuuk intact, they may use the Hyperspace gatewaynetwork without restriction.

    5.4 HYPERSPACE NETWORKTo activate and use a hyperspace terminal one has to supplytwo supply factors to it to use the gate. Forces operating a gatecan send as many fleets as they wish to a gate connected to thecurrent gate they are stationed at.

    If the Hiigarans have Sajuuk, they may send as many fleetsthrough the network to any gate on the board.

    5.5 ATMOSPHERIC DEPRIVATION WEAPONS: Used bythe Imperial Taiidan under Riessetius reign, the ADWs werethen later used by Makaan on Hiigara in an attempt to replicatethe Kharakian Genocide. The Taiidani have access to these

  • weapons, as do the Vaygr if the scenario allows for the allianceof the Taiidani and the Vaygr.

    During the movement phase, a player owning an ADWwarhead my move them to a target system. If the system isundefended, a player may choose to destroy the system with hisADW. If the ADW is used, the system is destroyed and the hexis no longer considered to have a significant system in it. ADEVESTATED marker is placed over the system to denote thatit has been destroyed by an ADW.

    5.6 HAZARD ZONES: These areas of the map representambiguous areas of space where fleets face the possibility ofgetting lost. Most often these areas of space constitutemysterious dangers which imperil ships and purposefullydisorientate them to destroy them.

    Movement: Units moving into these zones are considered to bein the zone, rather than in any specific hex. Fleets entering areazones immediately end their movement within the zone andremain there for the rest of the turn.

    On the next turn, players roll a dice for every unit in an areazone. On the result of a 3 or higher, the unit may exit any hexadjacent to the zone. Any result lower than a 3 means the unitremains in the area zone for another turn. On either a 1 or a 6,the unit is destroyed and removed from the board.

    Combat: Players may fight other fleets also trapped in thezone, but no combat can take place between units located in thezone and outside the zone.

    Hyperspace: Motherships are immediately stopped uponentering the zone, regardless of the hyperspace movementresult.

    5.7 HADRIANS WALL: This mysterious derelict ofProgenitor construction is a vast interstellar derelict that eventoday has no discernable purpose. Nevertheless, units operatingthere get a 2 to their roll when consulting the CombatResolution Table. Units may ignore (Movement restriction4.21) as long as they move along Hadrians wall, but must stopin a hex unoccupied by an enemy unit.

    5.8 CARRIED UNITS: Carried units are strategicallyimportant logistical units that are almost always attached to anoperational fleet, or are so designed as to be immobile inthemselves and be transported by other ships. For the scope ofthe game, these units include Hyperspace Inhibitors and theVaygr Hyperspace Gates.

    Movement: Carried units cannot move on their own. Whenevera friendly fleet is present in the hex, the Carried unit may movewith the fleet out of the hex as long as they remain with thefleet when they leave the hex. Carried units may be dropped atany time in another hex by the carrying unit with no furtherimpediments on movement.

    Combat: Carried units cannot fight on their own and areassumed to be destroyed when an enemy fleet moves into thehex they occupy. Carried units cannot retreat from the T-Mat in(5.2)

    5.9 NEUTRAL TERRITORIES

    5.91 INTERNMENT: Nations not participating in theconflict are either to be considered with their ownwars, or are neutral in the conflict portrayed. Thus,vessels and fleets violating neutral space becomeinterned by the nation owning that space. To representthis, any unit that enters space controlled by a neutralterritory is considered to be interned in that space andmay not move for the rest of the game.

    Interned fleets can be returned to the owning player ifthat player can provide tripple that fleets supply fortwo turns. That fleet is considered free and may moveout of the hex on the turn the supply is paid.

    The only exceptions to this rule are Turanic and Vaygrspace. Any fleet entering these areas when thesenations are considered neutral are considereddestroyed, rather than interned.

    5.10 HYPERSPACE GATES: Hyperspace gates are a uniqueconstruction new to the Galactic Core, and pioneered byTaiidani scientists operating for the Vaygr cause. It is not somuch a gateway as it is a powerful beacon array and remotehyperspace module. While it allows near instantaneous travelon the tactical level, Hyperspace gates can also be used on thestrategic level to move fleets between strategic points.

    Hyperspace gates are carried units (5.8). Hyperspace gates mustbe within five hexes of another hyperspace gate in order tofunction. Hyperspace gates cannot operate between Hazardareas.

    Hyperspace gates must not move that turn in order to transportunits. Units moving into the hex containing the hyperspace gateare immediately moved to another gate five hexes away at nocost. Hyperspace gates can only transport the faction friendly tothe gate- not even allies can use hyperspace gates.

    5.11 SPECIAL FACTIONSAside from the major powers in the conflict between theHiigarans and Vaygr, there were several smaller forces that can

  • be either represented as reserves for a larger force or played asa force of their own. The rules below describe the differentrestrictions players are under when playing these factions eitheras reserves or as their own forces.

    5.111 KIITH KADESHRepresenting the relatively small Kiithid that

    reestablished themselves in the Garden following theirdispleasure with the Hiigaran Daiimid, the Kadeshi could onlyspare at maximum three fleets to assist the Hiigarans during theHomeworld War- others were required for the defense of theirhomeland.

    For all intents and purposes, only Kadeshi units canignore the restriction of (5.6) on their home hex (0810). Anyother unit, allied or otherwise, still follows the hazard rules.

    Kadeshi can only have at maximum five units on the board.They may also never capture territories. If played as anindependent faction, the Kadeshi player may elect toimmediately replace any lost kadeshi units on his turn andplaces them in hex 0810.

    Hex 0810 provides a total of 40 supply for the Kadeshi player.

    5.112 KIITH SOBAN

    5.113 KIITH SOMTAAWKiith Somtaaw has fallen far since their glory days as the beastslayers. A great contributor to their rapid decline was theproliferance of their new technology. Dependence on theliscencing of the ships developed during that conflict spelledtheir doom when the technology developed proved to be proneto accident and disaster in the long-term. Legal action andabandonment of the Somtaaw technology has left this Kiith amere shadow of itself. Nevertheless, Somtaaw does maintainthree Explorer-class motherships in working condition and agreat many of their older ships in reserve.

    To use as a reserve, a Hiigaran player must activate an Explorer(like all reserves, at twice the amount of its combat strength)before any other ships can be activated from the reserves.Hiigaran ships may use Somtaaw Explorers as if they wereHiigaran shipyards and vice versa. One Explorer and twoReserve fleets (4-3) are activated immediately at 2906 if hexes2905, 2906, or 3006 are occupied at any time by an enemy unit.

    Players wishing to play as the Somtaaw begin the game with anexplorer ship and two reserve fleets activated and deployed intheir home territory (2905, 2906, 3006). Unlike most otherfleets, the Somtaaw draw supplies from their Shipyards(Explorers provide 10 supply for the Somtaaw player, unlesshe/she is adopted by another nation and invited to use thatnations supply grid).

    5.114 FERAL VAYGR

    Feral Vaygr are the closest thing to the true Vaygr seen in thetime before Makaans rise. A loose allotment of clans andtribes, these Vaygr did not see Makaan as their messiah andinstead remained in their ancestral homelands. As a result, theywere never exposed to the higher technological innovationsMakaan embraced when he took his war to the core.Nevertheless, players may wish to play as the Feral Vaygr.

    Feral Units are never considered to be out of supply if they arewithin one of their home territory hexes (any bright red hex).Otherwise, they must be able to trace a line back at most twohexes to any Mothership or shipyard under their control.

    Feral units can only be placed in any bright red hex in vaygrterritory. If in play and not treated as reserves for the Vaygr,there must be at least four Feral Vaygr units on the board.

    Big Red: One of these massive warships was encounteredderelict in the Karos Graveyard. These ships were actuallyancient flagships of the Vaygr, and today are treated asforgotten treasures lost forever to the clans and tribesmen ofVaygr. A counter is provided if a player wishes to use Big Red.

    Big Red counts as a mothership, with exception to (5.11),unless players wish to replace Makaans Mothership with BigRed.

    5.115 REPUBLICAN TAIIDANThe Republican Taiidan are the remnants of the governmentstructure that maintained the one remaining sliver of Taiidanterritory that was spared the breakup of the former Empire.Staunch allies of the Hiigarans, their republic nevertheless fellinto decadency and corruption. They turned a deaf ear to thewarnings they were given about the impending invasion byMakaan and the Vaygr. Within days, the Republican Taiidanforces were overcome by Makaans surprise attack and drivenfrom Taiidan. Despite the Imperial fractions claim to Taiidan,the Republicans maintain that they are the true Taiidangovernment and pressure Hiigara to assist them in retaking theirhome system.

    The Taiidan Republic can be played as Hiigaran reserves, butcan only be activated and used in either defending Hiigaranterritory or attacking into former Republican space (Hex 3212is the former capital, Taiidan).

    The Taiidan Republic is considered a homeless fleet, and canonly be put in play if another nation agrees to foster them at thebeginning of the game. Once allowed, Republican Taiidan unitsdraw from the supplies of that nation as if they were a part ofthat nations military.

    A nation may decide to evict the Taiidan Republic, in whichcase all units currently on the board are considered out ofsupply. They may be fostered again by another nation at anytime during that nations turn.

  • 5.106 TURANIC KINGDOMSThe Turanic Raiders of the first Homeworld war, under thestrong-arm guidance and acumen of many powerful Warlordsand former Taiidan Imperial admirals, coalesced into a numberof bandit Kingdoms in the years following the Hiigaranreturn. By the time of the second homeworld war, theseKingdoms could be considered interstellar star-nations of theirown. In the eyes of the core, however, they were stillconsidered the space pirates they were a hundred years before.

    Turanic Raider fleets are considered in supply if they are withinthree hexes of another fleet of their own color sub-group.

    Independent Bands (Advanced rule): In the history of theTuranic Kingdoms, full unity is virtually unknown. Theprimary reason for their non-participation in the secondHomeworld war was due to the fact that none of the TuranicKings could stand to cooperate with each other.

    To reflect this disunity between the Kingdoms, the Turanicplayer rolls a die for every color at the beginning of his turn.On the result of a 1 or a 6, all ships of that color mustimmediately attack the closest unit in range- weather it is oftheir own side or not. In the case of more than one unit being inclosest range, choose the strongest or largest concentration ofunits.

    On the next turn, the Turanic bands are considered to beoperating normally unless they fail the roll again for that turn.Turanic Raiders operating in this way only capture planets ifthe system is not the color of the unit in question.

    Nineveh also provides 10 additional supply for any nationholding it.

    Nineveh (Advanced Rule): Nineveh is known as one of theworst places in the universe to be. Despite this reputation, it hasbeen said to be one of the most heavily guarded systems in theuniverse. Whenever any defense is made there, +1D6 is addedto the combat strength of the defenders.

    5.117 AMALAKYTES

  • 6.0 Scenarios

    6.1 THE SECOND HOMEWORLD WARThe Second Homeworld war was so named because ofMakaans intended objective: Hiigara. Upon beginning hisinvasion of the core regions, leaked transcripts of his pre-invasion declaration to the Vaygr people announced this assuch. Hiiagra was seen as the final objective of the Vaygr asMakaans purpose was to secure the three hyperspace cores.

    The Second Homeworld was is considered the largest war inrecent galactic history, second only to the ancient wars foughtbetween the Hiigarans and Taiidan empires in 6510 GSY. Eventhen, those wars barely exceeded an area the size of Hiigarasoccupied territory during the second Homeworld War.

    6.2 TOTAL WARHistorically during the second homeworld war, the Kingdomsof the Turanic Raiders in the west did not leap at theopportunity to bring war to the Hiigarans or the core. The onepeace effort launched by the Vaygr was unsuccessful inswaying the Turanic Raiders to their cause, and the formerpirates sat out the battle when the Vaygr and Taiidan Empirewent to war. This scenario proposes that king Sirguard wassuccessful in convincing the other kingdoms to attack the core.

    For this scenario, the Turanic kingdom pieces are deployed tothe board and are all considered one side. Multiple playersmay elect to control one or all of the factions if so desired, butfor the base scenario, the Turanic raiders are treated as a singleforce.

    6.3 OPERATION TAKEBACKBefore, during, and after the second Homeworld War HiigaranNaval had a plan drafted (at the behest of the Nalthorians) to re-take lands seized by the Vaygr. Initially the plan called for re-taking the Alcogoran empire and the Ukabeh Freelands. As theVaygr invasion progressed, the plan was revised to includeliberation of the former Taiidan Republic and Nalthorian space.During and after the Homworld war, the Nalthorians pressuredthe Hiigaran Daiimid incessantly to follow through withOperation Takeback, but the fleet leaders were reluctant topursue it as good relations were established with the UnifiedClans of Vaygr, as well as the establishment of a bufferbetween the Vaygr and the Core worlds.

    This scneario assumes that the Hiigarans decided to implementtheir latest version of Operation Takeback and seize spacebelonging to the Ukabeh Freelands, Alcogoran space,Republican Taiidan and Nalthorian Space from the Vaygr intwenty turns. The Vaygr objective will to be to hold thesespaces from the invading Hiigarans.

    6.4 THE TAIIDAN RETURN

    Following the Second Homeworld war and Makaans defeat,elements of the Imperial Taiidan faction decided to launch acoup de tat against the pro-Riesstiu forces of the government-throwing the entire region into the Second Taiidan Civil War.This war would consume the Taiidani for nearly a decade, andthe result of that war would see a new Taiidan Empire with theambition to re-conquer Taiidan itself.

    This Scenario assumes that the Taiidan did not face a civil war,that either the Pro-Riesstiu faction decided to launch their plansto re-take Taiidan or the coup was successful and the pro-traditionalist forces launched their plan instead. A variant ofthis scenario includes the possibility of the return happeningbefore Homeworld 2, and before the local powers exhaustedtheir forces.

    6.5 THE GALACTIC WARFollowing the second Homeworld war several powers in theGalactic Council felt that the Hiigaran dominance of the corewas an unsatisfactory change in the universes balance ofpower. This scenario assumes that those powers decided to stopthe Hiigarans before they could become a second Taiidanempire, and launched into action

    The Galactic powers win the scenario if they can seize Hiigaraand thereby force the Daiimid into capitulation. The Hiigaranscan win the scenario if they manage to keep their territory freeof council forces for three turns.

    6.6 WAR IN THE WESTSimultaneous with the war against the vaygr in the eastern partof the galaxy, the possibility existed that the western side of thegalaxy would also launch into war. Relationships between thevarious groups of Turanic Kingdoms in the west meant that thearea was almost constantly under the threat of plunging intowar. This scenario assumes that war did occur between theTuranic powers and their surrounding neighbors while theVaygr invaded the core in the east.

    6.7 THE NORTHERN WARThis conflict existed in Hiigaran Simulators ever since theLandsell proclamation of Cheiftan Haoauch in the HanochTribes. It is a small-scale strategic conflict designed to simulatepossible attacks on Hiigaran Territory by the Hanoch Tribes,The Frerrn Republic, and the Iyassadae concordat. Whiletechnically an unfeasible conflict (as no Galactic Councilmember has ever declared open war against the Hiigarans), it isa common training simulation for new cadets and line officerslooking for officer posting above the Commodore position.

    Rules of Engagement: Those nations not participating in theconflict (Havilah, Taanach, Caanan), are considered neutralterritories and are subject to neutral territory rules (xx.xx)

    HOMEWORLD 2Grand Strategy Board GameCreated by: Michael Ptak ([email protected])Based on HOMEWORLD 2 by Relic Entertainment, 2003HOMEWORLD BOARD GAME RULES