Dark Nebula (game)
This page presents information of the Traveller game Dark Nebula, see Dark Nebula Sector for the Astrographic Sector.
Dark Nebula 2 versions small box and large box
|Format||Game (6x9 or 8.5x11 box)|
|Publisher||Game Designers Workshop|
|Also See||Dark Nebula Sector|
|Product 409 or 651|
- It is a game written for Classic Traveller.
Interstellar War For Control of the Nebula: As the Aslan Hierate and the Solomani Confederation expand into unknown space, they meet and soon fight in a struggle for control that will bring the victor greater economic and political power. This is the setting for Dark Nebula, a game of interstellar warfare using the popular Imperium game system. Each side manipulates starships and troops in an effort to control worlds while denying them to the enemy.
OUT THERE: In a region of space rimward from Terra, at some time in the far future, the revitalized Solomani Confederation is struggling to establish a stellar empire simultaneously with the Aslanic Hierate. Both cultures are fighting for position, and they find themselves squared off and ready for war...
Dark Nebula is a science fiction game set in a future with interstellar travel and powerful weaponry. Eight astrographic maps provide the setting for intense rivalry between warring worlds. 120 die cut counters provide the starships and troops to wage the war, while the rules booklet gives complete instructions for play. Dark Nebula uses the popular Imperium game system. Recommended for ages 12 to adult.
Dark Nebula has 8 small boards representing sectors of about six or so star systems. The boards are placed randomly at the start of the game by both players one at a time, to their own advantage. The game is played in turns with each player's turn having a number of phases. Get the money you earn from your star systems, move your ships and combat, a reaction from your opponent (which has some restrictions), a final move and combat by you, then it is the other players turn.
- The object of the game varies with the board placement, but basically you need to control your opponents home world for a number of turns.
- This game uses mechanics similar to the Imperium game.
Table of Contents
|Dark Nebula (game)|
Library Data Entries (Public)
Library Data Entries (Automated)
|Library data entries|
Dark Nebula / Imperium Ship Types Overview
- Noncombatant Vessel: Civilian and paramilitary ships are not intended to engage in military battles and that function as auxiliaries in wartime.
- Small Combatants: Smaller than a cruiser, but not expected to stand in the line of battle. Small combatants are lightly armed and armored ships intended for escort or exploration duty.
- Cruisers: They encompass several types of ships. including light cruisers, strike cruisers, attack cruisers, and heavy cruisers. Cruisers form the major heavy fleet elements of any force, due to their relatively low maintenance cost, and to their high firepower.
- Capital Ship: The general class of capita! ship includes dreadnoughts, improved dread· noughts, battleships, and monitors. Capital ships are each capable of carrying one troop counter as cargo and ejecting jump troops for invasions. Capital ships are better equipped to defend against planetary defense fires because each has a screen factor of 7 or greater. All capital ships except monitors require two turns for construction; monitors only require one turn.
- Special Ship: Special ship types perform a variety of missions.
Dark Nebula / Imperium Ship Types Entabulation
|Dark Nebula / Imperium Ship Types|
|Supraclass||Type Code||Cost||Stance||Remarks||Vilani (Red)||Terran (Blue)||Aslan (Red)||Solomani (Blue)|
|Transport||TR||01 RU||Starship||They are cargo-carrying ships capable of moving planetary defense markers and troops from place to place. One transport carries one counter as cargo.|
|Tanker||AO||02 RU||Starship||They are mobile stations capable of manufacturing fuel directly from stellar atmospheres. A tanker is required to properly refuel starships so that they may jump from a tertiary system hex (...though un-fuelled ships could still exit such a hex using sublight movement).
|Scout||SC||01 RU||Starship||They are small, lightly armed ships originally designed for exploration and courier duties.|
|Emmisary||EM||01 RU||Starship||They are small, lightly armed ships designed for diplomatic duties. Their combat capabilities are insignificant and they are destroyed if engaged by enemy forces.||No|
|Destroyer||DD||03 RU||Warship||They are small fleet units designed for escort duty and limited independent operations.|
|Light Cruiser||CL||06 RU||Warship||They are the smallest of cruiser-type ships.|
|Strike Cruiser||CS||10 RU||Warship||They are characterized by high missile factors, lending themselves to a variety of missions, especially planetary bombardment.|
|Heavy Cruiser||CR||12 RU||Warship||They are the standard cruiser class ship, forming the backbone of major space forces.|
|Attack Cruiser||CA||14 RU||Warship||They are potent ships with high beam armament.||No||No|
|Expeditionary Ship||EX||10 RU||Warship||They are scientific research ships which combine armaments with laboratories, and are used in the exploration of space and new worlds.
|Early Dreadnought||B||13 RU||Warship||They are heavily armed and armored starships intended as the mainstay of the fleet. Maintenance costs for such vessels greatly hinder their usefulness.
|Dreadnought||B1||13 RU||Warship||They are heavily armed and armored starships intended as the mainstay of the fleet. Maintenance costs for such vessels greatly hinder their usefulness.||No|
|Improved Dreadnought||B2||14 RU||Warship||They are evolutionary developments of the dreadnought.||No|
|Battleship||BB||15 RU||Warship||They are the ultimate capital ship with the highest available firepower and armor.||No|
|Monitor||M||06 RU||Warship||They are heavily armed ships incapable of performing the hyperspace jump; they may only move using sublight drive. Monitors are pre-dreadnought in design and belong only to neutrals. Because they do not have hyperdrive and because they are often assigned to the defense of outposts, monitors may pay for maintenance (...see the Maintenance Rule) when in a friendly secondary system, rather than perform the die roll.|
|Missile Boat||MB||04 RU||Warship||They are a strictly Terran development and represent the installation of missile launching equipment in small, easily produced hulls. This development is a reaction to the high Imperial missile factors in common use. Missile boats are equipped with hyperdrives, but do not have the endurance to allow sublight movement.
|Fighter||F||01 RU||Warship||They are small craft designed for tactical combat. They are incapable of either sublight movement or hyperspace jumps, but may be carried as cargoes. Fighters require a base before they may operate. A base may be a friendly world or outpost, or it may be a mothership (see below).
|Mothership||MS||07 RU||Warship||They are carriers capable of transporting, launching and retrieving 0-0-1 fighters for combat. One mothership can carry up to three fighters and can launch and retrieve that number per combat round. Disruption of a mothership also disrupts its fighters If they are aboard, A mothership may launch or retrieve fighters at the beginning of each space combat round. If fighters are being carried (inside the mothership), they are ignored; if they are not being carried, each counter is treated separately. Fighters are not included in the production of a mothership.
Early Classic Traveller Game Modules
- Asteroid (game)
- Azhanti High Lightning
- Dark Nebula (game)
- Fifth Frontier War (game)
- Invasion Earth
Credits (Primary Sources)
|Credits (Primary Sources)|
|Credit||Authors & Contributors|
|Art Direction and Graphics||Paul Richard Banner|
|Playtesting||John M. Astell, John Harshman, Tim Brown|
|Cover Artist||Charles Bernard|
Commentary & Data articles:
- INTERNAL LINK: White Dwarf - Issue 20
- EXTERNAL LINK: TBD
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