(IP1.0) NEXUS

A Nexus is an artificially created transport system built by an unknown ancient race. A Nexus transports units to another Nexus in another galaxy or universe.

(IP1.1) GENERAL INFORMATION

(IP1.11) A Nexus does not move.

(IP1.12) A Nexus cannot be damaged, destroyed, tractored, transported, placed into stasis, or otherwise affected except as allowed by these rules.

(IP1.13) A Nexus is never located within 900 hexes of any point terrain.

(IP1.14) Stabilized structures (bases) cannot be constructed or located within 900 hexes of a Nexus.

(IP1.15) A Nexus is detectable by units within Tactical Intelligence Level L of the Nexus.

(IP1.16) A Nexus is surrounded by nebula 300 hexes (at least ) in all directions (due to drift of materials through it).

(IP1.17) A Nexus breaks lock-ons. No weapon may fire through a Nexus. Type-III drones and seeking weapons on ballistic courses lose lock-on and are removed from play on entering a Nexus.

(IP1.18) Moving into a Nexus hex transfers the entering unit to an exit Nexus.

(IP1.181) Units can be tractored into a Nexus hex and are transferred on entering the hex, but a tractor beam cannot be maintained through or on exiting the Nexus.

(IP1.182) Units displaced into a Nexus hex do not move into the hex and are not transfered by the Nexus.

(IP1.19) A Nexus is usually used in large campaigns or in operational movement. It can be used to generate scenarios.

(IP1.2) EFFECT OF NEXUS

(IP1.21) A Nexus transfers units entering them to another (exit) Nexus.

(IP1.22) All units entering a Nexus on the same impulse are transferred to the same exit Nexus; exception (IP1.4).

(IP1.23) Units can escape impossible scenarios by reentering the Nexus and rolling (IP1.25) for a new destination.

(IP1.24) Each Nexus has a different chart of destinations and each uses the same chart at all times.

(IP1.25) When a unit enters a Nexus the owning player rolls 2 dice and consults the chart for that Nexus to determine the exit Nexus.

(IP1.26) Players may record a Nexus’s destination for a particular die roll but cannot control the die roll or know at which of the possible destinations he will exit the Nexus; exception (IP1.4).

(IP1.27) A die roll of "7" results in no transfer.

(IP1.28) When units exit a Nexus a gravity wave (P9.4) is generated equal to the total warp power (not movement) of all units exiting that Nexus that impulse. This gravity wave is generated at both the entrance nexus and exit nexus. This is due to spatial displacement by entering units and does not effect units in the Nexus hex.

(IP1.29) CHARTS: Possible destination charts are included in Annex IP-1. Players may create their own charts. Note that more likely die rolls should result in a closer destination than a less likely die roll.

(IP1.3) EXIT NEXUS

(IP1.31) Exiting unit(s) are placed in the Nexus hex in the exit scenario.

(IP1.32) Units exit a Nexus with the same speed and facing (relative to the exit Nexus) that they had on entering.

(IP1.33) No impulses are gained or lost by units exiting a Nexus.

(IP1.34) Turn modes and sideslip modes are reset on exiting a Nexus.

(IP1.35) Fire control is disrupted (D6.68) on exiting a Nexus.

(IP1.36) Positron flywheels are reset on exiting a Nexus.

(IP1.37) Exiting a Nexus exposes a cloaked unit on the exit impulse.

(IP1.38) Active ESGs (and other field effect weapons) are deactivated on units exiting a Nexus.

(IP1.39) Units leaving the map where the exit Nexus is located may keep track of their location relative to the exit Nexus in hope of being able to return to their original location.

(IP1.4) ANDROMEDAN CONTROL

(IP1.41) Andromedan units may use Displacement Devices to control the exit Nexus destination.

(IP1.42) Andromedan units use the Displacement Device on entering a Nexus and the Self-Displacement rules (G18.51) to control the exit Nexus.

(IP1.43) If an Andromedan unit successfully Self-Displaces itself on entering a Nexus it may choose a particular die roll result (IP1.25) by stating the chosen result. The chosen result must be recorded in writing prior to the displacement die roll.

(IP1.44) If the Self-Displacement attempt fails the Andromedan unit uses the (IP1.25) rules.

(IP1.45) Self-Displacement affects only the unit using the Displacement Device. It will not affect any other unit (Andromedan or other). (This may be how Andromedans get to an area to set up Rapid Deployment Networks).

(IP1.5) CENTRAL NEXUS

(IP1.51) A Central Nexus uses a different destination chart for each direction it can be entered from.

(IP1.52) Andromedans may use (IP1.4) in a Central Nexus to control their destination for that entry direction only.

(IP1.53) A Central Nexus is always located in an area of space with no nearby systems (between galaxies); it functions as a location to reach other Nexi only.

(IP1.54) A Central Nexus otherwise operates as a Nexus.

(IP1.55) A Primary Nexus operates as a central location for Central Nexi. It generally connects to other universes. These are very rare and are only theoretical at this time.

(IP1.6) VARIATIONS

(IP1.61) CAMPAIGNS: In campaigns players should set up destinations for each possible Nexus/Central Nexus destination.

(IP1.62) A Nexus may be undetectable or detectable at a different range or tactical intelligence level.

(IP1.63) A Nexus may allow transfer in only one direction or a particular die roll may allow transfer in only one direction.

(IP1.64) A Nexus may be set up to have no Displacement for a particular die roll.

(IP1.65) A Nexus may have a combination of any of the above.

(IP1.66) Players may choose to use the Annex IP-2 charts but should avoid charts with units or terrain not allowed by the above rules.

EXAMPLE CHARTS - NEXUS

NEXUS #1

NEXUS #2

NEXUS #3

NEXUS #4

NEXUS #5

NEXUS #6

NEXUS #7

NEXUS #8

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

2

CN1A

2

CN1B

2

CN1C

2

CN1D

2

CN1E

2

CN1F

2

CN1A

2

CN1B

3

N15

3

N16

3

N17

3

N18

3

N19

3

N20

3

N21

3

N22

4

N7

4

N8

4

N9

4

N10

4

N11

4

N12

4

N13

4

N14

5

N22

5

N23

5

N24

5

N1

5

N2

5

N3

5

N4

5

N5

6

N2

6

N3

6

N4

6

N5

6

N6

6

N7

6

N8

6

N9

7

none

7

none

7

none

7

none

7

none

7

none

7

none

7

none

8

N24

8

N1

8

N2

8

N3

8

N4

8

N5

8

N6

8

N7

9

N4

9

N5

9

N6

9

N7

9

N8

9

N9

9

N10

9

N11

10

N19

10

N20

10

N21

10

N22

10

N23

10

N24

10

N1

10

N2

11

N11

11

N12

11

N13

11

N14

11

N15

11

N16

11

N17

11

N18

12

CN1F

12

CN1E

12

CN1D

12

CN1C

12

CN1B

12

CN1A

12

CN1D

12

CN1C

NEXUS #9

NEXUS #10

NEXUS #11

NEXUS #12

NEXUS #13

NEXUS #14

NEXUS #15

NEXUS #16

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

2

CN1C

2

CN1D

2

CN1E

2

CN1F

2

CN1A

2

CN1B

2

CN1C

2

CN1D

3

N23

3

N24

3

N1

3

N2

3

N3

3

N4

3

N5

3

N6

4

N15

4

N16

4

N17

4

N18

4

N19

4

N20

4

N21

4

N22

5

N6

5

N7

5

N8

5

N9

5

N10

5

N11

5

N12

5

N13

6

N10

6

N11

6

N12

6

N13

6

N14

6

N15

6

N16

6

N17

7

none

7

none

7

none

7

none

7

none

7

none

7

none

7

none

8

N8

8

N9

8

N10

8

N11

8

N12

8

N13

8

N14

8

N15

9

N12

9

N13

9

N14

9

N15

9

N16

9

N17

9

N18

9

N19

10

N3

10

N4

10

N5

10

N6

10

N7

10

N8

10

N9

10

N10

11

N19

11

N20

11

N21

11

N22

11

N23

11

N24

11

N1

11

N2

12

CN1B

12

CN1A

12

CN1F

12

CN1E

12

CN1B

12

CN1A

12

CN1F

12

CN1E

NEXUS #17

NEXUS #18

NEXUS #19

NEXUS #20

NEXUS #21

NEXUS #22

NEXUS #23

NEXUS #24

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

2

CN1E

2

CN1F

2

CN1A

2

CN1B

2

CN1C

2

CN1D

2

CN1E

2

CN1F

3

N7

3

N8

3

N9

3

N10

3

N11

3

N12

3

N13

3

N14

4

N23

4

N24

4

N1

4

N2

4

N3

4

N4

4

N5

4

N6

5

N14

5

N15

5

N16

5

N17

5

N18

5

N19

5

N20

5

N21

6

N18

6

N19

6

N20

6

N21

6

N22

6

N23

6

N24

6

N1

7

none

7

none

7

none

7

none

7

none

7

none

7

none

7

none

8

N16

8

N17

8

N18

8

N19

8

N20

8

N21

8

N22

8

N23

9

N20

9

N21

9

N22

9

N23

9

N24

9

N1

9

N2

9

N3

10

N11

10

N12

10

N13

10

N14

10

N15

10

N16

10

N17

10

N18

11

N3

11

N4

11

N5

11

N6

11

N7

11

N8

11

N9

11

N10

12

CN1D

12

CN1C

12

CN1F

12

CN1E

12

CN1D

12

CN1C

12

CN1B

12

CN1A

Player must assign specific galactic, extragalactic, universal or other designations to each location.

 

CENTRAL NEXUS #1

ENTRY DIRECTION

A

B

C

D

E

F

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

DR

DEST

2

CN13A

2

CN12B

2

CN11C

2

CN10D

2

CN9E

2

CN8F

3

N14-12

3

N20-2

3

N18-12

3

N4-2

3

N20-12

3

N12-2

4

N19-2

4

N13-12

4

N3-2

4

N17-12

4

N11-2

4

N19-12

5

N6-12

5

N2-2

5

N8-12

5

N10-2

5

N16-12

5

N18-2

6

N1-2

6

N5-12

6

N9-2

6

N7-12

6

N17-2

6

N15-12

7

none

7

none

7

none

7

none

7

none

7

none

8

N24-12

8

N8-2

8

N4-12

8

N16-2

8

N12-12

8

N24-2

9

N7-2

9

N23-12

9

N15-2

9

N3-12

9

N23-2

9

N11-12

10

N10-12

10

N14-2

10

N22-12

10

N22-2

10

N2-12

10

N6-2

11

N13-2

11

N9-12

11

N21-2

11

N21-12

11

N5-2

11

N1-12

12

CN2A

12

CN3B

12

CN4C

12

CN5D

12

CN6E

12

CN7F

Player may add other central nexus’ and even more prime nexus’. This is unlimited (unlike ADB).