For those who are playing in this campaign, or those whom are just curious, here we go and here are the rules.
First, the starmap (yes I know it's a galaxy map), the red dots are systems, blue lines are the valid hyperspace routes.
Rules as Follows:
I am trusting you to keep track of your own fleets, your own rosters, CQs etc. Any other player can witness any rolls for refits, improvements in CQ, or alternate duties. With that in mind...
1. Ships must be placed in specific fleets, ships may not be traded among fleets unless they occupy the same system.
2. A ship may be repaired, or added to a fleet at any time through RRs.
3. Any given fleet may move 1 system per turn, if you are not moving into a combat zone, there is no further action, otherwise determine combat as normal.
4. If multiple race's fleets are in the same sector, a multi-group fight ensues, unless one race has multiple fleets, in which case they can choose to either fight a big ol' brawl, or engage the enemies individually, in this case, if two different races contest the system after the first round of fights, NO ONE owns the system and gets neither the RRs or the system benefit.
5. Since there are multiple fleets, initiative will be as normal, however once init has been determined, you will go down the cycle once, and each person may choose to move one fleet, then once everyone has gone, we go back to the beginning and their next fleet may move...etc. until no one has any more moves.
6. Everyone starts with a battlestation at their homeworld, yes, this means you get the RR penalty, but a homeworld cannot be taken while this base exists, any game large enough to host a station must include that station.
Otherwise, things work as normal. I trust everyone to keep their own fleet rosters, etc. Yes, this means you do not know what is in your opponent's fleets unless you have some method of discovering that fact (ie, you convince them to tell you, or see the system advantages below.)
I will keep track of what fleets are where, though any assistance in this matter is appreciated. Also, I'm not a web-designer, so if anyone wants to put together a webpage, it would be appreciated.
Now! On to the systems!
Home Systems RRs: 5 Advantage: Homeworld, if lost removed from campaign.
Darnor, Ignus, Morar, Yaoth RRS:5 None
Jurath RRS: 3 Scouting, Nebula (The race that owns this system before initiative may look at the fleet composition for one enemy fleet. Nebula add 1d6 additional dust clouds for battles fought in this system.)
Hasinth RRS: 7 Pulsar, Rich (Higher RRs then Normal, start of every turn roll 1d6, on a 1 all ships act as crippled due to EM flare)
Gygax RRS:1d6 Twists of Fate, (This system holds a highly religious people that believe they can shape fate as they see fit, once per turn the owner of this system may choose to reroll any one roll in any circumstance.)
Wether RRS: 4 Unstable Wormhole (The fleet holding this system may bypass normal movement and have a fleet attack any one of the central systems or the system just outside a homeworld, however each ship in the fleet must roll a D6, on a 6 it is destroyed.)
Das RRS: 0 Ancient Factory (The race holding this system recieves a free Raid level vessel per turn that may be added to any fleet.)