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Star Fleet Warlord Rules (Updated) - Play By E-Mail

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Optional items are purchased using the appropriate miscellaneous orders, described in Chapter Seven. Once<br />

bought, items are placed into a stockpile, which is located at your Home Office. The stockpile can contain any number of<br />

optional items of each type (there is no upper limit, other than what you can afford to buy), which are presumed to be<br />

packed away in crates awaiting deployment. Items in your stockpile cannot be used for attack or defense; they are of no<br />

use until assigned or delivered as appropriate for their type. An unallocated optional item does nothing for you!<br />

Must optional items are used by starships and are picked up using any of three methods:<br />

• If you have items in stock when you buy a ship, that ship will pick up what items it can at that moment-<br />

automatically, without any effort on your part! This will happen before the ship is delivered to a Warp Gate, if<br />

you specified one as the delivery point. Thus, if you want to be sure a given ship has a full load of a particular<br />

item (e.g., fighters on a carrier), buy the items first, then buy the ship. It will get first crack at those items.<br />

• If any of your ships visits one of your bases, no matter where that base is or how far it is away from your Home<br />

Office, that ship will automatically pick up any items you have in stock (so long as the ship is capable of<br />

carrying those items, of course). If several ships enter the hex of a base on the same pulse of movement, the<br />

oldest ships have priority.<br />

• Finally, facilities ships can distribute optional items using a special order called GIVE (see Chapter Six). When<br />

it uses this order, a facilities ship makes all your unallocated optional items available to all ships in the same<br />

hex (again, older ships have a higher priority and will take what they can before other ships get a chance - ship<br />

captains are notoriously greedy).<br />

Facilities ships are extremely rare and hard to come by. Usually you will allocate optional items to ships by sending<br />

them to bases and letting them pick up items automatically.<br />

The cost of an optional item can often vary unpredictably, depending on the moods of the Galactic Council at the<br />

time you try to buy the item(s). An item's price can fluctuate as much as 25% above or below the costs listed below, and<br />

you will usually not be able to see these changes coming. Fortunately (or unfortunately, as the case may be), price shifts<br />

do not last long, and usually go back to normal immediately following your purchase order.<br />

Don't be too concerned about keeping your ships filled with optional items at the start of the game. In the early stages,<br />

you need ships more than anything else. Drones and the like can wait, at least until you've had a few good prospects.<br />

Fighters<br />

These are small, one-being attack craft. A vessel which uses these is termed a carrier. For simplicity, the Galactic<br />

Council provides one generic type of fighter which all carriers use. These fighters have combat factors of 4, both in attack<br />

and defense, and usually cost around 5 EPs. Strike carriers and Legendary Aces each add 1 to the AF and DF of every<br />

fighter aboard (these bonuses are cumulative).<br />

Typical squadrons of fighters come in groups of 8 or 12. You will note that a carrier with 12 fighters has a<br />

significant boost to its combat factors. However, note also that fighters do not provide hit points to a ship, so carriers by<br />

themselves can often get in "over their head" and attack forces with much greater staying power. This usually results in a<br />

lost carrier! For this reason most carriers are escorted by several other ships to provide support during battle. (See<br />

Chapter Eight for a detailed example of this concept.)<br />

Fighters are destroyed in combat only when the carrier begins to take damage. At light damage one fighter will be<br />

lost, medium and heavy damage can kill several, and crippling damage destroys them all.<br />

Fighters don't work in novas, supernovas, nebulas, ion storms, negative energy fields, or antimatter zones.<br />

Fast Patrol Ships (PFs)<br />

Fast Patrol Ships are usually referred to as PFs. These units are larger than fighters and in fact are much like<br />

small ships, but are incapable of independent strategic operations. To this end they are carried around by other ships,<br />

which are often referred to as tenders. PF tenders usually hold six PFs and are often scouts as well, although a few<br />

"casual" tenders exist that only carry two. Most Lyran ships fall into this latter category.<br />

A PF has an AF and DF of 15, and usually costs about 20 EPs. Legendary Aces add 3 to the AF and DF of each<br />

PF on your ship. There are no "strike tenders," and even if you have PFs aboard a strike carrier, they receive no benefit<br />

from this fact.<br />

If a PF is aboard a ship which takes enough damage to cause the ship to reach the "heavy damage" level or<br />

greater, one PF will be destroyed and 6 points of damage will be subtracted from that volley. (This process is then<br />

repeated until all PFs are destroyed or the volley is no longer sufficient to heavily damage the ship.) This damage<br />

absorption ability is the main advantage of PFs over fighters!<br />

Fast patrol ships do not apply their combat strength in negative energy fields, but they do provide their damage<br />

absorption. They do not work at all in novas or supernovas.<br />

PFs do not become available until Y180. Note that unlike <strong>Star</strong> <strong>Fleet</strong> Battles, all PFs are "generic" and become<br />

available at the same time.<br />

Lyrans (historically the first to develop PFs) do not gain PFs any sooner than other races, although many of their<br />

tenders are available before Y180. Many players who specialize in Lyran ships spend their entire income during Y180 in<br />

order to fill all their ships with PFs!<br />

Revised 30 June 2010 Page 20

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