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

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4.11 Crews<br />

<strong>Star</strong>ships are not automated, but have crews which pilot them through space. Crews are normally recruited from<br />

the race of the ship they serve on, and respond to training and other inducements. They can gain experience over time, or<br />

can be weakened by the effects of terrain such as radiation zones and cold stars, or by certain monsters.<br />

Crew levels range from zero (worst) to 9 (best). A basic crew level is expressed numerically as a 3, which is<br />

average (no bonuses or penalties). Ships have this level when first purchased, except for Federation vessels (which begin<br />

with 4 due to superior morale) and Frax ships (which have a 5 thanks to their computer-aided crews).<br />

Each crew level above 3 provides a 10% bonus to battle effectiveness (i.e., to the ship's basic AF and DF stats,<br />

but not SF or hit points). This same bonus is applied to the EPs gained by any prospecting performed by the ship. (Crew<br />

levels 1 and 2 provide a penalty in combat and prospecting, using the same formula in reverse.) Crew levels can also<br />

improve (or penalize) other actions such as raiding and long-range bombardment, and can provide special abilities and<br />

immunities, as will be listed momentarily.<br />

Crew levels can be lost through encounters with radiation zones or certain monsters. On your orders sheet, the<br />

current level of a ship's crew will be listed, followed by its maximum level (if different) after a slash. For example, the note<br />

"Crew: 1/7" indicates a ship with a current level of 1 but a maximum level of 7. The REPR (repair) order will restore such a<br />

ship to its default level of 3, or you can use a hospital ship's CURE ability to bring the crew back to its previous maximum<br />

level (7, in this example). These orders are described in Chapter Six.<br />

Although Federation ships have a crew level of 4 to begin with, this is not their default level. If reduced below 4, a REPR<br />

order will only restore them to the default level of 3. You must use a CURE order to get them back to 4.<br />

The best way to improve crew is to send ships into battle. After any fight in which at least some defenses are<br />

present, surviving ships on the attacking side may have their crews improved by 1 level. The chance of improvement is<br />

33%, unless the battle is against fortifications only (no ships), in which case the chance is reduced to 25%. Getting from<br />

crew level 8 to level 9 is more difficult, however. The chance of reaching this level through combat is only 10% regardless<br />

of the type of battle the ship is involved in.<br />

Some of the penalties of lower crew levels and the special abilities of higher crew levels are shown on the chart in<br />

the next column.<br />

Level Bonuses/Penalties<br />

0 Speed is reduced to zero, so the ship cannot be issued any orders at all! (Use a hospital ship's CURE order to<br />

rescue the ship from this state, as the ship itself will be unable to use REPR or any other orders.) If forced to<br />

defend against an attack, the ship's defense factor is reduced by 50% (not 30%).<br />

1 Cannot use any of the following orders: SCAN, SWPx, BOMB, RADx, NUKE, RESTore, DECY, DECC, or<br />

COLLect (see Chapter Six).<br />

5 Immune to AF, DC and MS terrains as well as damage (but not crew draining) from DS. Scouts can count ships<br />

when using SCAN SHIPS and report the presence of cloaked ships when using SCAN CLOAK.<br />

6 Adds 1 to any minesweeping effects (if a minesweeper).<br />

7 Immune to WS, IS and OM terrains (but cannot issue SWPx unless already a minesweeper). Damage from MM<br />

reduced by half. Can use the REPR order to repair itself. Can cloak in any terrain (if cloak-capable). Can<br />

change to the Z or K mission (if a generic ship). Can use an MRS shuttle even if not a cruiser or larger ship.<br />

Scouts can report the quantity of cloaked ships in the sector when using SCAN CLOAK.<br />

8 Immune to VP, HZ, MO and SZ terrains. Can change to the N mission (if a non-Orion generic ship).<br />

9 Immune to NO, SN, and all speed-draining terrains. Can change to the F mission (if a generic ship). Can use<br />

the CURE, SRVY and ASSAY orders. Adds 2 to any minesweeping effects (if a minesweeper) in addition to the<br />

similar bonus gained for crew-6. Treated as an integration ship for all purposes. Scouts can detect the owner of<br />

ships when using SCAN SHIPS and the hexes containing cloaked ships when using SCAN CLOAK.<br />

All bonuses are cumulative, so a ship at crew-7 has all the abilities listed for crew-5 and crew-6 in addition to<br />

those provided at level 7. Note that crews 2 through 4 have no special bonuses or penalties other than the standard<br />

effects on combat and prospecting.<br />

Many of these things may not be familiar to you at this time, but you can use this section as a point of reference<br />

when your ships first achieve these crew levels. Other abilities of crews may be discovered as the game progresses.<br />

4.12 Ship Variations<br />

Some (but not all) ships are equipped with variations which give them powers above and beyond their ability to<br />

fight. These are indicated by letters in a column of the STAR FLEET WARLORD Ship List. It is the abilities of these<br />

variants that make most ship classes worth purchasing!<br />

When a ship has a letter in the Variant column, check the chart below to see what ability (or abilities) it possesses.<br />

With the exception of the Generic variant, these abilities are fixed and unchanging. ("Generic" ships, designated with the<br />

Revised 30 June 2010 Page 22

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