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

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already has integration capabilities. It could not further benefit by changing to that mission, so there would be no point to<br />

doing so in any case.<br />

4.16 Legendary Officers<br />

Legendary officers are individuals who, due to some inherent skill or ability, truly excel at a particular job. Each<br />

turn, you will locate one or more legendary officers for future use by your Corporation. This happens automatically and<br />

with no effort or cost on your part. At the start of the game, you will be provided with one officer of each type (except<br />

Captain) as part of your initial Corporation setup.<br />

Officers are normally assigned to ships, although it is possible to place one on a site (see Chapter Seven).<br />

Officers are picked up by ships using the GLOx or FLOx orders as described in Chapter Six. This will cost your<br />

Corporation some people or food depending on which of the two orders you decide to use. The more expensive the ship,<br />

the higher the cost - it's 20% of the base EP value of the ship, or 75% for a Legendary Captain.<br />

Once a legendary officer is aboard a ship (or assigned to a site), he cannot be removed or transferred unless the<br />

ship is scrapped or the site is unfortified or dropped (in any of these cases, he will return to the unallocated officer<br />

stockpile to await reassignment). Therefore, you should use care in deciding where to send your valuable officers.<br />

Officers aboard ships can be killed if the ship suffers serious internal damage. The chance of this happening in<br />

any volley of internals is 25% for heavy damage and 75% for crippling damage. Lesser damage will not kill officers. Note<br />

that a Legendary Doctor aboard the ship will keep officers alive at all times (until the ship is destroyed, of course).<br />

There are eight legendary officers in the game. These are listed and described below, along with the effect they<br />

have when placed on a ship. The letter that identifies the officer type is shown in parenthesis after the name. Some<br />

suggestions on how to use the various officers are provide after their individual descriptions.<br />

Ace Pilot (A)<br />

These legendary pilots can use their fighters or PFs so well, it's like they were an extension of their own bodies!<br />

This inherent skill can be passed on to other pilots on the ship. Therefore, the AF and DF of any fighters aboard are<br />

increased by 1, and the AF and DF of PFs is increased by 3.<br />

Obviously, the best place for an Ace Pilot is aboard a carrier or space control ship with a lot of fighters and/or PFs.<br />

Marine Major (M)<br />

The Major is a rarity among the Marines - an officer liked well enough to inspire loyalty but mean enough to<br />

command respect. Any ship he is present on gains a 25% bonus to its AF when it attacks a site (this is in addition to any<br />

similar troop transport or Gorn attack bonuses). Also, the AF and DF of any commandos aboard are increased by 1, and<br />

commandos each add 1 to the damage they cause during a "first strike" attack.<br />

You normally shouldn't bother with a Marine Major unless the ship carries commandos, which have the most to gain<br />

from his abilities. Larger troop transports, such as the Gorn COM, are good choices.<br />

Science Officer (S)<br />

For a non-combat type, this is one of the most useful and demanded officers due to his skill with scanning<br />

equipment. A Science Officer will turn any ship into a scout - that is, the ship may make scans as if it were an So variant<br />

ship! What's more, if placed on a ship which is already a scout, that ship becomes a heavy scout for all purposes!<br />

If placed on a heavy scout or crew-9 ship, a Science Officer adds an even more interesting ability, the proximity<br />

scan. This scan will be performed automatically by the ship on each turn, with no effort or special orders required. The<br />

proximity scan reports the terrain and number of uncloaked ships in every hex adjacent to the scanning ship. This is highly<br />

useful for probing borders.<br />

Use science officers when you can't get a "real" scout into the area you need to scan. The ability to make a scout into a<br />

heavy scout is highly useful early in the game when you can't afford the time to make ship scans during your first<br />

movements into new sectors (the heavy scout ability makes any terrain scan you perform provide a ship scan at the<br />

same time).<br />

Navigator (N)<br />

Navigators are capable of finding safe ways through certain terrains, especially those in which a skilled ship pilot<br />

can dodge or evade an object or field-this makes the ship immune to the effects of asteroids, dust and meteor swarms,<br />

and halves damage from pulsars, old minefields and magnetic meteors. Navigators also make a ship immune to the<br />

effects of weak space.<br />

A Legendary Navigator also possesses the instinct to know when terrains ahead are deadly. For this reason any<br />

ship with a Legendary Navigator is considered an exploration ship (E-variant), as described in the preceding section. For<br />

reference, this means the ship will not enter terrains that will instantly destroy it with no damage roll required (e.g.,<br />

supernovas, antimatter zones if the shields are down, gravity wells if the ship is already severely damaged, and so on).<br />

Revised 30 June 2010 Page 24

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