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

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of choice) and phasers come to bear on the enemy. Romulans also employ powerful nuclear space mines and enjoy an<br />

advantage when using mines on the defensive. Tactics to avoid are sniping attacks and the directed damage defense.<br />

Romulan ships are not the best to use In battle, but that cloaking device is a powerful advantage. There's nothing<br />

quite like invading enemy territory and remaining invisible to his scans, thus making retribution all but impossible! The<br />

cloak brings a heavy price, however. The ship itself is slightly weaker in combat, and you must sacrifice one of your<br />

valuable movement points in order to use it. Plus, it doesn't work in certain terrains or if your ship makes a scan. Still, if<br />

stealth is your goal, the Romulans are the ones to buy your ships from.<br />

5.7 The Kzinti Hegemony (Z)<br />

The Kzintis were originally an enemy of the Federation, and fought several wars with them (but lost each one).<br />

When the General War began, however, the Federation joined on the side of the Kzintis and Gorns, the three of them<br />

forming what became known as the Grand Alliance.<br />

Kzinti ships are fairly well balanced, although they lack the high combat factors of the Klingons. What they lack in<br />

firepower, though, they make up in drone capabilities. Almost all Kzinti ships can carry heavy drones, and some can carry<br />

a phenomenal number of them. In addition, Kzinti ships are so adept at long-range bombardment that they earn a range<br />

bonus when using the BOMB order, as described in Chapter Six.<br />

Kzinti ships can afford to be careful, launching their drones and letting the enemy deal with them as they see fit.<br />

The cautious attack is thus preferred, as is a directed defense against critical enemy ships. Kzintis should avoid echelon<br />

formations (the explosions of the lead ships will take out your own drone waves) and minelaying defenses (which, again,<br />

interfere with your drones).<br />

If you are going to play Kzinti ships, you may as well commit yourself to purchasing large numbers of heavy<br />

drones. A drone, having an AF and DF of 1, is like paying one economic point for one AF/DF point, perhaps the best such<br />

buy in the game! But drones are used up quickly, and constantly need replacing, especially if you plan to make any longrange<br />

bombardments. Keep this in mind.<br />

5.8 The Gorn Confederation (G)<br />

The Gorns have been allies of the Federation almost from their first meeting (except for a brief battle that both<br />

sides immediately regretted). Well before that alliance, however, the Gorns were enemies of the Romulans.<br />

Gorns are large, powerful reptilian creatures. This tough physical structure gives them advantages in hand- tohand<br />

battles, such as during ground combat. The Gorns know this, of course, and specialize in commando squads.<br />

Almost all Gorn ships carry at least a few commandos, and every single Gorn vessel has a 25% bonus to its attack factor<br />

when attacking a site. Gorn troop transports earn this bonus twice!<br />

Gorn ships are designed to take advantage of the ballet tactic, firing their plasma torpedoes from moderate<br />

ranges for both attack and defense. With their notorious lack of transporters, the minelaying attack is usually poor, and like<br />

the Romulans, they do not like directed damage defenses.<br />

Possibly the only problem with the Gorns is their lack of different ship designs (considering that they are a major<br />

race). The ships they do have are very well balanced, however. Gorns are also the only race which can carry commandos<br />

in large quantities, so if you plan to attack a well-fortified enemy, their ships are an excellent choice.<br />

5.9 The Tholian Holdfast (T)<br />

The Tholians came to this galaxy over a century ago, and set up shop between the Klingons, Romulans and<br />

Federation. Only because of their superior defensive abilities (and web technology) did they manage to survive in such a<br />

precarious position.<br />

The fabric of space where the Tholians settled is somewhat weak, and they had to make certain adjustments to<br />

survive in that region. As a result, all Tholian ships are immune to the effects of weak space terrain. If you find a site in<br />

weak space, you'll want to use a Tholian ship to conquer it, and if your enemy puts a base in such terrain, you may need a<br />

whole fleet of Tholians to take it out!<br />

The web that Tholians use is best when anchored to a solid, single mass that comes in great quantities- asteroids<br />

are obviously the preferred terrain for this race. If Tholian ships are ever attacked in an asteroid field, they will receive a<br />

25% bonus to their defense factor (not hit points, however).<br />

The web caster is a device only the Neo-Tholians (a sub-race of Tholians who did not arrive until late in the<br />

General War) utilize. Uses of the web caster are described in Appendix F in the W-variant section..<br />

Tholians thrive on caution, putting up webs and remaining behind them as much as possible. Cautious attacks<br />

and “circle the wagon” defenses are thus preferred, while overruns are to be avoided.<br />

While Tholians have an excellent defense factor and usually have very good shields, their attack factors are quite<br />

weak. Tholian ships are therefore unremarkable in combat, unless they are defending in asteroids. They are best used in<br />

support roles, or to attack areas of weak space.<br />

Revised 30 June 2010 Page 30

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