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

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you have to have a starbase at either end, so there is a limiting factor.<br />

Displacement into a hex does not cause any terrain effects. This means you could displace an Andromedan to a<br />

starbase located in a heat zone or antimatter zone without ill effects. However, if the site is later attacked while the<br />

Andros are still there, they will be subject to the combat effects of the terrain-so don't try to defend a starbase in an<br />

antimatter zone with an Andromedan!<br />

Big Andromedan ships can also act as motherships, carrying satellite ships from one location to another. A<br />

satellite ship is any Andromedan war destroyer or smaller vessel (ships of other races cannot act as satellites). The<br />

amount of satellites that any Andromedan heavy ship can carry is shown on the SFW Ship List in the "SS" column. The<br />

actual size of the satellite ship does not matter-each counts as one "space" for simplicity.<br />

Declaring that a satellite ship is moving "inside" a mothership is accomplished by using the LINK order (see<br />

Chapter Six). When a satellite uses LINK, it cannot use any other orders on that turn. When the mothership moves, any<br />

linked satellites are moved along with it, but are not subject to any debilitating effects. (Of course, if the mothership is<br />

destroyed by the terrain, the satellites will die as well.) The speed of the satellite ships does not matter, as they will move<br />

at the same rate as the mothership-this is rather important in the case of the Andromedan "sled" ships, which can normally<br />

only move at a speed of 2!<br />

Linking is normally used to keep satellites safe when entering dangerous terrains like variable pulsars and<br />

magnetic meteors (which the mothership can survive), when attempting to pass through weak space (if the mothership is<br />

teleported, the satellites go to the same place), or when the mothership is displacing to another starbase (the satellites will<br />

be brought along with it).<br />

Andromedan PA panels do not block transporters like shields do, so Andros are the masters of transporter bomb<br />

tactics. For this reason, Andromedans are automatically filled with T-bombs when bought at no charge to you! These TBs<br />

will have to be replaced if lost in battle, of course.<br />

Andros prefer a minelaying attack to enhance their T-bomb skills, but can't afford to keep still long enough to use<br />

the mine defense. Instead, they use the in & out tactic for that purpose. Rapid-fire Mizia attacks and motionless sit & spin<br />

defenses are to be avoided.<br />

Although their shields are phenomenal, Andros are weak in combat otherwise. Their primary advantages are<br />

staying power (provided by their high shield factors) and mobility (displacement). If these interest you, consider declaring<br />

the Andromedans as one of your primary races.<br />

Note: The Andromedans are one of the most difficult races to play in STAR FLEET WARLORD, because they are so<br />

different from other ships. Beginning players are advised to read and understand all the rules above and elsewhere (i.e.,<br />

the DISP and LINK orders) before attempting to play Andromedan ships.<br />

5.13 The Lyran <strong>Star</strong> Empire (L)<br />

The Lyrans are a feudal society, each noble controlling a county of the Empire. Lyrans are very aggressive and<br />

their main enemies are the Hydrans and Kzintis. They have formed an alliance with the Klingons, and are allied with the<br />

Romulans as well-the three forming what was known as the Coalition.<br />

Lyran ships use a special defensive weapon called the Expanding Sphere Generator (ESG). Because of this,<br />

most Lyran ships have higher defense factors than attack factors, and are an excellent choice for defense. ESGs are also<br />

quite useful when attacking bases, since the base cannot avoid the oncoming ESG. For this reason, any Lyran ship<br />

involved in an attack on a base will gain a 10% bonus to damage caused to the base only. In addition, when the base is<br />

knocked below 200 points of fortifications, it is considered destroyed (normally a base will survive in a damaged state).<br />

This effect occurs even if there is only one Lyran ship in the attacking fleet at the time the base is reduced below 200<br />

fortifications.<br />

Note: This sounds great! All you need is one Lyran ship and you can wipe out any base station you encounter, right?<br />

Wrong! No fortifications are destroyed by this ability. The ONLY effect is this: when the base goes below 200<br />

fortifications, its status as a base is lost, meaning it can no longer be used (by the base's owner) as a base for optional<br />

item pickups, repairs, and so forth. Obviously, this means your Lyran ship has to lose the battle for this benefit to be of<br />

any value to you, so it's hardly a benefit at all.<br />

The Lyrans were the first to develop fast patrol ships (PFs), although other races quickly followed suit around<br />

Y180. Almost all Lyran ships can carry at least two PFs, but this does not come into play until Y180 when it is possible to<br />

buy these units for the first time. Even if you have Lyrans as a primary race, you cannot buy PFs before this time, although<br />

you will have access to a number of PF tenders before that year.<br />

With their ESGs and strong phaser arrays, Lyrans prefer overrun attacks. Defensively they like the in & out tactic.<br />

The worst tactics for Lyrans are oblique attacks and retrograde defenses.<br />

The Lyrans are a tough race to accept as a primary at the start of the game. Without PFs, they are, in some<br />

cases, weaker than the ships of other races. But when PFs do become available, look out! The firepower of Lyran ships<br />

can double, triple, and even quadruple depending on how many PFs it can carry. Just don't forget that PFs are quite<br />

expensive (20 EPs apiece, usually). It'll be costly to fill a lot of Lyran ships!<br />

Revised 30 June 2010 Page 32

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