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

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Frax ships are powerful and well-balanced, and all possess heavy drones. Due to the advanced computers<br />

aboard, the initial crew levels of Frax ships bought by player-controlled Corporations will be 5 instead of the default of 3<br />

(the ships are still manned by living beings from your Corp - the computer equipment just helps these crews perform<br />

better).<br />

Frax love oblique battle passes when attacking due to the unusual arcs of their weapons, and when on the<br />

defense, they attempt to hold range using station Keeping. Frax tactics to avoid include complicated echelon formations<br />

and motionless sit & spin defenses.<br />

You cannot normally buy Frax ships, which is why they have a year of availability of “N/A" in the Ship List. It may<br />

be that during the game you'll be allowed to buy some of their ships, and if this occurs, you'd be well advised to purchase<br />

some. However, you will never be able to set the Frax as a primary.<br />

5.21 The Nasty Space Monsters (M)<br />

Throughout the Greater Magellanic Cloud will be found "monsters" which will menace your ships and sites. These<br />

creatures are considered to be part of a Corporation called the Nasty Space Monsters (998). However, this Corp does<br />

not have a Home Office, and cannot win the game. They are present only as a nuisance factor.<br />

You'll find that you have one space monster in your home sector, and in fact, all sectors have one. Dealing with it<br />

should be one of your goals. This can be difficult since the creature will move around, but you'll soon discover how to<br />

predict its movements and intercept it. When you do, you'll receive a bounty for killing the monster, a bounty provided by<br />

the Galactic Council.<br />

The bounty for killing a monster is based on its original combat strength-damage it has suffered does not enter into the<br />

calculation. Note also that you can only gain the bounty for killing a monster if you attacked it. If the monster attacks you<br />

and dies in the attempt, you do not score the bounty for its stupidity.<br />

The Monsters have the ability to divide, replicate and/or reproduce later on in the game. The smaller versions are<br />

referred to as progeny. If you don't take out your monster, it will eventually split and then you'll have two of them to deal<br />

with. Note that the more powerful monsters (the ones in the wild sectors) have weaker progeny than themselves, a critical<br />

point since these powerful monsters can be extremely vicious. If a monster duplicates, the new creature will be of a<br />

smaller type than the original, if possible (see the Monster List below). Monsters must be at least age 4 to attempt to<br />

replicate (although there is only a 10% chance of their doing so) and if one does reproduce, its age is reduced to zero.<br />

This forces it to wait a little while before replicating again.<br />

Computerized monsters (and other computerized Corporations, for that matter) will never move out of the sector<br />

they are in; to them, sector boundaries are impassable. This is fortunate, since the monsters in home sectors tend to be<br />

weak while those in wild sectors are extremely tough to defeat. You wouldn't want an Emperor Void Demon or <strong>Star</strong><br />

Crusher invading your home sector!<br />

It is theoretically possible that at some point during play you might wind up with a monster working for your<br />

Corporation. When this happens, the game computer will list the monster as though it were one of your ships, and will<br />

assign it an attack factor, defense factor and "shield" factor. In other words, you can consider a monster as just another<br />

type of ship. Monsters are immune to many terrains (all those which drain crew, plus dust, asteroids, meteor swarms,<br />

stasis zones, ion storms, black holes, gravity wells, white dwarfs, weak space, nebulae, and toll zones), and they usually<br />

have more staying power than other ships. Still, you cannot do any of the following to a monster: refit or upgrade it in any<br />

way, assign it any optional items, or assign a legendary officer or Prime Team to it. You can train it, however, and use it for<br />

other duties such as prospecting. Additional details on the care and feeding of space monsters will be provided when you<br />

acquire one.<br />

Some monsters have special abilities which they will use against you during the game. Many of these are lost if<br />

they join your Corporation. The types of monsters in the game, an approximation of their basic cost, a description of each,<br />

and the special abilities they use are shown on the table which follows.<br />

Note: Not all of these monsters appear in <strong>Star</strong> <strong>Fleet</strong> Battles, but all appeared in the tri-video show on which SFW is<br />

based.<br />

The list of the types of monsters their abilities in in Appendix J.<br />

5.22 Wild Sector Pirates<br />

Several computerized Corporations which live and operate in the wild sectors of the galaxy have already been<br />

mentioned previously. It's now time to learn a bit more about how these function.<br />

Within each wild sector (never in a home sector), you will find one "pirate base." This will be one of the major sites<br />

in the sector and is "home" to a band of, for lack of a better term, wild sector pirates. These pirates will be of one of<br />

these four Corporations: Orion Scum (997), Andromedan Invaders (996), Frax Experiment (995) or Seltorian Tribunal<br />

(994). Whichever of these owns the pirate base in a given wild sector will use that base to build ships for their Corporation<br />

(they do not use a Warp Gate for this purpose). Their ships will then move about to harass your ships, menace your sites<br />

Revised 30 June 2010 Page 36

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