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

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

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ather exaggerated view of the secret intelligence services of the Federation and other races), she took considerable<br />

liberties with reality, creating fictional events, people, and technology. (For example, the entire concept of Warp Gates<br />

existed only in her mini- series, not in the "real" universe.) She also played rather fast and loose with political history,<br />

postulating squadrons of renegade Andromedan and LDR ships that never existed, and turning the computer-simulated<br />

Frax ships into real, computer-manned warships. Olivette assumed that the Corporations would exploit the peaceful and<br />

otherwise happy inhabitants of the various planets in the GMC, most of which looked remarkably alike, even when from<br />

radically different planets. This was apparently intended to make the point that regardless of their actual appearance, they<br />

were alike in being exploited.<br />

It is on this mini-series that STAR FLEET WARLORD is based. In effect, STAR FLEET WARLORD is based on<br />

the <strong>Star</strong> <strong>Fleet</strong> Universe background, but is not a part of its "true history." Most of the <strong>Star</strong> <strong>Fleet</strong> Universe appears in STAR<br />

FLEET WARLORD, but some elements of SFW are not duplicated in <strong>Star</strong> <strong>Fleet</strong> Battles or the other games, and some<br />

parts of the universe do not behave consistently within SFW. Nothing in STAR FLEET WARLORD can be used to explain<br />

or support arguments regarding how similar things operate within other games.<br />

Put another way, the <strong>Star</strong> <strong>Fleet</strong> Universe is based on a TV show seen within the real universe. You are sitting in<br />

your armchair in the real universe watching the TV show, and you observe that the people on screen were themselves<br />

watching a fictional television show. The characters on the show you are watching might suddenly exclaim "That's<br />

rubbish! There is no such thing as a Warp Gate!"<br />

If the <strong>Star</strong> <strong>Fleet</strong> Universe could be defined as real, STAR FLEET WARLORD would still be fiction.<br />

A final clarification (perhaps getting closer to the point than anything above). If you only play STAR FLEET<br />

WARLORD, you will never notice that things here don't exactly match similar things in <strong>Star</strong> <strong>Fleet</strong> Battles. If you play<br />

several of the games of the <strong>Star</strong> <strong>Fleet</strong> Universe, don't try to interpret an SFB or F&E rule based on what the unit does in<br />

SFW (or vice versa).<br />

1.3 More On the Game<br />

STAR FLEET WARLORD is a play-by-email science fiction game. If you've never played a game by email before,<br />

you may be wondering just how it works, so here's a quick description.<br />

Basically, you send us via email an "orders sheet" on which you tell us what you want to do. We then process this<br />

on our computer and generate a "results sheet," which tells you what happened as a result of your orders. Finally, this is<br />

then emailed back to you to begin the process anew. This completes one turn of the game. A typical game lasts from 20<br />

to 30 turns, although this can vary. Additional details about this process will be explained later on in these rules.<br />

This game uses the ships and races of the popular board game, <strong>Star</strong> <strong>Fleet</strong> Battles (SFB). However, much effort<br />

has been made to organize the game in such a way that you do not need to own or play SFB to play STAR FLEET<br />

WARLORD. For those of you with no SFB experience, a reference glossary is included.<br />

This rulebook is rather large and may look intimidating at first, but keep in mind that you don't have to understand<br />

everything you see right away. Read through the rules once and then refer back to it as you play. Hints and tips to help<br />

you understand various concepts are presented throughout the rulebook in boxes such as this one.<br />

1.4 Duties of a <strong>Warlord</strong><br />

You are the <strong>Warlord</strong> of a huge intergalactic mega-Corporation, or Corp for short. As <strong>Warlord</strong>, it is up to you to<br />

lead your Corp's attempt to dominate the Greater Magellanic Cloud, using military attacks, diplomacy, trading, and any<br />

other means necessary. Your Corp has given you total authority over this effort. You won't be alone-there are up to 49<br />

other players out there trying to do the same thing you are!<br />

The Galactic Council has helped you out by establishing a base for you in a sector of the GMC, from which you<br />

will direct your Corporation's actions. This base is known as your Home Office (often abbreviated HO) and is your most<br />

important asset. The planet your Home Office orbits will produce 100 economic points per turn, and has 300 points in its<br />

treasury at the start of play. You have also been given a Warp Gate, a special starship which will be fully described in<br />

Chapter Four.<br />

A Corporation's <strong>Warlord</strong> can choose any name for his Corp at the start of the game. This name can be up to 20<br />

characters in length, and should not begin with the word "the." You can select any name you like, but in addition to this,<br />

the computer will assign you a Corp Number with which it can always be identified. Although your Corp's name can<br />

change, its Corp# will almost always remain constant. No two Corporations will ever have the same identification number.<br />

You will also be given an account number (acct#) by which control of your Corp is regulated. The acct# is<br />

intended to prevent interstellar fraud-you must write it on your orders sheet each turn, or it will be mailed back to you<br />

unprocessed! You must also give us your acct# whenever you call us with a question about your Corp. This ensures that<br />

you are who you say you are, and not another player attempting to get information on your account or Corporation.<br />

Each Corporation also has a stock value which will fluctuate, usually upwards, with your successes and failures.<br />

This value begins anywhere from 31 to 35 points per share. Think of stock as a measure of how well you are doing in<br />

comparison to the other Corps in the game. Stock changes are described in greater detail in Chapter Nine.<br />

Revised 30 June 2010 Page 4

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