Star Fleet Warlord Rules (Updated) - Play By E-Mail
Star Fleet Warlord Rules (Updated) - Play By E-Mail
Star Fleet Warlord Rules (Updated) - Play By E-Mail
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TERRAIN and SHIPS in this case, just write TERRAIN and both scans will be provided automatically.<br />
If a scout is cloaked when it issues a SCAN order, it will become uncloaked (unless it is within cloak cloud terrain).<br />
Since the SCAN order takes the entire turn to issue, you will not have an opportunity to cloak the ship again until your next<br />
turn.<br />
Scans cannot be performed by crippled ships, ships with a crew level below 2, or by any unit located within an ion<br />
storm, nebula, negative energy field, neutron star, star cluster, nova, or supernova.<br />
Bases you own will make a ship scan automatically every turn. This is done automatically by any base you create.<br />
Bases smaller than <strong>Star</strong>base level cannot scan out of the scan-blocking terrains listed in the previous paragraph. If you<br />
have several bases in a given sector, only the best one will make a scan in any given turn (other scans would be<br />
redundant). Bases are built using the Fortify Site (FS) order, described in the next chapter.<br />
Hint: Heavy scouts (ships listed with a variant code of ”Z”) will automatically perform a ship and terrain scan when they<br />
issue the SCAN TERRAIN order! However, they are quite expensive and (being cruisers) are slower than smaller<br />
scouts. Deciding whether to buy light or heavy scouts is a key issue at the start of the game. (Heavy scouts are more<br />
survivable, but you can get two small scouts for one heavy scout.) Note that a Legendary Science Officer assigned to a<br />
scout will make it a heavy scout.<br />
Repair Damage REPR<br />
Example: 0115 0114 REPR 0113<br />
Time required: One pulse of movement<br />
This order is used by a damaged ship (not a repair ship) to request repairs. Ships can become damaged by<br />
enemy ships, terrain, or a combination of both. Repairs to ships require a fee, paid in Ores resources, to accomplish, as<br />
explained below.<br />
There are four levels of damage a ship may have: light (L), medium (M), heavy (H), and crippled (C). Each level<br />
costs 10% of the ship's original (base) EP cost in Ores to In addition, a flat fee of 10 additional OR is required to repair<br />
each point of speed the ship has lost. As an example, if a Klingon C7 (base EP cost 180 and normally speed 4) has been<br />
crippled and had its warp drained to speed 1, it would cost 40% of 180, or 72, ores to fix the damage and another 30 ores<br />
to bring the speed back to 4 - a whopping cost of 102 ores! Obviously, if your Corporation is short in OR resources, a<br />
repair bill of this size will be hard to handle.<br />
If you do not have enough ores to completely repair a ship when the REPR order is issued, no repairs will be<br />
accomplished and no ores will be expended.<br />
When a ship takes time to be repaired, any lost crew below the default level of 3 will be replaced automatically.<br />
This is done for free. Ships with no damage other than crew loss will be charged the token minimum fee of 1 point of OR<br />
for this service.<br />
The REPR order will automatically restore the ship's shields to full levels at no cost. Again, if that is the only<br />
damage the ship has at the moment, you will be charged the minimum fee of 1 OR.<br />
Hint: Shields are restored for free at the start of your turn. A reason to pay for this repair is after a battle when you expect<br />
to get counter-attacked before you next turn or if your fleet will be fighting more than one battle on your move.<br />
In order to be repaired, a ship must be at a base or repair ship and use the REPR order, which takes only one<br />
movement pulse. The Ores cost is charged immediately and deducted from your treasury. If a repair ship is used, that ship<br />
must not move during the pulse the repairs take place. In addition, repair ships can only repair a certain number of<br />
vessels (based on their repair capacity, as shown in the Ship List) before they must return to a base to collect more spare<br />
parts. Replacing spare parts takes place automatically at any base (or repair planetoid, or molten ores hex) and costs<br />
nothing-except travel time, of course.<br />
Fix Damage<br />
FIX<br />
Example: 1615 1616 1601 FIX 1602<br />
Time required: One pulse of movement<br />
This order can be issued by a repair ship to conduct repairs on any ships (including itself) in its hex. It is under<br />
some limitations to prevent abuse, however, as you will shortly see. FIX is used only by a repair ship, never by the ship<br />
which needs repairs. Make sure you understand this difference between REPR and FIX!<br />
FIX is primarily used to repair damage to a ship which cannot move, such as a C-WGO. However, it can be used<br />
to repair damage done to any kind of ship, not just immobile ones. FIX repairs only battle damage and speed loss, not<br />
crew levels or shields. If you want to repair crew or shields, use REPR or (in the case of shields) just wait until your next<br />
turn when all shields are restored to full levels automatically.<br />
FIX can only be used by an actual repair ship, not a Legendary Engineer. If the ship does not have repair points<br />
available, it cannot use this order. If an Engineer is present on the ship, however, it will restore each repair point as it is<br />
expended, which is perhaps the only reason you would ever assign a Legendary Engineer to a repair ship.<br />
Revised 30 June 2010 Page 42