Star Fleet Warlord Electronic Rulebook
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Star Fleet Warlord Electronic Rulebook − Table of Contents - Page Page Chapter One: Introduction and Background 1.1 After the Trade Wars 3 3.8 Ship Support 21 1.2 Fiction within the Fiction 3 3.9 Speed 21 1.3 More on the Game 4 3.10 Age 22 1.4 Duties of a Warlord 4 3.11 Ship Variations 22 1.5 The Initial Build 5 3.12 Limited Variants 22 1.6 Franz Games, LLC 5 3.13 Changing Missions: The Generic 22 1.7 Accounting Information 6 Ship Variant 3.14 Additional Notes on Generic 23 Chapter Two: The Galactic Powers and Other Missions Organizations 3.15 Final Thoughts on Starships 23 2.1 Background 6 2.2 Primary Races 6 Chapter Four: Travel Opportunities in the Greater 2.3 Andromedan Invaders 7 Magellanic Cloud 2.4 Civilian Ships 8 2.5 Lyran Democratic Republic 8 4.1 The Map 25 2.6 United Federation of Planets 9 4.2 Directional Numbers 25 2.7 Gorn Confederation 9 4.3 Basic Movement Concepts 26 2.8 Hydran Kingdom 10 4.4 Failed Movement 27 2.9 Interstellar Concordium 10 4.5 Movement Between Sectors 27 2.10 Jindarian Caravans 10 4.6 Sample of Movement Orders 27 2.11 Klingon Empire 11 4.7 Fleets 28 2.12 Lyran Star Empire 11 4.8 Combat 28 2.13 Orion Pirates 12 4.9 Special Ship Movement Orders 28 2.14 Romulan Star Empire 12 2.15 Seltorian Tribunal 13 Chapter Five: Terrain 2.16 Tholian Holdfast 13 5.1 Terrain 39 2.17 WYN Cluster 13 5.2 Damage and Other Effects 39 2.18 Frax Experiment 14 Caused By Terrain 2.19 Kzinti Hegemony 14 5.3 Point Terrain 40 2.20 Nasty Space Monsters 15 5.4 Control of Point Terrain and 40 2.21 Wild Sector Pirates 15 Other Actions 2.22 Non-Player Corporations 16 5.5 Area Terrain 40 2.23 Monster and Pirate Movement 16 Chapter Six: Sites Chapter Three: Starships 6.1 Major Sites 41 3.1 Purchasing Ships 18 6.2 Minor Sites 41 3.2 Warp Gates 18 6.3 Capturing Sites 41 3.3 Starship Availability 18 6.4 Defending Your Sites 41 3.4 Supply and Demand 19 3.5 Ship Designations 19 3.6 Ship Statistics 20 3.7 Hit Points and Damage Levels 20 Revised 8 December 2012 Page 1 Page Page Chapter Seven: Economics Chapter Ten: Combat 7.1 Resources 43 10.1 Combat Tactics 78 7.2 Income, Sites, and Sector Bonuses 43 10.2 Combat Terminology 78 7.3 Site Production Matrix 44 10.3 Initiating Combat 79 7.4 Sample Income Listing 44 10.4 Combat Sequence 79 7.5 Devastated Sites 45 10.5 Integrated Example of Combat 80 7.6 Prospecting 45 7.7 Surveying Moons 45 Chapter Eleven: Administrative Details 7.8 Raiding Sites 46 11.1 The Thrill of Victory 82 11.2 ...and the Agony of Defeat 82 Chapter Eight: Advanced Rules 11.3 Individualized Turn Processing 82 8.1 Optional Items 47 11.4 Sequence of Play 84 8.2 Crews 49 11.5 More on Stock 85 8.3 Legendary Officers 50 11.6 Order Cycles 86 8.4 Prime Teams 52 11.7 Next Turn Generator 82 8.5 Graveyard of Ships 53 11.8 Custom Games and Historical Games 86 8.6 Decoys 54 11.9 Contacting Us 87 8.7 Logistics Bases 55 11.10 Acknowledgments 87 8.8 Listening Posts 55 11.11 Copyright and Publisher’s Information 87 8.9 Sector Specials 57 11.12 Star Fleet Battles Glossary 88 Chapter Nine: Miscellaneous Orders 9.1 What Are Miscellaneous Orders? 58 9.2 Ship Purchasing 58 9.3 Purchasing Checklist 59 9.4 Site Defense Orders 60 9.5 Optional Item Orders 63 9.6 General Corporation Orders 64 9.7 Administrative Orders 67 9.8 Starbase Orders 70 9.9 Advanced Orders 73 9.10 Espionage 76 Appendix A - Sequence of Play Extract Appendix J - List of Space Monsters Appendix B - Major Sites Appendix K - Alphabetical Ship Orders Summary Appendix C - Minor Sites Appendix L - Legendary Officers at Sites Appendix D - Point Terrain Appendix M - Combat Tactic List Appendix E - Area Terrain Appendix N - Alphabetical Extra Orders Summary Appendix F - Ship Variant Ability List Appendix P - Sector Special List Appendix G - Limited Ship Variant Ability List Appendix Q - Blank Sector Map Appendix H - Generic Mission Ability List Appendix R - The Greater Magellanic Cloud Map Introductory Note Star Fleet Warlord was originally a play-by-mail game developed in 1989 and has evolved into the game that is presented here. This rule book is intended to be a guidebook for all players and more rules will become apparent as play progresses. The player will find that the tables and maps are readily available at the end of rulebook in handy appendices. We have updated this rulebook to make it more useable to the new player as well as the veteran player. We hope that you will have as much fun playing the game as we do. Have fun and enjoy. Rich Hartley and Roger Rardain (Players may print copies of this rulebook for their own personal use.) Revised 8 December 2012 Page 2 Chapter One Introduction and Background 1.1 After the Trade Wars: The Price of Peace The year is Y235. Twenty years have passed since the conclusion of the Trade Wars. The old races are no longer the galactic powers they once were. The peace enforced so stringently by the Organians has reduced the once-mighty Klingon Empire, United Federation of Planets, and other nations into self-contained civilizations with little more than casual contact outside their own space. The second- generation X-ships patrol the borders, keeping the colonies safe from raiders and invasions, even if such a thing were possible. But despite the rigid peace demanded by the Organians, there are loopholes in their rules. Such loopholes had allowed conflicts like the Trade Wars to occur, and set the stage for the next challenge. The Greater Magellanic Cloud (GMC) had long been eyed by the races of the Milky Way as a potential source of resources more vast than anything the Galaxy could provide. The races had long planned to explore and exploit it, but for two problems. One, it was incredibly far away, and supplying any such effort would cost more than any of the powers of the Milky Way could afford. In addition, any expedition to the GMC would surely be noticed by the Organians, who would step in and impose their rules over how the resources would be distributed. And, as might be expected, each race desired those resources for themselves! In the latter years of the Trade Wars, intergalactic Corporations had begun to appear, operating across the bounds of race and government. It had long been theorized that the Corporations would be the perfect vehicle for any exploration of the GMC, if given the proper support and motivation. The formation of a Galactic Council in Y229 was the first step in moving towards this goal. The Council was overseen by representatives of both the races and the Corporations, and provided the laws that kept the Corporations in line. It was in late Y233 that the technology finally appeared that would allow the Corporations (and, therefore, the races themselves) to reach for the Greater Magellanic Cloud. The device, known as a "Warp Transporter," was built on advanced transporter theory. It could, in essence, transform anything into energy, transmit it over subspace, and reform it at a destination which contained a receptor unit, known as a "Warp Gate." It was not long before large enough Warp Transporters had been designed which could transmit entire starships! The problem, of course, was getting the Warp Gates themselves into position. Dozens of Corporations hurried as quickly as they could fly, arriving in the GMC almost simultaneously and setting up their Warp Gates at the most hospitable planets they could find. By decree of the Council, each Corporation had been assigned a sector of the GMC, and each set up a base at a world therein, signaling back when they were prepared to receive ships. Somewhat unexpectedly, this had developed into a contest, the stakes being ownership and control over the entire Greater Magellanic Cloud. The Council realized that outright chaos would result if the Corporations could send ships into the GMC unregulated. War would soon follow both in the Cloud and back home as well-the Organians would step in, and no one would benefit. No one wanted that-the races had chafed under Organian-imposed peace for far too long as it was! And so, by special agreement with the races, the Council developed a plan that would solve the problem. Every Corporation would be allowed to send a limited number of ships into the GMC, and whichever one proved best able to utilize the resources they found would be awarded complete control. The ships and other support would be provided by the races of the Milky Way (who would receive GMC resources as payment). But this support would be delivered exclusively through the regulation of the Galactic Council, keeping the peace and avoiding the notice of the Organians. Without hesitation the Corporations agreed, and the race was on! 1.2 Fiction within the Fiction What you have just read is, obviously, fiction. What is not so obvious is that it is a fictional history within a fictional universe. Star Fleet Warlord (SFW) is a game set within the Star Fleet Universe, a comprehensive game universe including such games as Star Fleet Battles (SFB), Federation & Empire (F&E), Star Fleet Missions, Prime Directive, and other games.