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ericbsmith
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Posted: 15 January 2005 at 11:49am | IP Logged Quote ericbsmith

Does anybody have the rules write-up for Infected and Allied card types? I haven't really seen anything satisfactory on Allied, and nothing (other than the ficiton piece in GF#3) on Infected.

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Eaglepreacher
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Posted: 16 January 2005 at 4:33pm | IP Logged Quote Eaglepreacher

Hey Eric, I cant find anything bout the ifected other than it is a tribe of the indirigians, but as for the allied, there are earlier posts that may answer some of your questions, currently it is at the bottom of the rules base area..
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Posted: 16 January 2005 at 6:01pm | IP Logged Quote MogwaiSC

If you have any questions about Infected Tribe Indirigans, the person to
ask is Craig Gaddis. He can be contacted at lum@texas.net
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bekosh
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Posted: 09 February 2005 at 4:42pm | IP Logged Quote bekosh

Here is what I have for the Allied Forces. They are not official "rules" but they cover some of the special weapons. Hope this helps.

When an ally minor is used in a deck of their allied major, Drone in Mechad for example, they consume 1/2 of a slot just like the Inderigan. If used in another deck they consume a full slot.

Drone

The allies of the Mechad have an array of interesting specialized ship systems. The command ship especially, with its ability to make your fleet immune to the effects of miscommunications, is a strong candidate to include many decks.

Erodi

Ion & Nova Cannon: This is an interesting weapon. Powered by energy, it acts as a sort of mine deployment system for ion and nova hazards. Load a hazard card with "ion" or "nova" as part of the name into the appropriate cannon, allocate an amount of energy equal to the strength of the hazard, and you can reuse the hazard next turn. The largest such system available on any current Erodi ship is capable of holding a strength 6 nova or a strength 5 ion hazard.

Cards for use with the Ion & Nova Cannon:

·         H1 Ion Storm

·         H2 Ion Storm

·         H3 Pocket Supernova

·         H4 Nova

·         H5 Ion Storm

·         H6 Type II Supernova

Maybe someday there'll be a ship large enough or some sort of equipment upgrade to allow the use of H6 Temporal Ion Storms and H10 Akru Supernovas. Ouch.

Pakta'don

Pulse Phasers: These specialized phasers require energy to be allocated to them in order to be fired. The number of points of energy allocated are the number of separate times they may be fired in a single Weapons Fire Phase (in separate volleys).

I have not yet had a chance to play this empire. Having lots of energy so that you can power every pulse phaser the maximum number of times would be the key to this empire. Being able to have your entire fleet target multiple opponent vessels (essentially at once) can be very powerful.

Shon-ti

The Shon-ti are allies of the Zedan. Shon-ti ships are unremarkable in every respect. Well, almost. The S4 Shon-ti Defender Cruiser has the interesting special ability of being able to fire its three swarm bolts (if armed) in reaction to being targetted. This is in addition to being able to fire on its own turn. Combined with their E6 Swarm Bolt Accelerator, which allows swarm bolts to be fired an additional time each turn, we may be getting somewhere. And their special terrain, the T7 Planet - Shon-ti Swarm Homground allows each unit have fire one swarm bolt in reaction to being targetted. They are very effective allies of the Zedan, but I see little profit in a Shon-ti main-empire deck.

Swarm Bolts: The Shon-ti heavy weapon is armed like a standard heavy weapon. When a swarm bolt is fired it does one point of damage to each and every valid target (not already targetted by weapons fire) in the targetted stack. Bases will still protect terrain in the stack. Combined terrain (not each terrain card) is treated as a single target.

Tarra'ki

Positron Emitter: The heavy weapon of the Tarra'ki is powered by energy. Noted on the cards by a series of energy point symbos separated by a slash. Energy allocated to a positron emitter determines the damage done by the weapon: four points of allocated energy equals a volley of four points of heavy weapons damage. In addition, energy allocated past the slash causes damage to the firing ship. For example, the S4 Tarra'ki War Destroyer is shown with four points of positron emiitter as (**/**). If you allocate only one or two points of damage the ship is fine; with three or four allocated points, the ship will suffer one or two points of damage, respectively, when the emitter is fired.

Trochilidae

Maneuvering Thrusters: Most Troch' ships (only the S6 Heavy Troop Ship is not) are equipped with maneuvering thrusters. These systems are powered by energy. When activated they reduce card and opponent volleys against the unit by the amount of energy supplied to the thruster system. This only works if the card or cards damaging the unit are of greater strength than the unit.

 

 



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ericbsmith
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Posted: 09 February 2005 at 5:00pm | IP Logged Quote ericbsmith

I'de forgotten about this thread... was going to follow it up but forgot. Craig Gaddis was in fact quite helpful with the Infected rules /and/ he still has quite a few sets for sale if anybody is interested (the set I purchased off him included the S2-S10 Infected ship, T8 Infected World, C9 Infected Chieftain, T1 Expanding Universe, T2 Paralllel Universe, T3 Alternate Universe, T5 Custom Military Reservations, R/O3 Military Reservations, R/O6 Military Reservations,  and B6 Spacer's Retirement Home for just $5). He's also the same supersacredsecretwarsroach that's been dumping a bunch of stuff on eBay lately.

INFECTED CLASS RULES

    - Infected Ships CANNOT be the target of boarding actions by non-automaton Crew cards.  There were a couple of rules changes concerning them about cyber-enhanced Crew cards, but the current rules are only Crew subject to any of the automaton Ability cards can conduct boarding actions against the Infected. Infected cannot perform boarding actions on non-Infected ships, either (prevents the disease from spreading, you see...).
Note: Personally, I'd allow boarding actions against Infected units, but they would have to be discarded along with any shuttle or fighter that transported them there as soon as they completed their mission.

PARALOID RULES

    - Paraloid and Clydon cruisers capable of carrying warcraft may carry either Paraloid or Clydon warcraft.
    - A Paraloid cruiser may return one warcraft played to it to the hand when the unit is discarded.



Edited by ericbsmith on 09 February 2005 at 8:01pm


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Geko
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Posted: 10 February 2005 at 6:11am | IP Logged Quote Geko

Bekosh it might be good if you put in who these empires were Allied with.

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bekosh
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Posted: 10 February 2005 at 7:03am | IP Logged Quote bekosh

Sorry, what I posted above was copied from skeeve's page.

Had to dig a bit further for this.

Alied-Major

Drone-Mechad

Erodi-Tufor

Pakta'don-POT

Shon-ti-Zedan

Tarra'ki-Argonians

Trochilidae-Leopan

Paraloind-Clydon

Also I found the rule sheet for the Allied Forces, So I can provide the comlplete rules. Maybe we could get John Bullington to add these, and the Infected rules above, to the rules page.

New Starter Deck Empires:

The following empires are minor empires: Bolaar, Corporate Pirates, Drone, Erodi, Nobles, Pakta’don, Paraloid, Shonti, Tarra’ki, Trochilidae and Treglean. This represents a change from the rules that state Nobles are a major empire. Leopan are a major empire and may not be used in the deck of another empire.

New Card Class: Allied

The following rule applies to those empires whose cards state "Allied" under the art windo and above the second title on their cards. Allied class cards state the empire with which they are allied, such as "Allied-Tufor".

An allied class unit may use the foreign technology of the empire with which they ally.

Allied class cards, when stocked in a deck of the empire with which they are allied, follow the following rules: They stock as 1/2 of a minor card (similar to Indirigans) and they support non-allied minor empire cards.

 

 



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ericbsmith
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Posted: 10 February 2005 at 11:00am | IP Logged Quote ericbsmith

[QUOTE=bekosh]Also I found the rule sheet for the Allied Forces, So I can provide the comlplete rules. Maybe we could get John Bullington to add these, and the Infected rules above, to the rules page. [/QUOTE]

Ohh, very nice, thank you. Actually, I've been working on an unofficial v2.1 rules revision which I've posted at my website http://home.stny.rr.com/gurpsland/GErulesv21.html (note that I'm canceling my internet service soonish, so it won't be there for long). The main purpose of the revision is to add in optional rules (some of which were in earlier versions of the rulebook) and to add and collate rules which have been spread through several sources. I also added a complete expansion list to the end of the file with as accurate information on each of the expansions as I could find so far.

It still needs material on some of the Allied Forces empires (I only have cards for 4 of the empires).



Edited by ericbsmith on 10 February 2005 at 11:13am


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bekosh
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Posted: 10 February 2005 at 11:22am | IP Logged Quote bekosh

ericbsmith wrote:

Ohh, very nice, thank you. Actually, I've been working on an unofficial v2.1 rules revision which I've posted at my website http://home.stny.rr.com/gurpsland/GErulesv21.html (note that I'm canceling my internet service soonish, so it won't be there for long). The main purpose of the revision is to add in optional rules (some of which were in earlier versions of the rulebook) and to add and collate rules which have been spread through several sources. I also added a complete expansion list to the end of the file with as accurate information on each of the expansions as I could find so far.

It still needs material on some of the Allied Forces empires (I only have cards for 4 of the empires).

That's awesome! Probaly the most complete rule set I've seen.

Looks like you need Drone, Erodi & Shont'i to finish out the AF.

I'll look when I get home, I'm sure I have the Drone rules card and I think that I know people with the other two. I'll see if I can get them to copy them for me so I can post them here.

 



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Posted: 10 February 2005 at 11:31am | IP Logged Quote ericbsmith

And Treglean too. If you can I'd also appreciate a copy of the flavor text from the cards too, so I can actually insert something into the empire description. And I know there were some editing errors on the cards (quite a few lines got dropped somehow) so don't worry if something cuts off - just include what the card has and I'll polish it up (as I had to with the AF descriptions I've already included).

Also, I've added a mirror for the rules at http://www.geocities.com/ericbsmith/GErulesv21.html

Once I have a finalized version of the file (with the other AF races) I will also make available a single ZIP file with all the images packaged together for easier downloading.



Edited by ericbsmith on 10 February 2005 at 1:44pm


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bekosh
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Posted: 10 February 2005 at 5:41pm | IP Logged Quote bekosh

Eric,

Here are the rules for the Treglean & Drone.

I sent an email to some friends of mine that have the Shon'ti & Erodi and asked them to either send them to me, or to register and add them here.

 

Treglean rules

-Weapons in a group (indicated by parenthesis) must fire together in a single volley.

 

Drone rules

Special Ship Systems

-Points in parenthesis represent a single system. Multiple points not in a parenthesis indicate multiple systems which may be used separately.

Deflector Grid

-Whenever damage is applied to this ship, damage up to the strength of the grid may be transferred to any unit.

Tractor Beams

-Activated against a ship as a reaction, tractoring the ship for 1 turn or until tractored by another tractor beam. The tractored ship may only fire at this unit. Current fire from the unit is intercepted.

Command Encryption

-Prevents miscommunications and command disjunction from being played against the fleet by a player without a cryptologist in their fleet.

Gravidic Distorter

-A fleet targeted weapon (i.e. fired at the beginning of the Weapons Fire Phase) which causes 1 point of damage to each terrain not protected by a base.

 

Fluff text for the Drone

A sector of Drone escaped Mechad control when their sentient program-

That’s where it ends??

 

I don’t have a sector HQ card for the Tregleans and they don’t have any fluff text on the cards so I can't help there.



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ericbsmith
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Posted: 10 February 2005 at 6:08pm | IP Logged Quote ericbsmith

Wow, that's all the flavor text for the Drone? Even on the ships? The empires I have have a bit more on the ships (not a lot more, as there are limited cards, but more).

As for the text suddenly ending, that was apparently a common problem in Allied Forces. Several cards I have just stop like that.

Eaglepreacher has already promised to send me scans of the Erodi and Shon'ti when he gets a chance, though he's pretty busy so if your friends can help me out all the better.



Edited by ericbsmith on 10 February 2005 at 6:11pm


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bekosh
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Posted: 11 February 2005 at 7:05am | IP Logged Quote bekosh

That was it. There wasn't as much flavor text in the later sets compared to the early ones.

I see that you updated the rule set already.

One thing, the Gravidic Distorter for the Drone is a Heavy weapon like a Distortion Cannon.

I should have split it out above.



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Posted: 11 February 2005 at 2:42pm | IP Logged Quote ericbsmith

Actually, it probably had more to do with the Drone having so many special systems taking up space. All of the flavor text I included for the Tarra'ki, Paraloid, Pakta'don, and Trochilidae comes from the card text. I was able to get a paragraph or two out of each.

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Psycho
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Posted: 12 February 2005 at 2:10pm | IP Logged Quote Psycho

Erodi

Erodi Sector HQ

Text = "If the Erodi Sector HQ was destroyed, they had the fallback posi-"

*the text ends there. I assume it was supposed to say,"position in the Tuforeous Dead Zone"

Ion and Nove Cannon Rules

Text = "1 Ion or Nova hazard card may be played to an Ion or Nova cannon (respectively). The Ion or Nova may be activated each turn. The hazard is discarded after use IF the energy allocated to the system does not equal or exceed the strength of the hazard."

S2 Erodi Science Craft

1 supply 1 energy 4 shields. Generates 2 research. 1 Ion cannon = cost 1 energy. 2 Thunderbolt Devastators. 1 Phaser

Text = "Developing along parallel lines to the Tufor, the Erodi originated from within the Tuforeous Dead Zone."

S3 Erodi Scout Destroyer

1 supply 1 energy 5 shields. generates 1 research. 1 Thunderbolt Devastator 2 Phasers.

Text = "Gereates one research point per turn or allows the controlling player to look at 1 randomly selected card in an opponents hand each turn."

S4 Erodi Light Cruiser

1 supply 1 energy 5 shields. 2 Ion Cannons, 1= cost 1-2 energy and 1= cost 1 energy, 3 Thunderbolt Devastators, 3 Phasers.

Text = "While not actually cannons, Erodi equipment manipulated local hazards to damage opponents."

S4 Erodi Light Nova Cruiser

1 suplly 1 energy 4 shields. 1 Nova Cannon cost 1-4 energy, 3 Thunderbolt Devastators, 3 Phasers.

Text = "The Nova Cannon was used in fleet actions. The explosive nature of the nova could defeat entire" I assume it was going to say "fleets" or something comparable.

S4 Erodi Light War Cruiser

1 supply 1 Energy 4 shields. 1 Ion Cannon cost 1-2 energy, 4 Thunderbolt Devastators. Note = No Phasers, I am sure this is one of the many typos, I would guess it was supposed to have 2-3.

S5 Erodi Command Cruiser

1 suply 2 energy 5 shields. Generates 1 command point. 1 Nova Cannon cost 1-6 energy, 3 Thunderbolt Devastators, 2 Phasers.

Text = "Having just recently left the Tufoteous Dead Zone, they allied with the Tufor in exchange for starship technology."

S5 Erodi Heavy Cruiser

2 Supply 1 energy 5 shields. 1 Ion Cannon cost 1-5 energy, 2 Thunderbolt Devastators, 3 Phasers.

Text = "The humanoid form of the Erodi may tie them genetically to the Tufor."

S6 Erodi Heavy War Cruiser

1 suplly 2 energy 6 shields. 1 Ion Cannon cost 1-5 energy, 4 Thunderbolt Devastators, 3 Phasers.

Text = "The Ion Cannon proved most effective in ship-to-ship conflicts."

S7 Erodi Battleship

1 supply 2 energy 6 shields. 1 Ion Cannon cost 1-5 energy, 1 Nova Cannon cost 1-6 energy, 4 Thunderbolt Devastators. Note = No Phasers on this ship either again I think thats a typo, it probably was suppose to have at least 2 because it already has a Nova and Ion Cannon.

Note:

I love the Erodi as I usually play Tufor. however I think the engagement costs of the higher end ship are a bit low.

Well I hope this helps, thanks bekosh for pointing me to this website.

PS.

I also have SHQ, Rules, and ships for Pakta'don, Trochilidae, and Tarra'ki. Let me know if you need them

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Posted: 12 February 2005 at 3:46pm | IP Logged Quote ericbsmith

Thank you very much Psycho. Your contribution is now added to my rules v2.1 compilation (see my .sig).

Right now the only empires I need are Shon'ti and Treglean. The entries I have on them is from Skeeve's site, however Skeeve didn't seem to be trying to preserve the card text so I'd like it verified against the card text if possible. (the only changes I've made to the text are to make it flow a little better, replacing "Erodi did this..." with "They did this..." so every sentence doesn't start out "Erodi...", that kind of thing).

Regarding the "missing" phasers, I think it may have been intentional, both because (as you said) their engagement cost is low and the Ion & Nova cannons they possess. None of the ships I have are missing Phasers, even some that have other text errors.



Edited by ericbsmith on 19 February 2005 at 8:14am


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Psycho
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Posted: 13 February 2005 at 12:00am | IP Logged Quote Psycho

I do have the Treglean cards I'll get that info for you
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Posted: 18 February 2005 at 9:41am | IP Logged Quote ericbsmith

Actually, now that Eaglepreacher sent me the scans of the Erodi ship I see what you mean about the phasers (the "Thunderbolt Devastator" line wrapped on both those ships, which could have caused the phaser line to be dropped).

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Posted: 18 February 2005 at 11:19am | IP Logged Quote Geko

they should have weapons.

What their configuration was, i can't remember.



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Posted: 22 February 2005 at 7:51am | IP Logged Quote ericbsmith

Judging from the other Erodi ships I'd guess the S4 should have 2 Phasers, the S7 should have 3. I figure they both mount larger Thunderbolt Devestators, and the S7 has large Ion and Nova cannons, so they should have slightly fewer phasers than similarly sized ships.

Edited by ericbsmith on 22 February 2005 at 7:55am


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Posted: 22 February 2005 at 9:40am | IP Logged Quote Geko

we use to have a formula as to how many weapons a ship should have based on strength, class, and engagement cost. I don't have it anymore, but if you take a look at the "design your own card" program Companion had, someone could figure it out.

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Posted: 16 July 2006 at 10:51am | IP Logged Quote MogwaiSC

Bekosh posted: "An allied class unit may use the foreign technology of the
empire with which they ally."

Does this also work in reverse? For example, I love to use Corporate
Pirates in my Corporate Aggressor deck. We play with the house rule (and
also mentioned by Eric here), that they should be considered Allied to the
Corporation.

What I would like to know, is can I use the R/E3 Shroud Web with
Corporate ships in my deck, as well as with the Corporate Pirates in my
deck?

Thanks.
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Posted: 16 July 2006 at 11:24am | IP Logged Quote ericbsmith

MogwaiSC wrote:
Does this also work in reverse?
Technically, no. The rules insert from AF only allowed the Allied empire to use Adapted Technology of their ally, not the reverse.


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Posted: 17 July 2006 at 8:58am | IP Logged Quote Gekonauak

Of course the rules do not say this, but allies should share technology both ways. Why else be allies if it is only a one sided relationship?

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