The Kraylor

By Guillaume <polarlight@hotmail.com>

This is a conjectural new race, designed to add a new challenge in the tourney arena. The Kraylor are a direct-fire race using a torpedo which spreads some of its damage on random shields. They don't have a whole lot of crunch power, but they can instantly repair boxes by allocating energy to their ``FIX'' systems.

Kraylor Tournament Command Cruiser

New Rules

SPARK CANNON:

The spark canon (SPC) is the Kraylor's main weapon and has been in use since before warp was invented. It launches a number of highly destructive energy sparks that will hit a target from multiple direction.
Charging: SPC takes 2 turns to load and requires 2+2 for standard or 2+4 for overload. No other combination is acceptable. The weapon can be overloaded from battery by adding 2 points of power but it must be loaded during energy allocation.

Holding: The SPC in standard mode can be held for 3 turns at no energy cost once it is loaded but must be fired on the turn it is overloaded. If the SPC has not fired after 3 turns of holding it discharges and must be charged again.

Firing: The SPC is a direct fire weapon that fires in sequence with phasers (not like envelopping hellbores). In standard mode it fires 2 sparks and in overload it fires 3 sparks. All sparks hit simultaneously on the impulse they where fired. The first spark always hit the facing enemy shield. The other(s) one(s) will hit random shield. The random shield hit is determined by rolling a dice 6 which will tell what shield was hit. When all sparks have been assinged a shield (either by facing or randomly) roll for damage using the SPC chart found on the SSD.

Destruction: SPC are destroyed on TORP hit.

Repair: The repair cost of the SPC is 10.

FIX:

The fix is a self repair technology that evolved from the Kraylor's natural matter control abilities. The fix system takes energy from the ship to restructure at an atomic level the damaged system therefore repairing it permanently (or until it is destroyed again).

Powering: The fix itself needs 1 point of power to activate. Once activated the fix requires additionnal power to repair a system. The amount of power required is determined by the damcon repair cost. No more then 5 points of power can be assinged to a system on any given turn (therefore a total maximum of 6 points for the fix). Power to the fix can be allocated or come from reserve power.

Repairing: Each fix can only be used once per turn with no cool down. If a system requires 5 points or less it can be "fixed" instantly by paying 6 points (or less) of power to a fix. If a system requires more there are 2 possibilities. The first, requires using multiple FIX at the same time to repair larger systems. (repairing warp engines requires 10 points so 2 fix at full power) The second option is to continously repair systems. (for warp engines 5 fix are expanded on the first turn and 5 on the second turn). Systems repaired in this manner cannot be used (but can be re-destroyed) in the turn on which they where repaired.

Destroyed: Fix are destroyed on FLAG hits.

Repair: The repair cost of FIX is 25.

KRAYLOR ARMOR:

All armor on Kraylor ships is FH. Armor can be repaired by the owning ship with FIX system.

KRAYLOR WARP:

The Kraylor ships have a single warp engine, designated "CENTER WARP". However, it can be hit on any warp hit (Right, Left, or Center).


Back to John's SFB Page
John H. Kim <jhkim@fnal.gov>
Last modified: Fri Sep 21 09:52:06 2001

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