The Pinwheel Galaxy
The Pinwheel Galaxy is a series of new races for SFB, created by
R. A. Mulder and Timothy E. Janota. The races, previewed at Origins
'96, had previously been available for mail-order in three modules.
However, currently the creator and distributor
(Ron Mulder) is in
negotiations with ADB and thus the products cannot be sold.
What follows is a simple description of what the races are like, in
case they do become available again.
The Races
The original PW-1 module had five basic races: each of which
included complete rules and 6-9 SSD's each. The ships include the
basic classes from frigates to heavy cruisers, plus a tournament
cruiser for each race. The module includes a total of 39 SSD's,
including 4 generic/civilian ships. It also has 33 pages of new
rules, including background and ship descriptions.
Below are short descriptions of each of the new races:
- The United Federation of Olthenia
- This expansionist power is driven by the word of a prophet who
brought knowledge from a distant galaxy. Their ships are radially
symetric, with plasma-F's and phasers firing in all directions.
More importantly, they have the Phase Device, which lets
them disappear utterly from the board to reappear impulses or even
turns later -- but they must predefine their movement and
reappearance. It can be a rude shock phasing in wrong.
- The Alhordian Confederation
- A more peaceful union of races, the Alhordian fleet is built by a
variety of contracters. They all use the Kinetic Energy
Weapon, a mauler-like device which combines energy from many
boxes. They are difficult to disarm, but limited to a single big
shot per turn.
- The Daalmari
- A plasma-armed race, with the unique Plasma-Y and
Plasma-Z which can arm in 2 turns or up to 5 turns with the
plasma growing in power and cost as it goes. This gives them
greater flexibility than traditional plasma races, but at a
price.
- The Velron
- They are armed with the Warp Lance, which is a two-turn
weapon (like a short-ranged photon) -- but rather than requiring
pre-fire arming energy, it requires energy to stabilize after
firing.
- The Kakrea
- These are an insectoid race, whose ships repair extremely quickly,
aided by their Shield Regenerator devices. Their weapons
are the short-ranged, multi-shot Magnetic Cannon, and the
two-turn enveloping Magnetic Torpedo. To compare them to
standard SFB, they are like Hydrans with less punch, but who keep
coming back for more.
John H. Kim <jhkim@fnal.gov>
Last modified: Thu Jun 10 20:23:25 CDT 1999