Module C2 (Neo-Tholians, Andromedans, ISC)

The Neo-Tholians are the real Tholian navy, with disruptors and long-range web casters, which can even create free-standing web at a distance. This changes web from a defense for bases into a tool of fleet battles. The problem is that you can only create a few hexes, it takes several impulses to solidify once cast, and it deteriorates fairly quickly. It does, however, throw a big monkey wrench into any enemy fleet formations.

The Andromedans are invaders from another galaxy, with radically different technology. They absorb power from the weapons that hit them, and have `motherships' which can transport out destroyer-sized `satellite ships' from internal hangars. Finally, they have the Displacement Device, which lets the motherships instantly teleport up to 12 hexes every other turn - or can be used offensively to randomly scatter opponent ships.

The ISC are a coalition beyond the Gorns and Romulans, who after the General War decided to patrol the Galaxy on a peace-keeping mission, keeping the other races from fighting by force. Their ships are designed to operate in an echelon formation, which highlights the short-range power of plasma torpedoes and the long-range power of the PPD (a new weapon for the ISC).

These races are more limited-use than the Lyrans and Hydrans in Module C1. The Neo-Tholians are intriguing for their web-casters, and are probably the best of this lot. They don't have much variety in their ships, however. The ISC are also well-test, but they have some limitations. The ISC ships in general are not well suited for duels... They are design mainly for fleet actions. In particular, the ISC heavy cruiser (CA) is much more powerful than other heavy cruisers -- and the same holds true for almost all of their ship classes. They are rated appropriately in BPV, so the ISC are not particularly unbalanced. Still, this bothers some players.

The Andromedans, however, are a constant source of headaches for SFB players. They use an almost-entirely different set of rules: their defense is different, their energy-handling is different. Moreover, the nature of the PA panels causes a basic balance problem: Andros are strong in duels but weak in fleet actions.

(Out of Print as of October 1999)


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John H. Kim <jhkim@fnal.gov>
Last modified: Thu Oct 21 13:01:11 CDT 1999
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