Module X1 (Advanced Technology Ships)

Module X1 introduces another new unit: special ``advanced technology'' ships of all races. In play, X-ships (as they are called) are distinguished first by their massive power and batteries -- their engines have about 33% more power, and each battery box stores three points of power, for lots of reserve power. They also have more regular power than ships. However, there are also numerous special advantages which X-ships over normal ships. In effect, they play by a whole new set of rules.

Twelve pages of new rules describe these advantages: they go later in the impulse sequence, and have shorter delays for phased cloaking, emergency decelleration, fire control activation, etc. They can overload their phasers: 1.5x damage for 2x power. Nearly all of the multi-turn heavy weapons are given a ``fast-firing'' option where they can load and fire in one turn for increased energy, often with a chance for misfire which can delay later arming attempts. The advanced drones can do and take more damage.

In short, X-ships have advantages in virtually every aspect of play compared to ``normal'' ships. For those who are interested in new, better ships -- these are them. However, learning all the new rules can also be a pain (especially in matchups between X-ships and non-X-ships).

I also have a detailed review of my problems with Module X1.

This supplment contains a 64-page rulebook, a 96-page SSD book, and one new countersheet. It also has a mini-campaign of the Romulan Civil War, pitting old and KR ``Imperial'' Romulan ships against the newer ``Republican'' fleet backed by the Senate.

($19.95 Complete)
($8.95 rulebook only, $10.95 SSD book only)


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John H. Kim <jhkim@fnal.gov>
Last modified: Thu Mar 18 14:21:43 CST 1999
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