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Star Fleet Battles
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== Win Factor 5 == Among the win you can find in this game are: * Impulse-based turns instead of the I-go-then-You-go typical of tabletop wargames * Transporter bombs and fake transporter bombs * Using ship's laboratories to out-science monsters * Using your Tractor Beams to push another ship into a asteroid/planet/black hole * loading up one of your shuttle craft with anti-matter and ramming it into other ships * Wild Weasels ... where a shuttle gives off sensor data that fools electronics into thinking it's another full-sized vessel (this is the "Picard maneuver" that actually WORKS instead of just looking cool) * High energy warp turns with a dash of break downs and tumbling uncontrollably thru space * Boarding parties for Capturing or dishonourable Hit and Run attacks * Surprise buttsecks in the form of Scatterpack shuttles and cloaked nuclear space mines * Rules for fighters, torpedoes, mines, drones, probes, and the bestest weapon ever; the Mauler. Seriously if someone has thought of something there IS a rule for it already. * Effects of having legendary officers like having Scotty as your ship's engineer or Sulu as your helmsman * What happens when the slaves on a Klingon ship stage a mutiny during a ship battle. * Q-ships ...for those who aren't navy nuts, that's what looks like a civilian cargo ship, but when pirates show up it blows off the camouflage and all the cargo is missile-racks and phasers. * C'mon, who doesn't want Federation versus Klingons, Romulan cloaking devices and attacking starbases? * Gorn AND Tholians! And Hydrans and Lyrans and Kzinti and Andromedians and... well you get the idea * Cocaine fuelled pirates. Seriously. And it's exactly as awesome as it you think it is, until it kills you.
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