Skeeve's Home | Table of Contents | Background | Decks & Empires | Discussion Forum |
Cardbase | Card Lists | Promobase | Trade | Calendar |
Basic | Theme Decks | Single Cards | Card Combos | ||||||||||||||||||||||
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Clydon Empire | Collector's Empire | Comedy Club Network | Corporate Aggresssors | Corporate Pirates | Council of Six |
Clydon are an excellent empire to build an away-team (a.k.a. boarding party) deck around. Cards such as C9 Clydon Imperial General and the various Clydon ability cards are very useful for the away-team theme.
I don't consider E3 Clydon Energy Armor to be an effective card. There are other cards you can put into play that provide the same general benefit and have a wider application, such as the B7 Clydon Warcraft Base (reduces damage to independant warcraft by 1 point per volley).
Key cards:
With a single ship to its credit, the Collector's Empire isn't very strong. That ship, however, is fairly strong. See the promobase and find out exactly how strong. The various other cards, bases, installations, luck cards and so forth are fairly strong. Many of them are also major irritants to the other players. Often the best way for your opponents to remove cards which are irritating them is to remove you. Think about it.
Playing an empire which uses installations instead of ships gives you one big advantage: your "ships" don't consume command points, and they come into play engaged. On the down side, they can't be repaired. In addition, the only terrain you really need is something to provide ammunition for your pie launchers and other heavy weapons.
Probably the most important thing your deck will haveto guard against is your opponent sending crew over to take control of your installations. This means you need your own crew and cards like the R/L3 Transporter Malfunction and R/L4 Shuttle Malfunction to guard against their transport actions. And that means more types of cards. To get crew onto your installations you the crew cards themselves, then you need locations - ships or terrain - and then you need cards to do the transport actions - shuttles, transporters, L8 Ancient Portal (crew may be moved to installations without transport), etc.
Key cards:
Properly constructed, a corporate deck dishes out huge amounts of heavy weapon damage without needing an inordinate amount of ammunition. I prefer to use Corporate Pirates as the minor empire in an Aggressor deck. Avoid the usual temptation to create a terrain mix which is rich in economy (see the Basic Strategy page for details. Instead, use the many cards you have available to steal economy from your opponents: A2 Slick Bargainer and A4 Executive Position and even R/M3 Money Hungry Weasels can be your friend. In equipment I favor the various shroud devices.
Key cards:
The Corporate Pirates are perfectly capable of being used as the main empire in a deck. See the Bolaar section for details on constructing a pirate-based deck. I usually use them as the minor empire in a standard Corporate deck. The built-in shroud web device on the larger (S7) ships is particularly useful.
This empire is discussed in the Council of Six section of the Indirigan Tribes entry.