Galactic Empires
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Empire Deck Strategy

Pakta'don Paraloid Plasma Occupied Territories The Propagationists Psy empires

Pakta'don

Pulse Phasers: These specialized phasers require energy to be allocated to them in order to be fired. The number of points of energy allocated are the number of separate times they may be fired in a single Weapons Fire Phase (in separate volleys).

I have not yet had a chance to play this empire. Having lots of energy so that you can power every pulse phaser the maximum number of times would be the key to this empire. Being able to have your entire fleet target multiple opponent vessels (essentially at once) can be very powerful.


Paraloid

The discussion of the Clydon Empire pretty much covers anything that might be said about the Paraloid at this point.


Plasma Occupied Territories

P.O.T. decks tend to be fairly generic. They lend themselves to most decks themes since they do not require a great deal of special support cards. The most important thing is to have enough ammunition to power your heavy weapons (especially the shield penetration devices). Since your ships are weighted towards heavy weapons you could go with a cheesy terrain-destruction theme.

Key cards:

Consider these cards:


The Propagationists

This empire is discussed in the Propagationists section of the Indirigan Tribes entry.


Psy empires

with suggestions by David S. Auer

A psy empires is probably the most difficult deck to design. Many more support cards are in order to get your equivalent of ships - the psy cards themselves - in play and keep them alive. Like ships, they are vulnerable to weapons fire. Unlike ships, they are also vulnerable to all the things that afflict crew. But keep them alive long enough and they can be formidible. And remember, the damage from a psy card is considered weapons fire for all purposes. That includes, damaging the Sector HQ and playing cards which modify weapons fire or volleys.

In addition to weapons fire-modifying cards, key cards in a psy deck are anything that makes a crew card bigger. This includes all the automaton cards as well as less-obvious things like the B7 Academy and C8 Spiritual Leader (both increase the strength of all crew in the fleet by one), M1 Party Animals (increases the strength of crew by the number of other crew at location) (especially with a B3 Frat House (the strength of all crew at the house is increased by the number of other crew at the frat house) and T5 Custom Planet - Galactic Trade World (increases the strength of crew at its location by two).

Because your main damage dealing cards are vulnerable to crew-afflicting things, you might consider playing with doctor cards. However, I have not found this to be necessary in practice, as illness and injury cards are not in common use. Further, when playing Visonic your deck is generating a large amount of research to be used with your field-employing psys. This research can easily be funnelled into removing injury and illness cards. The only card of this type that has ever ruined my day with a psy deck are the O5 Insanity and O9 Insanity cards.

Another card which can suck the lfie right out of a psy deck is the T3 Vacation World. For this reason, and also for rescuing your pys as their location is blown out from under them, I recommend various types of crew transport.

There are those who insist that a good psy needs ships. I have not found it so, although it can be an interesting variation. If you do put ships in your deck, include R/S1 Emergency Ships.

Key cards:

Consider these cards:


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