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=== '''The Gorn Confederacy''' === The Gorn Confederacy is made up of two identical species that somehow evolved on separate planets from a precursor race. The Gorns believe that some great power moved their ancestors to different planets for mysterious reasons. All Gorns honor their less evolved ancestors which they named Pravarians (who are sub-sentient). Gorn space borders on the Federation who they are friendly with having never fought a war with them (despite a rather...rocky first contact), ditto for their other neighbor the ISC (who are pacifists) but the last neighbor is the Romulans with who the Gorns have had many conflicts with since first contact. Physically Gorns are 8ft tall 500lb walls of walking muscle that resembles a upright dinosaur. While they may be ponderous in movement they are actually quite intelligent and inventive with a rich culture belying their outwardly dull appearance. Their ships have a reputation of being slow and having a poor turning radius but this is somewhat undeserved. Gorn ships can be quite fast once they are done charging their plasma's and all ships are equally bad at turning at high speeds so this "handicap" isn't all that much if an issue if handled properly. Gorn's use the Plasma Torpedo as their primary weapon with a strong suite of PH-1's on generous firing arcs to back them up. With good around shields and decent hull levels for padding, not quite up to Federation standards but generous by any other comparison. A solid power curve rounds it out making Gorn ships quite a dangerous opponent. The plasma's seeking ability can do much of the maneuver/chasing for you but you need to known its limits and remember big plasma launches can be easily countered and despite those big juicy numbers at close range most plasma torps weaken quickly with range so firing at a rapidly moving away target is pointless. Key point: always remember that your plasma's take 3 turn to armed so never fire them lightly as you will be giving up the initiative to your opponent once they're on the map. Use your Psuedo-plasma's sparingly bu DO use them, baiting out that Wild Weasel is a major priority as there is nothing like a WW launch to mess up your day. Gorn players need to understand the tactic named, fittingly, the [https://ghdar.tripod.com/phasers1.htm Gorn Anchor]. Where a seeking weapon user closes to 3 hexes and locks his opponent in a tractor beam. This stops the enemy from running away allowing those plasma torps to hit hard. Of course this is much easier said then done with many different avenues to get your ship into tractor range in one piece. Also know the wild weasel rules clearly as you will face players who use them. In the end never forget Captain S'Thresssh's famous words; ''"I fire one hundrrred points uf plasssma...you die".''
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