Norm's Genesis Galaxies Workshop - The Genesis Project

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By Norman Dizon (Ichaborn) on Saturday, August 23, 2025 - 05:32 pm: Edit

EUROPA DRONE SUPPORT SHIP SSD
Link to the Europa Drone Support Ship SSD

SECTOR 50

EUROPA SHIPS
(50R1.2) DRONE SUPPORT SHIP (DSS):


When Europa initially acquired Drones, they launched their first Drone Support Ships. The Europa Drone Support Ship carried one Type-A Drone Rack (with Type-I Drones) and two Defense Phasers. The small ship was fast enough to keep up with a Europa Heavy Cruiser, which it often supported. The Drone Support Ship would provide missile support during Europa Fleet Engagements, and on occasion, if a target had little to no defenses, long range Drone Bombardment on stationary targets. The Drone Support Ship possessed additional cargo space to store Drone Stockpiles.

DESIGNER NOTES:

When the Europa Heavy Cruiser was launched into service, Europa had not yet acquired Drones. As the Drone Acquisition came later, a new ship design was required to carry the Drone Rack. Europa decided that this new ship would not be a front line combatant, but more of a support ship, and that it would be much smaller than their Heavy Cruiser (in order to save on cost).

The Drone Support Ship fulfills its purpose, but there are many way to improve on its design. Europa would institute these improvements later in the Timeline, each time trying to make the Drone Support Ship more efficient and economical.

By Norman Dizon (Ichaborn) on Sunday, August 24, 2025 - 05:11 pm: Edit

FERROUS HEAVY CRUISER SSD
Link to the Ferrous Heavy Cruiser SSD


SECTOR 50


FERROUS SHIPS
(50R13.1) HEAVY CRUISER (CA):


The Ferrous Heavy Cruiser was a slow moving vessel carrying three Offensive Radiation Phasers, two Defense Radiation Phasers, and two Light Implosion Torpedoes. Noted for its high Power Curve, the Ferrous Heavy Cruiser was layered with Armor which helped to bolster the starship's defenses (and provide an alternate food source for the Ferrous). Implosion Torpedoes were deadly weapons, but concentrating them both required that the Ferrous Heavy Cruiser keep the opponent directly off of its bow. The Ferrous are immune to radiation, a fact which allowed them to utilize the hazardous weapons installed on their starships.


DESIGNER NOTES:


The Ferrous Heavy Cruiser is roughly half of the Trobrin Heavy Cruiser. As with other Sector 50 starships, a decision had to made regarding two different types of Heavy Weapons. Settling on Implosion Torpedoes, the Ferrous Heavy Cruiser flies somewhat like a Gorn (but with the oddities that come with Implosion Torpedoes). Note that Implosion Torpedoes do not have Pseudos, cannot Envelop, or Bolt.

The Ferrous Heavy Cruiser retains the Armor from its original design. This resulted in weaker shields than usual in Sector 50, so handling the Ferrous Heavy Cruiser's defenses in battle should be interesting.

In conclusion, the Ferrous Heavy Cruiser is a good addition to Sector 50. Its auto-hit Radiation Phasers and strange Implosion Torpedoes bring different tactics to the Sector 50 battlefield. When the Ferrous develop Implosion Bolt technology in the future, they will gain a direct fire weapon on par with a Photon Torpedo.

By Steve Cole (Stevecole) on Monday, August 25, 2025 - 02:05 am: Edit

Very impressed with your creativity, Norman. Go forth and conquer.

By Norman Dizon (Ichaborn) on Monday, August 25, 2025 - 03:45 am: Edit

Your words honor me greatly, SVC. You and SPP have shown me the way, and that fire has been magnified by Bruce Graw and Ken Burnside.

May all of my work give honor back to the original people who inspired me.

By Norman Dizon (Ichaborn) on Monday, August 25, 2025 - 04:24 pm: Edit

BETHLEHEM
STARDATE 08.25.25
DRAGON'S TEETH

Link to previous Bethlehem entries


Captain Abrams entered his Ready Room with a stern look on his face. He immediately acknowledged Commander Rahab, his First Officer, who was waiting for him. Captain Abrams sat down in his chair and Commander Rahab stood directly behind him.

The monitor on the table in front of them began to shimmer. Slowly, an image took shape. An elderly man with face of stone.

"Admiral Iddo," Captain Abrams said in a deep voice.

"Captain, Commander," Admiral Iddo replied, staring at the two people in charge of the Bethlehem. He had full confidence in them both. "Let us dispense with the formalities. We need to get right down to business."

Captain Abrams and Commander Rahab waited with anticipation.

"We lost the Sirach and the Tobit Systems to the Fallen. Our forces are regrouping in the Zechariah System. An Abominus Fleet, a Furyon Fleet, a Harvester Fleet, and a Grimwrought Fleet are closing in on the surviving Chosen Fleets as we speak. I'll be perfectly candid...I'm not sure we can keep them from advancing even further into Chosen Territory."

Captain Abrams' face was full of worry. "The Sirach and the Tobit Systems have a combined population of over eight billion inhabitants. What is their status?"

Admiral Iddo became quiet. He shook his head and said, "Ninety percent of the population has been exterminated, the rest will be used as hosts for breeding, turned into slaves, mutated into abominations, or taken for experimentation. I'm sorry, Captain. You know what we are facing here."

Captain Abrams clenched his fist. A look of determination formed in his eyes. "So when does the Bethlehem leave to join the remaining Chosen Fleets?"

"You won't be joining our forces," Admiral Iddo stated as a fact. Captain Abrams and Commander Rahab were surprised. "In the middle of all the conflict, a small fleet composed of Warmonger and Horrid starships slipped past our forces. They are headed for the Jordan System. The Bethlehem is being sent to intercept them."

Captain Abrams thought for a moment. "The Library of the Magi is in the Jordan System. To destroy that ancient repository of knowledge would be a devastating and demoralizing blow to all civilizations."

"We cannot allow that to happen, Captain. You must stop them. The nearby planet, Cyrene, has a population of seven million people. Their lives are all in your hands as well."

Captain Abrams took in the task before him. While he was contemplating the situation, Commander Rahab asked, "What is the composition of the Warmonger and Horrid Fleet?"

"Four Destroyers and six Frigates," Admiral Iddo answered.

"Will no other ship be joining us?" Captain Abrams inquired. The Bethlehem would fight them alone if necessary.

"I have only one other ship in that area that I can spare. A Siren Heavy Cruiser, the Lorelei, will be rendezvousing with the Bethlehem before you engage the enemy. The Lorist also have a police sized starship that watches over the Library, but I fear she will be of little use to you in the conflict."

"Two Heavy Cruisers against four Destroyers and six Frigates?" Captain Abrams said aloud, although he was actually speaking to himself.

"You have to win this battle, Captain Abrams. You MUST win this battle. I know you will do what must be done. Now, other matters require my attention..."

Captain Abrams and Commander Rahab nodded. Before he turned off the monitor, he looked the Admiral in the eyes and said,

"IN LIFE OR...IN DEATH...WE SERVE THE CHOSEN."

By Norman Dizon (Ichaborn) on Tuesday, August 26, 2025 - 06:22 pm: Edit

OLD GUARD
STARDATE 08.26.25
SECTOR 50

Link to previous Old Guard entries


Captain Stephanos Severick awoke to find himself in a strange sickbay. It was some kind of alien ship where even the walls seemed alive. Tending to him was a medibot and a squid-like humanoid nurse. It wasn't long before he figured out he was on a Krakenfish Dreadnought. He rested until he regained a good portion of his strength. Then he sat in his Anti-Grav wheelchair and was led to a nearby conference room.

Waiting for him was Captain Melina Dequest, his old love, Descry Brookside, his First Officer, and Admiral Beddiax, the person who initiated the offensive to destroy the Babylon P10A Battleship. She was also a good friend who he has known for a long, long time.

"Welcome back to the land of the living, Captain Severick," Admiral Beddiax said with a hint of fondness in her voice. "We are all happy that you survived your encounter on the Bridge of the Old Guard. However, it was your own inept decisions that put you and your crew into that position. Now it is time to face the consequences. This is an informal hearing due to our current circumstances."

Captain Dequest and Commander Brookside were quiet as Admiral Beddiax spoke. They simply kept their eyes fixed on Captain Severick.

"The Old Guard's orders were to protect the Europa Dreadnought, Stonehenge. Yet you broke formation and gave orders to provide assistance to a Europa Heavy Cruiser, the Parthenon. Captain Melina Dequest commands the Parthenon. Commander Brookside, did you not protest and inform Captain Severick that he was disobeying direct orders?"

"Yes, Admiral Beddiax, I did," Descry answered in a reluctant voice.

Admiral Beddiax turned her gaze back to Captain Severick. "Explain yourself, Captain Severick."

Captain Severick was quiet. He sat proudly in his Anti-Grav Wheelchair, with a straightened back and a lifted chin. Finally he said, "Many years ago, I made a grave error regarding Captain Dequest. It was a personal matter and we were lovers. But duty and Captainhood tore us apart. I put my career ahead of my feelings for Melina. And I have regretted it every day since."

Captain Severick looked over at Captain Dequest. Their eyes met and remained locked on each other.

"Haven't you ever made a mistake you regretted, Admiral? One that you would have given anything to fix? When I saw the Parthenon under heavy fire, and realized that Captain Dequest was about to die...that I was going to lose her forever...I had to act. Orders or no orders, I had to save her. No matter the cost."

"And that cost was high, Captain Severick," Admiral Beddiax replied while shaking her head. "The Old Guard was wrecked and much of your crew was lost. Unfortunately, you used Europa assets and the lives of your crew to 'correct the errors of your past.' That is unacceptable, Captain Severick."

Admiral Beddiax looked away for a moment. She took a deep breath. Then she resumed the sentencing.

"Captain Severick, for disobeying direct orders during a time of war, I should strip you of your rank, court martial you, and throw you in the brig. However, because of your extremely long and distinguished career, all the lives you have saved over the course of that career, your reasons for disobeying direct orders...and because I am your good friend...I am going to overlook your recent actions. The official story of what happened will look quite different from what has been discussed today in this room."

"You see, Captain Severick, Europa Command has great need of the Old Guard, particularly right now. You may wonder what I am doing on a Krakenfish Dreadnought. The P10A Battleship was only a cover story for the Europa offensive. Our real reason for being here involves a Rift that was discovered by Babylon inside of their space. Through this Rift, Babylon made contact with an enemy empire, one far more advanced than Europa. We have to close that Rift permanently, Captain Severick, no matter the cost."

Captain Severick was intrigued, and shocked, by the revelation. If he could have stood up at attention, he would have. "I am at your disposal, Admiral!" he said in a loud, stern voice.

"The Old Guard is being repaired as we speak. Commander Brookside will fill you in on the details of our plan. I expect you to follow your orders to the letter, Captain Severick. That is all."

Admiral Beddiax moved to leave the conference room, but Captain Severick intercepted her in his Anti-Grav Wheelchair.

"Admiral, you have my apologies. I promise to do better in the future."

Admiral Beddiax tilted her head and peered at Captain Severick with one eye.

"Don't tell me, Captain Severick..."

"TELL EVERY CREW MEMBER WHO DIED UNDER YOUR COMMAND WHILE SAVING THE PARTHENON."

By Norman Dizon (Ichaborn) on Friday, August 29, 2025 - 07:58 pm: Edit

MALLARAN RAGE HEAVY CRUISER SSD
Link to the Mallaran Rage Heavy Cruiser SSD


THE MITRAX GALAXY


MALLARAN SHIPS
(MXR4.1) RAGE HEAVY CRUISER (CA):



The Mallaran Rage Heavy Cruiser was a feared predator in the Mitrax Galaxy. Not for its sheer firepower, but for its tactical flexibility. Armed with Two Plasmatrons, Two RAM Torpedoes, two Multi-Purpose Defense Systems, Four Type D Proton Dischargers, and four Type B Proton Dischargers, the Mallaran Rage Heavy Cruiser was a match for any other Heavy Cruiser. The addition of two Viper-1 Fighters only escalated its firepower. However, it is the Blur Device incorporated into the hull of the Mallaran Rage Heavy Cruiser that took it to a whole new level in the Mitrax Galaxy. It is understandable why many Mitrax Captains chose not engage the Mallaran Rage Heavy Cruiser in direct combat on the battlefield.


DESIGNER NOTES:


There were four primary issues with the Mallaran Rage Heavy Cruiser that needed to be addressed. They were the Plasmatron, RAM Torpedoes, Proton Dischargers Type D, and the Blur Device. Secondary issues involved the Energy Cells (Absorbers) and the Fighters.

The Plasmatron Table was fine as is when fired in standard mode. This was slightly better than a Fusion Beam fired in standard mode, although with better range and a higher arming cost. The issue had to do with Overloaded Plasmatrons. Francois indicated that, when overloaded, the damage on the standard Plasmatron Table should be doubled. This would mean that a single Overloaded Plasmatron could generate 28 points of damage at range 0-1 and up to 20 points of damage at range 4-8. Remember, that the Plasmatron is a Range-of-Effect weapon with auto-hit out to range 4-8. This high damage simply would not do, even with the higher arming cost.

To bring the Overloaded Plasmatron more into Alpha Sector standards, an Overloaded Plasmatron Table was developed (instead of simply doubling the standard Plasmatron Damage). This new table features damage which is more in line with an Overloaded Fusion Beam. The higher arming cost for an Overloaded Plasmatron is now comparable to the arming cost for an Overloaded Fusion Beam.

One might say that the original Overloaded Plasmatron damage of 28 points is similar to a Suicide Overloaded Fusion Beam. The difference is the Fusion Beam is marked destroyed when it generates that much damage; the original Overloaded Plasmatron is not marked destroyed.

The RAM Torpedo needed little adjustment in terms of rules and functionality. However, Francois once more required calculations (slowing down gameplay and leaving room for error) to be made on the fly during the RAM Torpedo's usage. To solve this, a new RAM Torpedo Table was developed that clearly showed the Damage as the RAM Torpedo moved. Also, the actual Speed of the RAM Torpedo was noted, rather than showing the Speed as a function of Hexes Moved.

Dealing with the phaser damage to RAM Torpedoes required further examination. Francois indicated that every two points of Phaser damage reduced the Damage Multiplier by one. This verbage is confusing and needed clarification. He gives an example where twelve points of phaser damage completely destroys a RAM Torpedo, but eleven points of phaser damage does not destroy it. So what he means is that if a RAM Torpedo is moving at Speed 32, it will score 6 damage upon impact, therefore 12 points of phaser damage will destroy it. This means that a RAM Torpedo which would cause 12 damage upon impact would require 24 points of phaser damage to be destroyed. It also means that a RAM Torpedo which would cause 18 damage upon impact would require 36 points of phaser damage to be destroyed.

This can be confusing to the reader. For clarification, it should read that 'a minimum of twelve points of phaser damage is required to reduce the RAM Torpedo's damage by six.' So eleven points of phaser damage would not be enough, just as he states in his example. If a RAM Torpedo is about to impact with 18 points of damage, and you shoot it with phasers scoring 14 points of damage (meeting the minimum of 12 phaser damage), then you have reduced the RAM Torpedo's damage from 18 to 12 (reduction of 6). The extra 2 points of phaser damage (14) above 12 is discarded and didn't functionally do anything more to the RAM Torpedo. In this way, RAM Torpedoes are similar to Quantum Wave Torpedoes.

The Proton Dischargers Type D (formerly Proton Pulse Emitter Type D) are fine as is. The damage table is slightly higher than a Phaser 1 and Francois has a firing cost of 1.5 to account for this. This all makes sense. The issue comes into play when the Proton Discharger Type D is put into a Dual Mount (Type 2), allowing it to be fired twice.

These Mounts, which are numerous in Triangulum and vary in the amounts of shots they allow, turn Phasers into something like X-Phasers. They become "rapid-fire", able to fire multiple shots from a single box on the SSD. For balance (for Non-X-Ships), this is not ideal due to doubling or tripling damage. Also, a single DAC hit takes out, in effect, "two Phasers" with only one internal point.

It could be argued that the PH-P, PH-C, or Gatling achieves similar results. True, but they are typically restricted to a certain empire (Nicozians, Borak, Hydrans). The various Mounts allow multiple shots to be used by more than one empire (see EN100.0 and EN100.171). A type of Gatling should be fine in the Mitrax Galaxy as long as its use is limited and restricted.

To solve the problem of Proton Dischargers Type D and Dual Mounts (Type 2), I simply broke the Dual Mount into two separate Proton Dischargers Type D. This keeps the firepower the same (as Francois originally intended) and solves the issue of a single DAC hit taking out the whole mount. Therefore, two P2Ds became four PD-Ds (basically the equivalent of four PH-1s).

The Multi-Purpose Defense System was similar and yet different to the Short Range Cannon. In fact, there were elements that made it worse in a way. So I left the Multi-Purpose Defense System as is.

The Blur Device is something that I questioned. If you (the empire) have this kind of technology for fighters, why not for larger ships? One could say well the technology only works on a small scale. Then it becomes a technobabble argument instead of one based on game mechanics.

I almost thought the Blur Device was too good. Preventing seeking weapons from launching at you and imposing a significant penalty on all direct fire weapons was almost too good. Plus having no time for Activation; it works instantaneously. But then it was noted that the Blur Device lasts only for 8 impulses and that any seeking weapons already locked onto you still continue on normally. Additionally, you cannot fire, launch, or guide while using the Blur Device. So there was a tactical element to using the Blur Device. You gained great benefits at great costs and had to plan exactly when to use the device.

This led me to expand the use of the Blur Device to the starship level. It made sense technologically (so that the empire would have the technology for both fighters and starships, not just fighters) and it greatly expanded the Mallaran's tactical depth in battle. They now have a device similar to a Cloaking Device and yet much different. This also means that opponents will need to develop new tactics to counter its use. The one thing I needed to add was a "cool down" period so that the Blur Device could not be used every turn without penalty.

The Maximum Alpha Strike looks a bit low compared to other Alpha Sector empires, but this is because the two fighters were not added into the calculations. If you add two more Proton Dischargers Type B and two more Plasmatrons (limited in range), the Maximum Alpha Strike goes up significantly. But to be able to add those numbers during real time combat, both fighters will have to make it to the proper firing positions.

To keep the Fighters as the most basic possible, I used Viper-1-P's with the Mallaran Rage Heavy Cruiser. As more advanced fighters get introduced (with game balance carefully considered), the Fighters can be upgraded.

Having two Energy Absorbers (now called Energy Cells) was also very questionable. That led to a total of eight Reserve Power, which was significantly higher than Alpha Sector Heavy Cruisers (which have four and rarely, five Reserve Power). However, the Energy Cells (Absorbers) "leak" energy every turn, so I decided to leave them as is for now. Playtesting will determine if the Reserve Power is too high for the Mallaran Rage Heavy Cruiser.

All in all, the Mallaran Rage Heavy Cruiser makes a fine addition to the Mitrax Galaxy. It has one of the most varied tactical games out of all the current Mitrax Galaxy Heavy Cruisers. The short ranged Plasmatron and the dual Fighters make the Mallaran Heavy Cruiser fly like a Hydran. The RAM Torpedoes make the Mallaran Heavy Cruiser fly similar to a Klingon. And the Blur Device makes the Mallaran Heavy Cruiser fly like a Romulan. Put it all together and you have something never seen before in the Mitrax Galaxy.

By Norman Dizon (Ichaborn) on Saturday, August 30, 2025 - 05:22 pm: Edit

MALLARAN FRENZY HEAVY CRUISER SSD
Link to the Mallaran Frenzy Heavy Cruiser SSD


THE MITRAX GALAXY


MALLARAN SHIPS
(MXR4.2) FRENZY HEAVY CRUISER (FCA):



The Mallaran Frenzy Heavy Cruiser was a rare, improved version of the Mallaran Rage Heavy Cruiser. The Mallaran Frenzy Heavy Cruiser featured Four Plasmatrons, two Multi-Purpose Defense Systems, four Type D Proton Dischargers, and four Type B Proton Dischargers. Lacking any RAM Torpedoes, the Mallaran Frenzy Heavy Cruiser was incorporated into close range assault missions, where the full power of its Plasmatrons could be used to maximum effect.

The Mallaran Frenzy Heavy Cruiser was also improved by giving it more power, another layer of Neutronium Armor, and additional Tractor Beams. The number of Viper-1 Fighters was increased from two to four, adding even more Plasmatrons to the total Plasmatron count available to the Mallaran Frenzy Heavy Cruiser.


DESIGNER NOTES:


The Mallaran Frenzy Heavy Cruiser falls slightly below the Fury Dreadnought in terms of firepower. The two look similar, but the Fury Dreadnought is built on a naturally larger hull.

The Mallaran Frenzy Heavy Cruiser replaces the two RAM Torpedoes with two additional Plasmatrons. This will increase the starship's short range firepower, but reduce its long range combat ability. This is very important to note. The Frenzy Heavy Cruiser will never be deployed against a moving target it cannot catch which utilizes long range attacks (meaning weapons effective beyond the range of the Plasmatrons).

But other changes were needed to support these changes. First of all, the Frenzy Heavy Cruiser was given more power to charge the additional Plasmatrons. Two more Tractor Beams were installed to help ensure a Gorn Anchor at close range. The Neutronium was increased to help protect the new Plasmatrons. Lastly, two additional Viper-1-P's were added to bring the total Fighter count aboard the Frenzy Heavy Cruiser to four.

Clearly, the Mallaran Frenzy Heavy Cruiser was a specialized starship that was not wasted in any general combat. Its use and deployment was carefully planned beforehand, making sure all of the Plasmatrons were used to their highest advantage. Frenzy Heavy Cruisers were almost always escorted by additional starships for added protection. A great deal of money, effort, and resources went into improving the Rage Heavy Cruiser, so the Frenzy Heavy Cruiser was treated as a highly valuable asset.

By Norman Dizon (Ichaborn) on Sunday, August 31, 2025 - 06:20 pm: Edit

SIDHE HEAVY CRUISER SSD
Link to the Sidhe Heavy Cruiser SSD

FIMBULVETR

UNITY

SIDHE SHIPS
(FR1.8) HEAVY CRUISER (CA):



The creation of the Sidhe was unexpected. On Planetbase, after a long trek from the Other Sector, two hated enemies clashed: dark matter beings and faerie butterflies. Their conflict accidentally activated the Melding Device...with them inside. The result was the Sidhe, strange primal faerie beings who claimed to exist before both the dark matter beings and the faerie butterflies. More Sidhe would follow until finally, a damaged dark matter vessel was merged with a damaged faerie butterfly starship. The first Sidhe Heavy Cruiser was born, with many more Sidhe vessels to be created in the future for use in the war against the Neo-Invaders.

The Sidhe Heavy Cruiser combines the best of the broken vessels flown by the two hated adversaries. Armed with Four Fireballs, Three Dark Matter Torpedoes, Three Flame Shields, and Eight Heavy Dark Matter Pulsars, the Sidhe Heavy Cruiser was a Nimble Ship that could perform High Energy Turns with little chance of Breaking Down. The Sidhe Heavy Cruiser retained two essential features from its predecessor: Soul Shields and the Dimensional Phase Device. Soul Shields turned the Sidhe Heavy Cruiser into a formidable opponent in battle, greatly augmenting its defenses, while the Dimensional Phase Device was crucial in allowing Sidhe starships to penetrate deep into Neo-Invader Held Territories.


DESIGNER NOTES:


The Unity Sidhe Heavy Cruiser is unique in Fimbulvetr because it marks not simply the beginning of a new type of starship, but rather the creation of a new (or old) species of beings, who are now themselves, their own unique empire. The Sidhe hate neither the Faerie Butterflies or the Dark Matter Beings.

The main concern with the Sidhe Heavy Cruiser is whether it is too powerful or not. Fimbulvetr falls outside of normal balance guidelines, because it describes survivors of a Lost War trying to fight back against the unstoppable Neo-Invaders from their highly advanced Planetbase. This means I cannot simply compare one Heavy Cruiser versus another Heavy Cruiser and make sure they are balanced. I cannot even compare weaponry to make sure they are balanced. Although I dislike the notion, Fimbulvetr will have to rely on two things to achieve game balance: BPV and Playtesting.

The Fimbulvetr Design Paradigm allows for the rewriting of rules which I believe are unbalanced or have some kind of issue. This applies specifically to the Fireball. With the damage levels Standard Mode generates (similar to a Disruptor but possibly worse), the Fireball should be a single turn arming weapon. Waiting two turns to generate damage which is possibly less than a Disruptor doesn't make sense. However, Overloaded Fireballs should require two turns to arm, due to their unique enveloping nature. The fix was, therefore, easy and simple: change Standard Mode to arming in one turn and leave Overload Mode as two turn arming. The costs just needed slight revisions.

The Sidhe Heavy Cruiser is truly unique. It flies both like a Loriyill and at the same time, like a Souldra. That means that tactics which work for either of them, should also work with the Sidhe Heavy Cruiser. Still, the synthesis of these two technologies will surely lead to the development of brand new tactics (unrelated to the original empires).

By Norman Dizon (Ichaborn) on Monday, September 01, 2025 - 04:22 pm: Edit

DALEEN FIRST CRUISER SSD
Link to the Daleen First Cruiser SSD

PROJECT-X
MINOR EMPIRES


Project-X is sprinkled with hundreds of minor empires, each with their own tiny fleet. Often, these tiny fleets will serve and defend a single planet or a small group of planets. Over the course of the Project-X Timeline, these Minor Empires would play different roles in the grand scheme of events. Some of the Minor Empires would forge alliances with Major Empires, such as the Republic. Other Minor Empires would share their technology and incorporate foreign technology into their own small fleet. Still other Minor Empires would act aggressively and ultimately get destroyed by one of the Major Empires. And some Minor Empires succeeded in being left alone, staying within their own boundaries no matter what was going on in the galaxy around them.

Presented here is one of the many Minor Empires of Project-X.


(PXR51.1) DALEEN FIRST CRUISER (FCA):


The Daleen First Cruiser was designed primarily for exploration and had limited fighting capabilities. Later comparisons to the Republic First Cruiser would indicate that the Daleen First Cruiser had significantly weaker shields, less overall power, only one heavy weapon, and less systems in general. The Daleen First Cruiser was also slower. Additionally, Delta Rays produced the same damage output as a Phaser-VI, but fired less often. The Delta Bolt, while extremely accurate, was far less destructive than a Kinetic Torpedo.

However, the Daleen First Cruiser did have some advantages, which Republic Engineers would later try to duplicate. The Delta Bolts were capable of firing in any direction, a feat which was unheard of during the First Era. The Delta Rays had impressive firing arcs as well. But most astounding was the incredible maneuverability of the Daleen First Cruiser. None of the Republic Cruisers ever come close to the same type of maneuverability that the Daleen First Cruiser had. Republic Engineers theorized that the unique turning ability of the Daleen First Cruiser was due to its shape, but this was never truly confirmed.


DESIGNER NOTES


Each Minor Empire is always examined and described through the lens of one of Project-X's Major Empires, typically the Republic or the Regime. When each Project-X Minor Empire is designed, there will almost always be some kind of technology or weapon which will have a later effect on a Major Empire and its fleets. However, in a few cases, it is the Minor Empire which will completely benefit from the association with the Major Empire. Such is the case with the Daleen.

This SSD was created back in 2016.

By Norman Dizon (Ichaborn) on Wednesday, September 03, 2025 - 07:07 pm: Edit

TUATHA DE DANANN
STARDATE 09.03.25
FIMBULETR

Link to previous Fimbulvetr entries


Captain Dagda sat in his command chair like an ancient king of old. He was troubled, not by his current mission, but by the status of his people. Resembling a strange, translucent, goblin-like figure, Captain Dagda possessed withered and torn bat wings which sprang out of his back. To mortal eyes, his form seemed to be constantly shifting and changing, never set permanently on any fixed shape.

The Sidhe had returned after a millennia of being away. And what did they find? Man, not one of the First Races, but a later creation, fighting the same endless wars he has always fought. Has Time taught them nothing? Is this all they were ever Destined for? The Sidhe have been gone for so long, and yet the creatures known as mankind have not changed at all. True, their technology has changed and they now roam the stars. But how little Man himself has changed.

Even the descendants of the Sidhe are disappointments. What have the Butterflies accomplished with their xenophobia? They let no one approach their Home Stars, supposedly for good reason. And the Dark Matter Spirits? What have they accomplished with all their attempts to conquer Life and drain the essence from it? Has anything come from your bitter wars with the Butterflies? Haven't either of you realized yet that brothers should not fight one another?

Captain Dagda sighed. He closed his eyes, remembering a time when the Sidhe were spread out across the whole universe. Entire galaxies were theirs and they watched over them well. The Invisible Realm was sacred and glorious. And it would be again. Captain Dagda swore it. But it would take time. There were so few Sidhe at present. And these ships they commanded, a fusion of Butterfly technology and Dark Matter Spirit technology, were so archaic and limited.

"Captain, we are approaching Outpost Mag Tuired. Ready to deactivate the Dimensional Phase Device on your command."

Ah, the mission is complete at last, Captain Dagda thought. Slip past Neo-Invader lines like a ghost and record their fleet formations, shipyard construction, logistics, resources, troops, and points of vulnerability. Then return back to Outpost Mag Tuired so the vital information could be transmitted back to Unity Command on Planetbase. Outpost Mag Tuired was equipped with its own specialized Dimensional Phase Device so it could remain hidden for extended periods of time. The Tuatha de Danann has performed this mission several times now without any problems.

"Bring us back into Real Space."

The Sidhe Heavy Cruiser slowly materialized out of the black night of space. It was as if a ghost has returned from the realm of the dead. A strange starship, the Tuatha de Danann was a long, crystalline vessel with huge, black, gossamer wings. It resembled more a dark cloud moving across a night sky than a real substantial object.

"Captain Dagda, Outpost Mag Tuired has been destroyed!!"

"What? Give me immediate scans of the vicinity! Search for any Neo-Invaders!"

The Science Officer analyzed his display and then gave his Captain a grim look.

"I'm picking up four Neo-Invader Trappers, six Neo-Invader Hunters, and three Neo-Invader Beholders."

Ingenious, Captain Dagda thought, as his white eyes squinted. Neo-Invader Trappers to catch us when we rematerialize into Real Space. Neo-Invader Hunters to ensure any resistance would be crushed. And Neo-Invader Beholders to continuously run deep scans of the surrounding area. The Neo-Invaders proved the success of these tactics against Cloaked and Phased starships when they conquered the Home Sector and the Other Sector.

No doubt they discovered Outpost Mag Tuired and destroyed her.

And now, here we are, weary from our journey, right in their arms.

LIKE A FLY CAUGHT IN A SPIDER'S WEB.

By Norman Dizon (Ichaborn) on Monday, September 08, 2025 - 08:15 am: Edit

DANTERAI SVERDLOV HEAVY CRUISER SSD
Link to the Danterai Sverdlov Heavy Cruiser SSD

'** THE DANTERAI WERE ORIGINALLY DESIGNED BY CHRIS FANT AND ROBERT COLE **


UNEARTHED TAPES (SUB-ALPHA)


THE DANTERAI

DANTERAI SHIPS
(UTR2.1) SVERDLOV HEAVY CRUISER (CA):



The workhorse of the Danterai Navy. The Sverdlov Heavy Cruiser was a powerful starship which was equipped with Six GK-5 Cannons (mounted in Turrets), Eight Rapid Pulse Cannons, Two MX-1 Defensive Missile Racks, and Four MX-2 Offensive Missile Racks. The starship was known for its lack of maneuverability and strong forward shields. It was well known that the Danterai Sverdlov Heavy Cruiser was nearly impervious to seeking weapons and fighters due to its Rapid Pulse Cannons and MX-1 Defensive Missiles.


DESIGNER NOTES


The Danterai are a unique, well crafted empire. My congratulations go to Chris Fant and Robert Cole on an excellent design.

Chris and Robert seemed to have named their designs after old Russian navy vessels, so I continued their theme.

From existing SSD's, I extrapolated the Danterai Heavy Cruiser (not the Cruiser or the Tournament Cruiser, but a Heavy Cruiser), keeping in mind that the Unearthed Tapes Design Paradigm calls for balance with the Alpha Sector. Therefore, the Danterai Heavy Cruiser should be roughly equal to a Alpha Sector Heavy Cruiser.

The Danterai Heavy Cruiser SSD was finished and I was calculating the Maximum Alpha Strike and Total Internals. This is where I ran into a problem. The Danterai Heavy Cruiser that I extrapolated had a Maximum Alpha Strike of only 83 and only 99 Total Internals. In terms of being equivalent with Alpha Sector Heavy Cruisers, this would not do.

In order to fix the problem, I ended up having to add two more RPC's and two more MX2 Missile Racks. This also led me to explore and analyze the Danterai's weaponry from a different perspective.

In terms of game balance, RPC's function as Phasers for the Danterai, scoring roughly equivalent to a PH-2 and limited to a range of ten hexes. For Phasers, this already puts the Danterai at a disadvantage compared to other Alpha Sector Heavy Cruisers (who typically employ the PH-1). Yes, the RPC's double as a high powered Gatling for seeking weapon/fighter defense, but the low offensive power of the weapon cannot be ignored.

MX-2's work perfectly for offensive Drone type weapons. Not being able to turn (only sideslip) is reminiscent of the Mitrax Galaxy's RAM Torpedoes. However, MX-2's are significantly different.

MX-1's are excellent for seeking weapon/fighter defense.

And that leaves the GK-5 Cannons mounted in the Turrets. These are interesting weapons that score a set amount of damage. Their to-hit is modified by the target speed, which adds to the tactical depth of the weapon. And any internals scored by the GK-5 is doubled.

The issue with the GK-5 is the amount of damage. It only scores three points. Even with doubled damage for internals, that is only six points. Yes, the weapon can fire every twelve impulses, but you will most likely be hitting a different shield by then, not concentrating your fire.

It is because of the GK-5's and the RPC's that the initial Maximum Alpha Strike was so low. The Danterai simply don't have any heavy hitting weaponry, other than their MX-2 Offensive Missiles. If it were up to me, I would increase the GK-5's damage to 5 or higher, and possibly extend the range on the RPC's. I also question the Turn Mode E, which is terrible (and sure to be a huge factor in combat). I believe this was done to offset the Turrets. But I wanted to keep the original intentions of the designers as much as possible, at least to start, so I will leave any necessary changes up to Playtesting for now.

The Dantrai Heavy Cruiser is still a great addition for the Unearthed Tapes (Sub-Alpha). The only other empire at present is the Tychor, which is a Plasma based ship. The Danterai provides a good counterpart because it is a Drone based ship. More to come for the Unearthed Tapes in the future.

By Norman Dizon (Ichaborn) on Sunday, October 12, 2025 - 06:17 pm: Edit

OLD GUARD
STARDATE 10.12.25
SECTOR 50

Link to previous Old Guard entries
Link to Sector 50

"STAY THE COURSE!!" Captain Severick yelled while holding onto the arms of his Command Chair tightly.

Europa's Secret Mission, led by Admiral Beddiax, to close the Rift discovered by Babylon which led to another Universe, quickly went south as Captain Severick highly suspected it would. There were simply too many unknowns, placing the odds of success squarely against Europa and its allies. While the Combined Fleet composed of Europa, Krakenfish, Roman, Orsian, and Beardus starships was impressive, they had no idea what they would be facing.

Captain Severick had been right, although he wished with all his heart that he hadn't been.

A circular starship as large as a starbase, the likes of which no empire in Sector 50 had ever seen, emerged from the Rift, escorted by Babylon and Black Flock starships. To Babylon's surprise, as soon as the enormous vessel was successfully through the Rift, it opened fire on the Babylon and Black Flock starships. They were tiny compared to this titanic monstrosity. In a matter of moments, every Babylon and Black Flock starship had been ripped to shreds.

Europa's Combined Fleet arrived just in time. Admiral Beddiax immediately gave the order to attack the Gigantic Invader from another Universe. As the Combined Fleet closed in, the strange Invader activated inconceivable devices which it carried as part of its arsenal. The Combined Fleet found itself scattered in different directions, its formation disrupted by these strange, foreign devices. Reality itself had been warped to transport each starship to a distant, random location.

Stephanos knew at that moment there was no way they could win this battle. The only way to achieve victory was to complete the mission they came here for - close the Rift forever so that nothing else could come through into Sector 50.

Captain Severick ordered his Science Officer, Mister Iblis, to work with his Chief Engineer, Pavlos Freeman, to construct a device which would close the Rift permanently. Despite objections and pushback from his two Officers, Captain Severick made it clear to them that if they did not succeed, everyone on the Old Guard was as good as dead, along with everyone in the Combined Fleet. Mister Iblis and Mister Freeman then worked feverishly on the device, determined to succeed at all costs.

Two Krakenfish Destroyers died as they were pummeled by a barrage of Phasers from the gigantic Invader. A Roman Light Cruiser fired its Tachyon Guns while an Orsian Heavy Cruiser launched its Plasmas and Drones in conjunction with Plasmas launched by a Beardus Battlecruiser. All of the weapons struck true, hitting the gigantic Invader which appeared to be without Shields. However, to the shock of everyone in the Combined Fleet, the damage from the assault was absorbed by otherworldly Panels. It was as if the Invader had not been struck at all. In response, Beams shot out of the Invader, hitting the Roman Light Cruiser, the Orsian Heavy Cruiser, and the Beardus Battlecruiser. The Beams, which were a type of highly advanced Tractor Beam never seen before in Sector 50, literally ripped each starship apart until only a mass of floating debris and dead crewmen were left floating through space.

To make matters worse, smaller Invader starships suddenly appeared in tactically advantageous positions around the Combined Fleet. It seemed as though they were carried inside the belly of the much larger Mothership. Each of these smaller Invaders was more than a match for each of the starships within the Combined Fleet.

Mister Iblis and Mister Freeman informed Captain Severick that the device was completed, but that it must be detonated from within the Rift. In other words, the Old Guard had to enter the Rift and then activate the device to completely destroy the Rift. Without hesitation, Captain Severick gave the order to fly straight into the Rift.

However, one of the smaller Invaders was chasing the Old Guard. A strange vessel, it drew power from its many Batteries and channeled the energy into a single massive weapon. The powerful energy discharge hit the Old Guard from behind, crushing their fourth shield and scoring internal damage. The Old Guard shook and its lights flickered, but its additional armor saved it from being destroyed.

"Captain, should we perform a High Energy Turn to return fire with our Photon Torpedoes?" Mister Schuler, the Old Guard's Tactical Officer asked with his adrenaline pumping.

"Negative!" Captain Severick answered in a loud voice. His eyes were glued to the View Screen and the rapidly approaching Rift. "Mister Bacchia, stay the course! Take us directly into the Rift! Mister Iblis and Mister Freeman, activate the device the second we are in the Rift!!"

"Aye aye, Captain!" Mister Bacchia replied with both hands frantically working his console.

The Old Guard flew into the Rift at high speed. The device was activated.

TO ADMIRAL BEDDIAX, WHO WATCHED FROM HER OWN BRIDGE, IT LOOKED AS THOUGH A NEW STAR HAD BEEN BORN.

By Robert Russell Lender (Rusman) on Sunday, October 12, 2025 - 06:56 pm: Edit

Hi Norm,

I find myself unable to keep up with all the Norms Galaxy's things. So many dozens of races and ships and alliances and the like.

Anything you can tell me how it all fits together so I can delve into this more without feeling lost in a storm?

By Norman Dizon (Ichaborn) on Sunday, October 12, 2025 - 09:36 pm: Edit

Hi Robert. Thanks for your interest in the Genesis Galaxies.

Your feeling is understandable. The magnitude of the Genesis Galaxies is sometimes overwhelming to me as well, forcing me to refresh my memory and double check things for time to time.

There is no overarching structure that connects all the Genesis Galaxies together, save for the rare Ichaborn Fiction where he talks about overseeing everything. Rather, each Genesis Galaxy is its own self contained Galaxy. So the Genesis Galaxies (as a whole) is comprised of many different individual Galaxies.

My recommendation (to prevent feeling lost) is the following:
1) Know the Designer Notes (or Design Paradigm) for the Genesis Galaxy you are interested in.
2) Know what Empires currently exist in that particular Genesis Galaxy. Then you will be aware when a New Empire has been added.
3) Know what Ships currently exist for the Empires in that particular Genesis Galaxy. Then you will be aware of when a New Ship has been added to a specific Empire.
4) Know which Fiction is being written for that particular Genesis Galaxy
5) Ignore all other Genesis Galaxies (and material for them) so you don't feel lost or overwhelmed.

For example, a player might like the Omega Sector. This may lead them to be interested in the Proto Sector.
1) The player understands that the Proto Sector seeks to make Omega Empires and Ships as balanced as the Alpha Sector. They like this Design Paradigm and Goal.
2) The player knows that there is currently only Two Empires for the Proto Sector: the Augusta and the Newtlings.
3) The player knows that there is only the Augusta Heavy Cruiser SSD and the Newtling Heavy Cruiser SSD currently available.
4) The player knows there is no fiction for the Proto Sector (yet).
5) The player thus ignores all other Genesis Galaxies and material. This simplifies matters for the player so they do not feel lost. When the player checks my Genesis Galaxies Thread on the BBS, they know to only look for Proto Sector material.

Most SFB players will be coming from an Alpha Sector perspective and are more comfortable with things that are similar to the Alpha Sector. Maybe they don't like new technology or new weapons or anything weird. Those players might be interested in Sector 50 or Mitosis. Both of those Genesis Galaxies utilize Alpha Sector technology and weaponry with the rules unchanged.

Perhaps a SFB player really likes the Early Years. That player might be drawn to the Yesterday Galaxy, whose Design Paradigm is to create Early Years-like Empires and Starships.

Maybe a SFB player really enjoys X-Technology. That player might like the X-Sector or the Young Kingdoms, both of which employ variants of X-Technology in their Design Paradigm.

There may be a SFB player who doesn't mind Tech-Sloshing, and they want to see what the possibilities are with that. That player might find themselves interested in the Prime Sector or Fimbulvetr, both of whose Design Paradigms allow combining Alpha, Omega, and Magellanic technology together to form new unique creations.

Perhaps a SFB player wants to use smaller starships for faster gameplay. They might be drawn to Project-X (Cadet sized ships) or the Pre-History Years (ships even smaller than the Early Years).

Of course, a SFB player might follow multiple Genesis Galaxies for their own reasons, maybe they find them all interesting.

What you definitely don't want to do is stumble across a ship from one Genesis Galaxy, then look at a completely different ship from another Genesis Galaxy, and then look at a third ship from yet another Genesis Galaxy, without knowing what any of the Design Paradigms for those Genesis Galaxies are. That SFB player will almost certainly find themselves lost and confused, particularly if they expect (assume) that all the designs will be identical to the Alpha Sector.

Probably the most important piece of advice is to ignore anything you are not specifically interested in. That will prevent you from feeling lost with all the material.

I always try to note the specific Genesis Galaxy when I post a ship, fiction, rule, or timeline. That way, players know what Genesis Galaxy I am talking about. For example, in the recent Old Guard Fiction, it is noted that the Genesis Galaxy all this is taking place in is Sector 50.

From time to time, I post summaries about what each of the Genesis Galaxies is about, so players will have an easy time identifying what interests them. But usually those posts get buried by other newer posts and players forget about them.

I hope that helps. Of course, I am always here if anyone has a specific question about a specific Genesis Galaxy. Just post your question and I will try to get back to you as soon as I can.

By Robert Russell Lender (Rusman) on Monday, October 13, 2025 - 06:12 am: Edit

That's kind of the point I was making. I don't know in advance what to be looking for or what to ignore.

Have you got something on your website that organizes things by one "Galaxy" or "Area" at a time?

I certainly cannot find it by such organization.

By Norman Dizon (Ichaborn) on Monday, October 13, 2025 - 04:47 pm: Edit

Hi Robert. At the top of the website, there is a main menu. On this main menu, it lists every single Genesis Galaxy. All you have to do is click on the Galaxy you are interested in and it will show you all the posts related to that particular Galaxy.

For example, on the main menu at the top of the website, one of the Galaxies listed is Sector 50. If you were interested in Sector 50, you would just click on Sector 50 and it would show you all the related posts.

Some people don't want to sift through all the related posts. They might be looking for something specific. For example, the Europa empire within Sector 50. In that case, on the right side of the website, all of the Categories are listed including every empire by name. So you would just locate Europa and click on that.

Some players just want to see the SSD's. In that case, you can click on SSD's and they will all come up. You will have to find the one you are looking for.

You can also click on Designer Notes, Fiction, Short Summaries, Timeline, Scenario, Playtest Reports, and more on the main menu at the top.

If you are looking for something specific and you know the name, you can use the Search Bar on the right side at the top.

There is also a Tag Cloud at the bottom on the right which shows all the Tags. You can click on any Tag and view it that way.

Every Genesis Galaxy is also listed under the Categories on the right side. For example, Sector 50 shows both on the main menu at the top and in the list of Categories on the right side.

If you want to just tell me what you are looking for (or not looking for), I can help to point you in the right direction. It might be faster and easier.

By Norman Dizon (Ichaborn) on Monday, October 13, 2025 - 05:32 pm: Edit

REPUBLIC FIRST FAST CRUISER SSD
Link to the Republic First Fast Cruiser SSD

PROJECT-X

REPUBLIC SHIPS
(PXR1.4) REPUBLIC FIRST FAST CRUISER (FFCA):


The Republic was the first to experiment with Fast Cruisers. After removing two Phaser-5's, room was created to extend the warp engines for greater speed. The experiment worked; the Republic First Fast Cruiser could travel faster than any other Republic First Cruiser. However, there were some unexpected results. Because the hull was not designed for such speeds, the Republic First Fast Cruiser suffered in maneuverability and its ability to successfully complete high energy turns. Overall, the Republic deemed the First Fast Cruisers to be a failure. A few Republic First Fast Cruisers were kept operational in order to respond to threats in Republic Space quicker than any other First Cruiser of the era.

DESIGNER NOTES

This SSD was created in 2019. It requires no updates. It should be noted that during the First Era, when all First Cruisers are very limited in speed, possessing great speed potential is a significant tactical advantage.

By Norman Dizon (Ichaborn) on Thursday, October 16, 2025 - 07:53 pm: Edit

EINHERJAR HEAVY CRUISER WITH PHASER CAPSTONE SSD
Link to the Einherjar Heavy Cruiser with Phaser Capstone SSD

2ND OMEGA PROJECT

EINHERJAR SHIPS
(O2R1.1) HEAVY CRUISER WITH PHASER CAPSTONE (CAPH):


The Einherjar Heavy Cruiser with Phaser Capstone was a dominating presence in the 2nd Omega Project. Possessing an abundance of Phasers, the Einherjar Heavy Cruiser with Phaser Capstone carried Eight Offensive Wide Phasers and Four Defensive Wide Phasers. This firepower was supplemented with Four Plasma Cauldrons and Two Stealth Tachyon Missile Racks. Defensively, the Einherjar Heavy Cruiser with Phaser Capstone was protected by thick God Armor which disrupted volleys that would normally cause internal damage. Opponents of the Einherjar Heavy Cruiser with Phaser Capstone soon found themselves stripped of their Shields and unable to fire at incoming Stealth Tachyon Missiles.

DESIGNER NOTES:

The Einherjar Heavy Cruiser sets the stage for the rest of the 2nd Omega Project. It holds some similarities to the Maesron Heavy Cruiser, but also possesses major differences. Overall, the Einherjar Heavy Cruiser is more powerful than the Maesron Heavy Cruiser, but the tactical use of the Maesron's Tachyon Guns makes all the difference. In other words, if played well, the Maesron Heavy Cruiser can still be victorious over the Einherjar Heavy Cruiser. The Einherjar are militaristic warriors with an almost holy mission to conquer the whole of the 2nd Omega Project, absorbing all cultures into its military complex.

There was some difficulty in designing the Plasma Cauldron, the Einherjar's primary heavy weapon. The initial idea was to base the weapon on the enveloping feature of plasma torpedoes, basing the arming cost and damage on that weapon. The Plasma Cauldron, therefore, would be a three turn arming direct fire weapon. The to-hit probabilities would be based on Bolting a Plasma Torpedo.

However, that initial design failed. When I carefully examined the potential damage, internals scored, arming cost, and hit probabilities, they were far too excessive. Consider that a Plasma G can score 20 points of damage and a Plasma S can score 30 points of damage. Enveloping damage calls for these numbers to be doubled before the damage is distributed among six shields: 40 points of damage for the Plasma G and 60 points of damage for the Plasma S. Any damage that makes it past shields is considered internal damage. Therefore, if an enveloping Plasma S hit a target without shields, it would score 60 internals.

Compared to a Photon Torpedo (overloaded for 16 points of damage), the enveloping damage was simply too much for a heavy weapon. Even with a new rule added, any internal damage from the weapon is halved, the numbers were still too high. This also takes into consideration that this is a three turn arming weapon (resulting in higher damage output), not a two turn arming weapon like the photon torpedo.

This led me to examine the Hellbore, a similar weapon. The Hellbore, a two turn arming weapon, can generate 30 points of damage if overloaded and 20 points of damage in standard mode. This was more in line with what I was looking for, but the Hellbore forces part of its damage onto the weakest shield, an attribute the Plasma Cauldron would not have. Still, the damage and arming cost of the Hellbore were very helpful in balancing the Plasma Cauldron.

The Plasma Cauldron was toned down, bringing it more in-line with the Hellbore, but still having higher damage output due to being a three turn arming weapon as opposed to a two turn arming weapon. You can still see the very clear characteristics of the plasma torpedo that it was initially based on. I think this is fine, as that makes sense in terms of the explanation for the what the Plasma Cauldron is (a high powered Plasma Bolt that Envelops). The Plasma Cauldron retains the half internal damage feature which is critical for the heavy weapon to be balanced.

Any SFB player can see that getting hit with 4 Plasma Cauldrons would be bad news, but perhaps no more than 100 points of Plasma (over three turns) or 64 points of overloaded Photon Torpedoes (delivered in two turns, not three).

Stealth Tachyon Missiles were an improvement that the Einherjar developed specifically for Tachyon Missiles (used commonly throughout the 2nd Omega Project). They were the only ones in the 2nd Omega Project to use this technology. The concept is that the Tachyon Missile cannot be hit beyond range 5. This will not mean much in the beginning of the Timeline, but as improvements are made to the technology, the range will lessen. In other words, range 5 will become range 4 and then range 3. With X-Technology, the technology will advance to range 2 and range 1. The range is important because it determines how much time the targeted ship has to fire weapons at the incoming Stealth Tachyon Missile.

The God Armor utilized by the Einherjar creates quite a variation in its defenses. Like Collapsium Armor, the God Armor subtracts from each volley that successfully penetrates a shield. However, God Armor is much easier to destroy, limiting its effectiveness in the overall conflict. This puts a time limit on the God Armor. The longer the battle continues, the more the usefulness of the God Armor will crumble.

Capstones were a starship design unique to the Einherjar. This modular component, which had limited quantities throughout the Einherjar fleet, could be switched out between scenarios in order to better tailor the Einherjar starship for each particular mission. What seemed like a minor starship alteration actually had a major effect on the success rate of Einherjar operations.

By Jeff Anderson (Jga) on Thursday, October 16, 2025 - 11:12 pm: Edit

First thoughts: I'm really liking the GOD Armor.

To confirm, it's only if its value is exceeded that it loses a point? A unit with a GOD Armor rating of five on a shield facing has five points of damage penetrating that shield, the GOD Armor blocks it all and remains undamaged, where six points of damage penetrating would do one point of internal damage and reduce the GOD Armor on that facing to four?

Plasma Cauldrons. Four of them. Gut feeling? Looks like a lot. I'll need to look at them for a while before I can say too much, but a bolted G will only do ten points of damage against a single shield facing, and the unrefitted Gorn CA has only two of them.

Definitely something different and difference can make for fun

By Norman Dizon (Ichaborn) on Thursday, October 16, 2025 - 11:57 pm: Edit

Thanks Jeff. I appreciate your thoughts.

Yes, your understanding of the God Armor is correct. It must be exceeded, not equaled or less than.

Not sure your comparison of the bolted G is the best one to use (or the unrefitted Gorn CA). The bolt is meant to be a type of "emergency" maneuver if you don't attain the proper launching position for a torp. Hence, it only scores half damage and has bad to-hit probabilities (meaning, it was not meant to be a direct fire weapon in the first place, but a seeking weapon).

You can also bring up plenty of other direct fire weapons that score less damage and then conclude the Plasma Cauldron is too much.

However, in my opinion, the best direct fire weapon to compare against is the overloaded Photon Torpedo, always keeping in mind that it is a two turn weapon and not a three turn weapon like the Plasma Cauldron.

As for the Enveloping Abilities, it is best to compare against the Hellbore and the Enveloping Plasma Torpedo.

Lastly, it must be remembered that all internal damage is halved. So you cannot simply look at the Plasma Cauldron damage and conclude it is too much. It is highly effective against shields, yes, but internal damage will be minimized. Very important to take into consideration when comparing against other existing weapons.

By Norman Dizon (Ichaborn) on Friday, October 17, 2025 - 12:13 am: Edit

Also, describing the Plasma Cauldron as a "super charged Plasma Bolt with Enveloping Capabilities" is simply descriptive techno-babble. Please don't take those words literally (meaning the weapon actually is some form of Plasma Bolt).

It's far more important to make sure the game mechanics are balanced than to describe the weapon in some form of futuristic sci-fi terminology.


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