Norm's Genesis Galaxies Workshop - The Genesis Project

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By Norman Dizon (Ichaborn) on Thursday, June 19, 2025 - 06:41 pm: Edit

THE OLD GUARD
STARDATE 06.19.25
SECTOR 50

Link to previous Old Guard entries


Like a wounded wolf trapped in its lair, Captain Stephanos Severick positioned his Anti-Grav Wheelchair protectively in front of his former love, Captain Melina Dequest. She had been injured in battle and now lay unconscious. Captain Severick had instructed his Chief Engineer, Pavlos Freeman, to transport Captain Dequest to the Bridge as enemy Boarding Parties closed in on Engineering. Now, Mr. Freeman was sealed inside of Engineering, defending it with only a handful of other Officers.

Captain Severick had successfully saved Captain Dequest, but not without great cost. The Old Guard was battered and beaten, like a boxer who has made it to the last round. Their broken Shields had left them open to Boarding Parties, which have now infested the Old Guard. His Security Chief, Angelica Ursinus, fought a valiant battle against the invaders, making them fight for every inch of the Old Guard. Sadly, there were just too many invaders. Ms. Ursinus and what remains of her team were now holed up in the Bridge, ready to make their last stand.

The double doors leading to the Bridge of the Old Guard melted like lava from enemy Phaser fire. Through the opening poured dark bird-like figures, the Black Flock, who resembled humanoid Crows. A barrage of defensive Phaser fire disintegrated the first of the Black Flock to enter the Bridge, but others followed and soon, the battle came down to hand to hand combat.

Ms. Ursinus, who was as big as a bear, took on two of the Black Flock invaders by herself. She grabbed one by the wing, spun around and then threw it hard into a computer console. The other humanoid Crow tried to grapple with Angelica, but this was a big mistake. The bird-like being was unprepared for her great strength. She lifted the bird man above her head with both hands and then slammed him down hard onto the floor, knocking him unconscious.

The Old Guard's Tactical Officer, William Schuler, took a more refined approach to combat. A side kick sent a Black Flock invader flying backward ten feet. Mr. Schuler grabbed another Black Flock combatant by the head and performed a circular Aikido like motion, flipping the humanoid Crow into several of his crewmates. A bird man wrapped both wings around Mr. Schuler in an attempt to restrain him, but a backward head butt from the Tactical Officer cracked the enemy's beak, sending broken fragments into its eyes.

Mister Iblis, the Old Guard's Science Officer, used one of his abilities which was rarely seen. He opened his mouth wide, sending a cone of deadly fire toward three of the Black Flock invaders. They screamed in agony as they were burned alive. Not only did Mister Iblis look like a Devil, but he possessed some of his traits as well.

Abel Symski, the Communications Officer, Garret Catharnaigh, the Navigator, and Piers Bacchia, the Helmsman, huddled together in one corner of the Bridge, each firing Phasers at any available targets. They were not specialized in hand to hand combat like some of their fellow crew members.

Captain Severick fired his Phaser repeatedly at the enemy Crow invaders, vaporizing one, two, three...four, before he finally missed. Two of the humanoid birds rushed toward him, taking advantage of his inaccuracy. Although physically confined to his Anti-Grav Wheelchair, Captain Severick was more than willing to give his life to shield his old love, Captain Dequest from harm. A blade nearly the length of his arm appeared out of seemingly nowhere. He promised himself it would taste Black Flock blood before this battle was over. And, if that failed, he reminded himself of the Photon Grenade that was hidden under his Anti-Grav Wheelchair for No-Win Situations. He and his Love would enter the Afterlife together...

That was the last thing that Captain Severick remembered before he saw the huge creature on the Old Guard's View Screen. It was massive, definitely the size of a Dreadnought and possibly even a Battleship. He remembers seeing Plasma-like Whips lashing out, destroying all nearby enemy ships. Then multiple columns of light appeared on the Bridge of the Old Guard.

Transporters.

Reinforcements had arrived at last from an unexpected source.

ANGELS SENT FROM HEAVEN TO SAVE THEM ALL FROM THE JAWS OF DEATH...

By Norman Dizon (Ichaborn) on Saturday, June 28, 2025 - 10:51 pm: Edit

THE ORDER OF ULTIMATE TRUTH INQUISITION HEAVY CRUISER SSD
Link to the Order of the Ultimate Truth Inquisition Heavy Cruiser SSD

THE MITRAX GALAXY

THE ORDER OF ULTIMATE TRUTH SHIPS
(MXR2.1) INQUISITION HEAVY CRUISER (CA):


The Order of Ultimate Truth Inquisition Heavy Cruiser was a heavily armored vessel in the Mitrax Galaxy outfitted with powerful weaponry. Well known for its fearsome Heavy Holy Cannons, whose slow build-up and release of energy could be detected by enemy starships, the Order of Ultimate Truth Inquisition Heavy Cruiser also possessed a vast array of Proton Dischargers. Surprisingly, the Order of Ultimate Truth never developed Neutronium Armor, opting instead for the implementation of Hemisphere Armor on their starships.

What differentiated the Order of Ultimate Truth Inquisition Heavy Cruiser from enemy starships was a strange device called the Shield of Truth. When activated, the Shield of Truth absorbed and stored power from incoming energy fire. When enough energy was stored, after repeated enemy assaults, the Spear of Judgement was activated. This short ranged, directionally limited, mauler-like weapon caused massive devastation to its target. The combination of the Shield of Truth and the Spear of Judgement generated widespread fear in all of the enemies of the Order of Ultimate Truth.

DESIGNER NOTES:

The original Order of the Ultimate Truth Heavy Cruiser designed by Francois Angers was armed with Large Gauss Cannons. In order to avoid confusion with Qixa armaments, I changed the name of their heavy weapons to Heavy Holy Cannons.

As noted in the Human Cooperative's Designer Notes, the Proton Pulse Emitters have been changed to Proton Dischargers to avoid confusion with Sigvirion Pulse Emitters.

The Heavy Holy Cannons needed revision to bring them more into Alpha Sector Standards. Francois favored three Powerful Heavy Weapons instead of the Alpha Sector's four Heavy Weapons. But, as noted in the Human Cooperative's Designer Notes, this poses a number of problems. So the Order of Ultimate Truth Inquisition Heavy Cruiser received four Heavy Holy Cannons, but with revised damage tables and arming costs.

Francois designed the Energy Absorber to act as a Battery which can store multiple points. But this poses a number of issues. In particular, one hit on the DAC and the ship no longer has any Reserve Power. Furthermore, the very name of Energy Absorber is misleading, as it could potentially lead one to believe it somehow absorbs energy damage. For this reason, the Energy Absorber was renamed to the Energy Cell.

The Proton Pulse Emitter Type C (now the Proton Discharger Type C) had a damage table similar to a Phaser-2. I thought this was fine and left it as is.

The Proton Pulse Emitter Type A (now the Proton Discharger Type A), however, raises some questions. Its damage table is similar to a PH-3, but with more limited range and higher damage output. Curiously, Francois designed the original Order of Ultimate Truth Inquisition Heavy Cruiser with eight Type A Phasers. The limited range of such a high number of Phasers could cause issues during Playtesting. I highly suspect they will, but I left them as originally designed for now. We will see how Playtesting goes and then adjust as necessary.

I'm not sure why Francois separated the Shuttles into two separate Bays, but I left his original design as is.

Even with the hemisphere armor, I found Francois' original design of the Order of Ultimate Truth Inquisition Heavy Cruiser to be tactically limited. Other than its powerful Heavy Weapons, the starship simply had a suite of Phasers (with many of them very limited in range). This doesn't give a Captain many tactical choices in battle.

To solve this and to add to the tactical complexity of the Order of Ultimate Truth Inquisition Heavy Cruiser, I developed the Shield of Truth and the Spear of Judgement. Both devices require tactical planning in order to be used successfully. And they make the Order of Ultimate Truth Inquisition Heavy Cruiser far more interesting to fly. The Shield of Truth absorbs partial energy from incoming damage and stores it for later use as the mauler-like Spear of Judgement.

All in all, the Order of Ultimate Truth Inquisition Heavy Cruiser is a valuable addition to the Mitrax Galaxy. The ship has been developed beyond what Francois originally created. It will require plenty of Playtesting. Per the Mitrax Galaxy Designer Notes, the Goals of Playtesting are: to be Balanced against Alpha Sector starships (of the same type) and to be Balanced against other Mitrax Galaxy starships (of the same type). Time will tell what changes need to occur (if any).

There is plenty of room for growth for the Order of Ultimate Truth. The Heavy Holy Cannons possess no overload, proximity, fastload, or underload abilities. These could be developed either as technology tests or as the development of X-Technology is approached. The power stored by the Shield of Truth cannot be used for other purposes, but this can change as technology advances for the Order of Ultimate Truth. The Order of Ultimate Truth might learn the limitations of the Proton Discharger Type A and make decisions to upgrade them. They might also realize the vulnerabilities of the Energy Cell and institute changes to better protect their Reserve Power.

By Norman Dizon (Ichaborn) on Monday, June 30, 2025 - 03:29 pm: Edit

CONSTRUCTION OF THE PROJECT-X TIMELINE
Link to Project-X
Link to the Republic
Link to the Regime
Link to the Confederacy
Link to the Legion


The Timeline of any galaxy is essential because it sets the dates for Technological Advancements, Ship Availability, and Major Historical Events. A proper Timeline creates the foundation necessary for writing future Scenarios. A Timeline also gives the Player an overall understanding of the state of the galaxy at any given moment, along with the status of the empires within it. Unfortunately, creating a Timeline for a galaxy is a massive task not completed in a single sitting. Like any huge undertaking, the Construction of a Timeline must be taken in small steps, piece by piece at a time.

The Construction of the Project-X Timeline is no different. However, Project-X does contain some peculiarities that need to be specially addressed. Here is a list of the current Project-X Directives while constructing its Timeline:

* Project-X is divided into Ten Eras. Each Era will feature different technological advancements on a galaxy-wide scale.
* In order to make Project-X different from existing, published galaxies, specific years are noted on the Timeline with an X instead of a Y. This can be explained by stating the Project-X Calendar System is governed by an alien term starting with an X (to be defined later).
* Project-X is divided into Major Empires and a multitude of Minor Empires. Early work on the Project-X Timeline will focus only on Major Empires.
* In particular, the Republic and the Regime will take center stage in the Timeline. Other Major Empires will also be highlighted, but not to the same extent. Minor Empires are the lowest priority in the early construction phase.
* Technological Advancements are to be noted. Specifically, weapon and device creation.
* Specific Ship Type Availability is to be noted.
* For Project-X, space terrain is of vital importance. Discoveries, usages, and incidents regarding critical strategic terrain in Project-X is to be noted.
* Interaction between Empires is to be noted, although it will be minimal in the earliest Eras of Project-X.
* Named Ships of importance are to be noted, along with historical incidents and achievements.
* Wars are to be noted, although they will most likely not occur in the opening Eras of Project-X.
* Battles, Skirmishes, Surprise Attacks, and the like are to be noted.
* Political Negotiations (treaties, ceasefires, etc.) and Discussions are to be noted, along with all governing bodies involved.
* Scenario Historical Events are to be noted.
* Important Monster Encounters are to be noted.
* Specific Locations and Areas in Project-X are to be noted as events unfold there.
* The State of each Empire (economy, production, fleets, bases, planets, etc.) is to be discussed from time to time (not too often).
* Specify names of planets, especially Homeworlds, as they become relevant.
* Note how and what each empire thinks of other empires at specific times. Describe their perspective, emotions, and inner thoughts.

I realized that there must be a time period before the First Era, where developments were taking place before First Cruisers came into being. This Pre-First Era period became known as the Zero Era.

In order to make Project-X History cyclical and different from formally published galaxies, I added the Final War in the Tenth Era, wherein all empires of Project-X would be so devastated they would be reset in Technology and Knowledge to Zero Era levels. The Cycle of History would then repeat.


** PROJECT-X TIMELINE AS OF 063035. UNDER ONGOING CONSTRUCTION **


ZERO ERA -X300 TO -X1



-X300
The Gypsy are already roaming about all of Project-X, trading and transferring products and technology, along with vital information. They are a peaceful, non-organized people whose starships are not armed.

-X88
The Senate begins the design stage for the Shroud Device. The Shroud Device will give the Senate, what they believe to be, an unbeatable tactical advantage in combat. However, making sure the device will work properly, resolving errors and malfunctions, and building a working copy proves to be more daunting than anticipated. Work continues on it.

-X79
The Republic is formed from multiple member planets. Theirs is a benevolent mission of peace and exploration.

-X74
The Regime is officially announced to various subject worlds. Theirs is a mission of conquest and domination through superior force.

-X70
The Republic develops the Phaser-V. They begin setting up logistics for mass production. A Phaser Capacitor has not been engineered yet.

-X68
The Senate discovers the Phaser-VI. This short range, rapid fire Phaser would also be discovered later by the Republic, although the two discoveries are unrelated and completely separate.

-X66
The Regime creates the Phaser-VII. The Phaser-VII is purposely designed to hit from afar to compliment the Regime's high speed tactics during combat. A Phaser Capacitor has not been engineered yet.

-X59
The Republic designs the Kinetic Torpedo. The initial design has no ability to overload or double overload.

-X57
The Legion develops the Phaser-X. Once deployed by the Legion, the Phaser-X would see widespread use throughout Project-X.

-X55
The Regime constructs the Neutron Bolt. The first Neutron Bolts cannot overload and have no proximity feature.

-X52
The Confederacy designs the Mass Torpedo. Early testing indicates that it is almost always guaranteed to hit its target due to its extremely fast rate of travel.

-X48
The Regime develops the Light Missile Rack. The seeking weapon causes minimal damage and launches at a slow rate, but moves at an accelerated speed.

-X39
The Confederacy successfully creates Pseudo Mass Torpedoes. Confederacy Engineers nicknamed them Ghost Torpedoes because of their ability to look real and yet not be real.

-X34
The Legion engineers a type of variable torpedo, where the damage yield is scaled depending on how much energy is fed into it. The Hyper Torpedo is born.

-X29
The Republic improves the Kinetic Torpedo so that it can overload, causing increased damage to its target.

-X28
The Senate successfully engineers a Mass Torpedo which is larger and much deadlier than the Mass Torpedoes employed by the Confederacy. Because of its power requirements, the Mass Torpedo, dubbed the Type P Mass Torpedo, will likely only be installed one at a time on future starships.

-X26
The Democracy designs the Light Kinetic Sphere. Engineers have ideas on how to improve the seeking weapon, but need more time to properly research and engineer the weapon.

-X23
The Regime develops an overload feature for their Neutron Bolts. This allows the Regime to choose between fighting at range or closing to fire overloaded weapons.

-X22
The Legion completes construction of the first Centurion Missile. Test results on an uninhabited world are devastating. Due to its size, only one Centurion Missile can be carried at a time.

-X16
The Republic discovers a method to double overload the Kinetic Torpedo, causing massive damage but severely limiting the weapon's range.

-X12
The Democracy successfully creates the Heavy Kinetic Sphere, an improved and more powerful version of the Light Kinetic Sphere. Both weapons are kept, intended for use on future Democracy starships.

-X8
In an effort to make their Neutron Bolts more accurate at a distance, the Regime designs a Proximity Feature. This allows the Neutron Bolts to accurately hit targets at range, but at a reduced cost in damage output.

-X5
The Senate builds its first working Shroud Device. The system must be completely integrated with the starship carrying it. In effect, it will become part of the systems on the vessel. Construction of a starship capable of carrying the Shroud Device begins.

-X3
The Democracy integrates its Kinetic Sphere technology into its Probes, creating a strange type of weapon never seen before in Project-X.


FIRST ERA X1 TO X264


X1
The Republic launches its First Cruiser from space dock. Many more would follow, allowing the Republic to explore its surrounding regions in an efficient, organized manner. The Republic First Cruiser is a sturdy vessel carrying two powerful Kinetic Torpedoes and a host of Phaser-V's.

X3
The Khan sends out its First Horseman Scouts to begin exploring and mapping Project-X. Identifying potential adversaries and assessing their combat capabilities is one of their main objectives.

X4
The Regime begins mass production of the FZ4 Battlecruiser. The Battlecruiser will be armed with Neutron Bolts, PH-VII's, and the newly developed Light Missile Rack. It will be a swift moving vessel with excellent maneuverability.

X7
The Confederacy fields its First Battlecruiser. The Battlecruiser carries both Mass Torpedoes and Pseudo Mass Torpedoes, supplemented by a suite of Phaser-V's. The Confederacy can't imagine any other starship being able to stand up to the First Battlecruiser in battle. Time would teach them otherwise.

X15
The Repubic encounters an Eater of Worlds for the first time. A lone Republic First Cruiser tries desperately to save a planet from the monster's ravenous appetite. It fails, the starship is destroyed, and Petrickon IV is consumed by the Eater of Worlds. The Republic could never have imagined that other Eater of Worlds exist.

X26
The Senate sends out its First Raider. The First Raider carries a powerful Type P Mass Torpedo and possesses a Shroud Device seamlessly integrated as part of the ship. The Senate First Raider would long become the bane of both Republic and Regime starships.

X30
The Legion launches its First Cruiser. Armed with the variable Hyper Torpedo and PH-X's, it is an impressive vessel. The Legion First Cruiser carries one Centurion Missile.

X69
The Republic discovers the Rose Petal Current. They begin to follow and fully map the major Subspace Current.

X78
A Republic First Cruiser encounters a Regime FZ4 Battlecruiser for the first time. The Regime pretends to seek peaceful contact in order to lull the Republic First Cruiser into a vulnerable position. The ruse works. When the Republic First Cruiser is at close range with its shields down, the Regime FZ4 Battlecruiser opens fire, revealing its duplicitous nature. The Republic First Cruiser is instantly crippled. The complete destruction of the Republic First Cruiser would soon follow, but not before an emergency subspace message was sent to Republic Command with details about the Regime FZ4 Battlecruiser and what occurred.

X80
The Democracy deploys its First Cruiser. The First Cruiser is armed with Light and Heavy Kinetic Spheres, backed by multiple Phaser-V's.

X122
The Republic develops the Phaser-VI. They rush to convert two First Cruisers, swapping out the PH-V's for the brand new Phaser-VI's. A Captain engages in combat using the converted First Cruiser and is forced to close to 10,000 kilometers just to make the Phaser-VI's effective. Republic Command is extremely disappointed with the combat performance. The two converted First Cruisers are redesignated as (First) Escort Cruisers, whose primary purpose is now to provide anti-missile support against enemy seeking weapons.

X135
The monstrous Subspace Waterfall which will later be known as Victoria Falls is found by the Republic. Early talks begin about the strategic advantage of building a (star) base atop of the Subspace Waterfall. Such a construction project would be a huge undertaking. The Republic does not currently have the resources or finances to create such a (star) base.

X144
The Republic designs the Kinetic Howitzer for implementation on a First Cruiser Hull. The long range weapon goes into the testing phase. Results are extremely positive.

X146
Dark Matter Mountains are encountered by the Republic at the top of the monstrous Subspace Waterfall that will later be known as Victoria Falls. Efforts begin to catalog and chart the Dark Matter Mountains. Locations for a possible future (star) base are noted.

X149
Construction of Starbase Dover begins. A massive shift in resources is required to make this possible.

X156
The Republic launches the First Artillery Cruiser. The starship engages in real combat (not simulated) and is a resounding success. The Republic wholeheartedly approves production of the First Artillery Cruiser on a mass scale.

X213
The Khan sends out a horde of First Cavalry. Typically working in trios, the First Cavalry units perform lightning fast hit-and-run raids on every empire in Project-X. They do not engage directly except in rare circumstances where they are sure to win. The empires of Project-X are thrown into disarray by the unpredictable attacks, as supply lines, bases, colonies, logistics, reinforcements, and gathering fleets are disrupted. The speed and unorthodox movement patterns of the First Cavalry make it very difficult for any single empire to mount an offensive against them.

X253
The Republic finishes construction of Starbase Dover atop Victoria Falls within the Dark Matter Mountains. Starbase Dover would become a critical gathering point for all Republic forces in the future.


SECOND ERA X265 TO X419


X267
Phaser Capacitors are engineered for all types of Phasers throughout Project-X.

X270
Second Cruisers are developed. The Second Cruisers integrate shipwide Phasers with a single Phaser Capacitor.


THIRD ERA X420 TO X603

FOURTH ERA X604 TO X772

FIFTH ERA X773 TO X911

SIXTH ERA X912 TO X1085

SEVENTH ERA X1086 TO X1289

EIGHTH ERA X1290 TO X1699

NINTH ERA X1700 TO X1852


TENTH ERA X1853 TO X2000


X2000 THE FINAL WAR

All empires in Project-X suffer total apocalypse. This nearly destroys them, resetting every empire in Project-X back to Zero Era Technology and Knowledge.

By Norman Dizon (Ichaborn) on Tuesday, July 01, 2025 - 12:42 pm: Edit

WILL O WISP LANTERN CRUISER SSD
Link to the Will O Wisp Lantern Cruiser SSD

THE PRIME SECTOR


WILL O WISP SHIPS
(PMR17.1) LANTERN CRUISER (HC):



The Will O Wisp Lantern Cruiser was a mysterious vessel known for its quick transportation movement. Opponents found this strange movement to be random and unpredictable. The Will O Wisp Lantern Cruiser was equipped with 4 Transporter Collector Beams, 2 Energy Howitzers, a set of Phaser-1s, and 2 Quantum Transporter Drone Racks. The starship was protected by layers of Ceramic Composite Armor in all directions. This unusual Armor could be replenished during battle by the Transporter Collector Beams.  The Will O Wisps stayed out of conflict as much as possible, unless you tried to enter one of their protected Haunted Woods, in which case you would instantly find yourself facing a small army of Will O Wisps ships that appeared out of nowhere.


DESIGNER NOTES:


The Will O Wisps are my version of the Ryn. Most of the Ryn’s technology was sound enough to use as it was, but a few changes were still required.

Ceramic Composite Armor worked fine as it was defined, except for the fact that the Ryn used FH and RH Ceramic Composite Armor sets. This would not do for the Prime Sector version of the Ryn. Having all the CC-Armor piled together in only Two Hemispheres means that the starship can withstand a great deal of damage because each Hemisphere covers 3 Arcs. The Ryn CA has 48 Ceramic Composite Armor in its Forward Hemisphere. Compare the 48 to a Standard Alpha Sector CA with a 30 Shield #1 and you can see how much more damage the Ryn can absorb from a single blow. Having a FH/RH Defense System like this makes the Ryn very similar to the Andromedans who use the FH/RH PA Panels.

The simplest solution was to make each Ceramic Composite Armor Directional for One of the Six Arcs. This would allow me to reduce the Armor for each Arc appropriately while still allowing for each Ceramic Composite Armor to be replenished by the Transporter Collector Beams.

I had to carefully examine the Energy/Damage Output for the Transporter Collector Beams. The issue with the Transporter Collector Beams is that the First Number applies to Shields and the Second Number applies to Internals with Shields Down. This different application of damage was very important to remember when examining the energy to damage ratio. For the most part, the standard 1:2 energy/damage ratio was followed, with the Internals getting an even better ratio at times. For 1 point of energy, the TCB can damage Shields for 2 points and score Internals for 2-3 points at Ranges 9-15. For 1 point of energy, the TCB can damage Shields for 5 points and score 8 Internals at Ranges 0-1. This is Highly Efficient at Close Range. For 2 points of energy, the TCB can damage Shields for 4 points and score 6 Internals at Ranges 4-8 (Revised). For 2 points of energy, the TCB can damage Shields for 6 points and score 10 Internals at Ranges 0-1. Again, this is Highly Efficient at Close Range. For 3 points of energy, the TCB can damage Shields for 6 points and score 10 Internals at Ranges 2-3. For 3 points of energy, the TCB can damage Shields for 7 points and score 12 Internals at Ranges 0-1. Again, Very Efficient at Close Range. Lastly, for 4 points of energy, the TCB can damage Shields for 8 points and score 14 Internals at Ranges 0-1. Once again, Very Efficient at Close Range.

To summarize, the TCB Energy/Damage Ratio is Balanced, with the weapon being Highly Efficient at Close Range, especially in terms of Internals. So no changes were needed to the Transporter Collector Beam. However, I did have to Revise the Range Brackets, because the heavy weapon was still using the Odd Omega Range Brackets. I changed the Ranges to Alpha Sector Standards for the Prime Sector.

The Transporter Emitter Missiles posed a different problem. I never liked how the Missiles fired a TCB at its target. This basically made the Missile like a Swordfish Drone. Using the Quantum Transportation Movement for the Missile was great though and I wanted to keep that aspect of the Transporter Emitter Missile. And so the Quantum Transporter Drone was born. This is simply a Type-I Drone that uses Quantum Transportation for movement. Quantum Transporter Drones must strike their target; they do not possess a TCB like the Transporter Emitter Missile.

To increase the depth of the Tactics available, Quantum Transporter Drones can also be loaded into a Scatterpack. Why not? They are basically just 6 Type-I Drones that Move Ultra Fast.

Since the Transporter Collector Beams did not score as much damage against Shields as a Disruptor or Photon at Mid-Ranges, I changed the existing Phasers to PH-1s. This increases the overall damage output a little bit.

But something was still lacking. We have a ship that can move around using Quantum Transportation for movement, Transporter Collector Beams that score mediocre damage against Shields and a high amount for Internals, Directional Ceramic Composite Armor, and Quantum Transporter Drones for seeking weapons. There needed to be something to help bring down the opponent’s Shields so that the Transporter Collector Beam could do its job.

I spent a lot of time brainstorming a new weapon that could really damage Shields but not cause too many Internals. Then I realized that weapon already exists in Omega. The Energy Howitzer. The Energy Howitzer did not fit the Grove, the Prime Sector version of the Chlorophons. But the Energy Howitzer is perfect for this particular application. The Energy Howitzer damages 3 Shields at once, but scores little damage if the target’s Shields are down. This is the Perfect Compliment to the Transporter Collector Beam.

Energy Howitzers break the standard Energy/Damage Ratio, because they affect 3 Shields at once. However, this powerful attack is mitigated by their Reduced Damage when scoring Internals.

I had to once again revise the Range Brackets on the Energy Howitzer, changing them from the Odd Omega Range Brackets to the Standard Alpha Sector Range Brackets.

However, having an empire use a Combination of Transporter Collector Beams and Energy Howitzers can easily become unbalancing, so I had to strictly limit how many of each heavy weapon the ship could carry.

Add in the T-Link used by the Ryn and this New Empire is complete. The Ryn Nebula is replaced in the Prime Sector with separate, isolated Haunted Woods, the translated names for regions of space inhabited by the Will O Wisps. The Will O Wisps fiercely defend these areas as they are very Xenophobic. Oddly enough, the Will O Wisps seem to have a symbiotic relationship with both the Grove and the Fair Folk. The Grove and the Fair Folk seem to protect the Will O Wisps and their Haunted Woods.

In summary, the Will O Wisp is a powerful Direct-Fire Combatant that also uses Quantum Transporter Drones for Seeking Weapons. Energy Howitzers tear down the enemy’s Shields, allowing the Transporter Collector Beams to score a high number of Internals, thereby replenishing the Will O Wisp’s Directional Ceramic Composite Armor. Quantum Transporters allow the Will O Wisp to move in unusual and unpredictable patterns, thus creating Tactical Depth during Gameplay. The Will O Wisp is a straightforward Star Fleet Battles Empire to Play, and yet their Unorthodox Movement and Ceramic Composite Armor Replacement presents Brand New Tactics, both to Utilize and to Fight Against.

By Norman Dizon (Ichaborn) on Wednesday, July 02, 2025 - 06:54 pm: Edit

PROJECT-X TERRAIN
Link to Project-X

Project-X is home to many different kinds of terrain in space that have tactical and strategic value. What follows are just some of the many kinds of terrain in Project-X:

BOILING FENS

Boiling Fens, as they are translated from Project-X languages, slowly damage (1-3 points) all six shields every turn. This can be countered with general or specific reinforcement, but at a constant energy cost. If some of the shields go down or all of the shields go down, all remaining damage is treated as internals. This ongoing damage will continue so long as the starship remains in the Boiling Fens.

Obviously, tactics dictate to force enemy fleets to enter the Boiling Fens while having your own forces avoid it. If a Base is built next to the harmful terrain, then the Boiling Fens provide a natural defense for the Base.

TEMPLE GROUNDS

Temple Grounds, as they are translated from Project-X languages, will slowly restore damaged shields for starships every turn. This process is slow, typically rebuilding 1-2 points every turn on all shields that are damaged. The source of this process, and why it doesn't affect other kinds of defensive technologies like armor or power absorbers, is still being researched.

Clearly, having a resource like Temple Grounds right next to your base is of great benefit. Even better, some bases are just built right on top of some Temple Grounds. Adversaries seeking to lay siege to such strategic locations have long sought a way to nullify the benefits of the Temple Grounds.

EMPTY TOMBS

Empty Tombs, as they are translated from Project-X languages, are highly sought after and fought over in Project-X. Miraculously, once per month, if a dead body exists on a starship, it will be completely healed and brought back to life. If more than one dead body exists on a starship, a single body is chosen randomly. Artificial beings, mechanical constructs, and cyborgs are never raised. There is much speculation and debate that the reason why is because they never had a soul in the first place.

POISON FIELDS

Poison Fields, as they are translated from Project-X languages, are deadly areas of space that sap the energy of any starship within. On the first turn, only one point of total power (from any source) is lost. Thereafter, another point is added to the previous amount and subtracted from the starship's total power. This continues until finally, the starship is left completely without power and ultimately, no life support.

Bases are usually built next to Poison Fields. They are a deterrent to invading fleets and give a significant advantage to the Base, especially the longer the battle goes on.

CLASHING ROCKS

The Clashing Rocks, as they are translated from Project-X languages, are two hidden subspace masses so massive they exert gravitational forces that crush any starship caught within them. Unlike the Boiling Fens, the Clashing Rocks damage their targets much more rapidly, typically collapsing shields on the first turn, causing devastating internals on the second turn, and triggering the ship's explosion on the third turn.

Because of the deadly threat created by Clashing Rocks to attacking enemy fleets, Starbases usually take advantage of their existence and are built right next to them.

By Norman Dizon (Ichaborn) on Wednesday, July 02, 2025 - 06:57 pm: Edit

SENATE FIRST RAIDER SSD
Link to the Senate First Raider SSD

PROJECT-X

SENATE SHIPS
(PXR10.1) SENATE FIRST RAIDER (FRA):


The Republic and the Regime were completely unprepared for their first encounters with the Senate. Shrouded First Raiders had covertly penetrated their borders and wreaked havoc behind their front lines. The confusion and panic caused by the Senate First Raiders was on an unbelievable scale. Precious resources were destroyed, bases were crippled, and supply lines were cut.

After the Republic and Regime analyzed the sensor data, they determined that they were under attack not by hidden enemy fleets, but by lone starships hidden from sight. Adjustments were made so that these shrouded raiders could be located. Soon after, huge fleets of search vessels scoured the area to catch the Senate First Raiders.

Even once found, the Republic and Regime had great difficulty in combating the Senate First Raiders. Their Shrouding technology, combined with their powerful Type P Mass Torpedoes, made them unique and deadly adversaries. It would take many battles, years of study, and the loss of countless lives before sound tactics were developed which could counter the unorthodox method of fighting employed by the Senate.

By Norman Dizon (Ichaborn) on Thursday, July 03, 2025 - 11:43 pm: Edit

ROC
STARDATE 07.03.25
FIMBULVETR

Link to the Roc SSD


"FIRE ALL PHASERS!!!!"

The Unity Light Dreadnought tilted sixty-three degrees while following a curving flight path through the dark of space. Blue and yellow beams of light shot out of its wing sections, each one trying desperately to shoot down the incoming drones.

Just as each beam was about to strike its target, the drones disappeared as if they were never there. There was a slight shift in reality. Then the drones reappeared right next to the Roc, each drone swooping in from a different direction. The Roc shook violently from the multiple impacts.

"Our fourth shield is down!! Fifth shield down to twenty-two percent! Sixth shield down to thirty-nine percent! Third shield down to eight percent! Our first shield is still holding at forty-three percent!"

"Continue to <SQUAWK> repair shields with <SQUAWK> available power," Captain Bellafina Rainbow Freefeather said in a loud voice. The tone of her voice was desperate, but overlayed with forced calmness. "Preserve our <SQUAWK> Reserve Power for <SQUAWK> our moment of need. How are our <SQUAWK> birds doing?"

"Not good, Captain," Mister Yeren, the Roc's First Officer, answered from his nearby seat. The eight foot tall hairy simian was staring at a small screen attached to his chair. "We've lost two ThunderRocs. The third is trying to make it back to the Roc, but she's damaged."

"Turn the Roc <SQUAWK> toward her in order to..."

Suddenly, a circular craft about half the size of the Roc appeared next to the damaged ThunderRoc. A Dissection Beam shot out of it, slicing the ThunderRoc cleanly in half. A fiery explosion followed. The circular craft quickly faded away once more.

"Too late." Mister Yeren stated in a sad voice.

Curse them, Bellafina thought to herself. This was supposed to be an easy supply run to Ravin-II to collect some much needed Umbrilium. If I had known that we were going to be ambushed by a Neo-Invader Hauntling on the way back, I would have brought a Battle Pod instead of a Cargo Pod. Now, I'm not entirely certain I can get the Roc back to Planetbase in one piece...

"Quantum Torpedoes and <SQUAWK> the R Plasma?" Captain Freefeather asked. Her body was covered with beautiful feathers which displayed the full spectrum of a rainbow.

"Still unable to achieve a Lock-On," Mister Cheshire replied with a purr. The Science Officer looked like a humanoid Persian Cat. "The Neo-Invader Hauntling is using its Ethereal Device to counter our Seeking Weapons. It continues to rapidly fade in and out in order to disrupt our Lock-Ons. I am trying to compensate..."

You won't be able to achieve what countless other Home Sector Science Officers have tried to do, Bellafina stated in her mind. This is how the Neo-Invader Hauntlings destroyed so many fleets so quickly. You can't fight what you can't see...what you can't touch...

The Neo-Invader Hauntling faded into normal space right behind the Roc, where she was most vulnerable due to a down shield. Tractor-Repulsor Beams shook the Roc forward and back, starboard and port, violently shaking her to pieces. Twin Dissection Beams shot out, their deadly rays nearly cutting off the Roc's wings. The final blow was a barrage of Phaser fire. The Roc shook from multiple explosions. Crew members screamed in terror. Part of the ceiling on the Bridge collapsed. Its Warp Engines went dark.

Marengo Firecloud Wildfeather...Revered Ancestor...I come to you now...embrace me in your wings...and fly me to the Great Egg...

"Captain, two Unity starships are dropping out of Warp!!" Mister Cheshire reported, his fur covered with blood and dirt. His furry tail whipped back and forth with excitement.

"By the <SQUAWK> Sacred Beak..." Captain Bellafina Rainbow Freefeather said as she stood up from her Command Chair. She stared at the View Screen in disbelief.

"IT'S THE SHIELD MAIDEN AND THE HELLHOUND!"


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