Archive through June 02, 2019

Star Fleet Universe Discussion Board: Star Fleet Battles: Norm's Genesis Galaxies Workshop - The Genesis Project: Archive through June 02, 2019
By Jeffrey George Anderson (Jeff) on Wednesday, May 22, 2019 - 12:55 am: Edit

Norman, if I were to try and do a people for the Shadow Dimension (which I am very tempted to try, now), I think I'd try to work an unusual angle.

IIRC, Souldra are difficult to detect in OUR universe. In a "Dark Matter" universe, I'd imagine such difficulties would be exacerbated. In fact, I'd imagine quite a few folks try to take advantage of the "Shadowy" nature of the dimension and their engineering would reflect that.

This is another IIRC, but aren't the "Heavy Weapons" of the FRAX Submarines, the Axion Torpedoes, based on a hypothetical Dark Matter particle? If so, it screams (to me) to have someone, maybe a whole bunch of folks there, to make use of a Shadow Dimension Cloaking Device combined with Axion torpedoes.

Another thing that comes to (my alleged) mind is, "If so much of this dimension is 'Shadow,' what would the effects of a weapon based on 'Light' be?"

(Can't even begin to work on that until I understand what the Light Mines used by Vulpa separatists, whose name escapes me at the moment, are like...)

Then there are thoughts of "Dark Matter Illuminators;" devices that, if using the "Cloak" analogy, are similar to the "Bomb Throwers" used by the Sharkhunters.

And, of course, there're always going to be the bad jokes of the S.H.A.D.O. folks hunting UFOs.

(Norman, YOU can have me thrown in the Agonizer Booth for that last one... :))

By Glenn Hoepfner (Ikabar) on Wednesday, May 22, 2019 - 01:49 pm: Edit

Norman, I'm seriously reluctant to address one (or more) of your questions about the Shadow Dimension. But, as the sole creator (and supporter) of the Scon . . . I have many answers and subsequent questions (afterall, I can't think of anyone more qualified to ask).

Actually, there is one question that will render all my future questions irrelevant. Are we speaking about races in subspace (yup, 4th dimension stuff)? If so, let me know, and I'll answer all your questions no matter how wrong I am.
I've glanced through all of your questions and I feel I can contribute to each and every one of them, if it is "Subspace".

By Norman Dizon (Normandizon) on Wednesday, May 22, 2019 - 05:14 pm: Edit

Hi Glenn. It's good to hear from you.

In my mind, I differentiate the Shadow Dimension and Subspace as two different things. The Shadow Dimension is based on concepts from the Souldra (Omega). When I think of Subspace, I think of the Scions of Scon (and of course, the Scon), subspace communications (which drove the Scon mad), and all the various subspace weapons that have been published throughout the years.

Remember that in Project-O (formerly Omega Regenesis), the Scions of Scon are now the Major Bad Guys instead of the Benefactors. The Scions of Scon are trying to build a Second Subspace Ragnarok Device (in addition to launching attacks everywhere throughout Project-O) which they intend to detonate in order to destroy all of Project-O. The empires of Project-O have to unite to stop this threat and end up taking the fight into Subspace itself to stop the detonation of the Second Subspace Ragnarok Device. Historically, this becomes known as the Subspace War.

I would appreciate your assistance when the times comes to rework the Scions of Scon for this purpose.

The Shadow Dimension is mentioned in the Dimensional Phase Device that the Souldra use. This strange region of space (and all my questions regarding the empires that dwell within it) is quite different from the Subspace that the Scions of Scon dwell in (at least in my mind).

Thanks for your offer to help, Glenn.

By Norman Dizon (Normandizon) on Wednesday, May 22, 2019 - 05:25 pm: Edit

Hi Jeff. Interesting thoughts you have on the Shadow Dimension. I appreciate your input.

I don't know if the Souldra's difficult to detect nature would be amplified in the Shadow Dimension. In fact, it could be quite the opposite. Maybe they are hard to see in our space, but visible plain as day in the Shadow Dimension. Who knows? :)

Your idea for a Shadow Cloaking Device is something I did not think of. It is a possibility though. If I did include such a device, probably only one empire in the Shadow Dimension would make use of it.

I'm not sure if Axion Torpedoes are based on the Dark Matter Particle. I will have to look that up. Regardless, I don't think I want to have "Shadow Submarines" in the Dark Dimension using Cloaks combined with Axion Torpedoes (a Simulator Weapon).

Yes, there will probably be weapons based on Light in the Shadow Dimension. But I envision only one empire possibly using it, one that comes from another place (and are possibly invading the Shadow Dimension).

I'm not sure about the Light Mines of the Vulpa that you mentioned.

There could be "Dark Matter Illuminators", but I doubt they would work as you suggested. Again, I don't really want to take a Simulator Weapon (Bomb Throwers) and incorporate them into the Shadow Dimension for the purpose of hunting Cloaked ships there.

But then again, once the Shadow Dimension is finished, who's to say they didn't develop their own Simulator Opponents? :)

Thanks again for all the cool ideas, Jeff.

By Norman Dizon (Normandizon) on Wednesday, May 22, 2019 - 11:29 pm: Edit

PROBR HEAVY CRUISER VS VARI HEAVY CRUISER

PLAY THE BATTLE!

By Jeffrey George Anderson (Jeff) on Thursday, May 23, 2019 - 12:34 am: Edit

Norman, what I blathered on (and on and on) about was really nothing more than a brain drizzle (the absolute weakest form of brainstorm)

The references to things from a simulator wasn't meant as anything other than that. On the other hand, we've already seen things in simulators that have close parallels in the real SFU world; NWOs in both Barbarian and HDWs comes to mind.

(Yes, I know they're different and were developed independently of each other. Nevertheless, there are SOME similarities between them; enough that there was something written to explain just that fact.)

As I was writing the last post on this thread, I had a mental image of a "Light Ball" (of some sort) flying through a tunnel down some inky black clouds, shooting lightning off of itself that illuminated the immediate region around it.

Made me think of a ballistic projectile, flying down a fixed course at a fixed speed; no turns, no speed changes, and its sideslip was fixed (i.e.: a written movement order mandating, as an example, "Moves at a speed of twenty hexes per turn and conducts one sideslip in direction D for every four hexes of movement in direction C").

The projectile does no damage (and indeed can't HIT anything, other than a planet) and the only effect it has is to illuminate the hex it's in and the six hexes that share a hexside with the hex it currently occupies.

(... And yeah, the "Mental Image" did look a lot like Thor;s entrance scene in the first "Avengers" film...)

I also had images of dark, shadowy worms crawling through the same disturbing banks of clouds with angry purple "Dark Bio-Electric Bolts" dancing off their nearly black hides.

I would doubt these images are quite what you were picturing for the Shadow Dimension, but if you like them and think they're worthwhile, feel free to have fun with them.

By Glenn Hoepfner (Ikabar) on Thursday, May 23, 2019 - 12:45 pm: Edit

Jeffrey, I have to admit, the term "Brain Drizzle" is about the funniest thing I've read in months. That is awesome.

By Norman Dizon (Normandizon) on Thursday, May 23, 2019 - 04:41 pm: Edit

Thanks for sharing your thoughts and ideas, Jeff. I appreciate it.

By Norman Dizon (Normandizon) on Thursday, May 23, 2019 - 06:51 pm: Edit

Jeff, you were right. The Axion Torpedo from C4 does indeed use a Dark Matter Warhead.

Great Memory!

By Jeffrey George Anderson (Jeff) on Friday, May 24, 2019 - 12:28 am: Edit

Thanks, Norman. It comes from playing VERY vicious games of Trivial Pursuit with my family. :)

By Norman Dizon (Normandizon) on Saturday, May 25, 2019 - 12:33 pm: Edit

CODEX ICHABORN - DESIGNER'S NOTES
MAGMACE 2.0


The Magmace Cuirboilli Cruiser SSD is one of the first SSD's from GenesisGalaxies.Com. The starship featured a Four-Directional Mauler, Disruptors, and lots of Armor combined with Shields. The Magmace are lava creatures that live within ships filled with a super-hot plasma core. The Magmace are long overdue for an update that never happened.

There are a number of issues with the SSD. The foremost concern is the Four-Directional Mauler. As Maulers are intended to close on a stationary target and blast it with magnified damage, it didn't make any sense to have the ship fire in four directions. There would never be four stationary targets all around the Magmace Cruiser. And if the Four-Directional Mauler is supposed to be used against moving targets in a type of fleet battle, it is a poor weapon to use because of the restricted arcs and short range. Therefore, the intent and functionality of the Four-Directional Mauler come into question.

On a side note, the Cana'dien Triple Mauler comes to mind, but I am unsure what the original vision behind the tri-mauler design was.

The four Disruptors were supposed to give the Magmace some fighting ability at mid to long range. However, as two of the Disruptors are FH and two are RH, this makes the intent ineffective. The Magmace cannot concentrate their fire as typical FA Disruptors.

It should be stated that the Magmace was originally designed with an Alpha Sector Design Scheme.

The Armor is fine and leads to some interesting tactical possibilities with the Magmace. The weak Shields will collapse easily, but the 360 Armor will allow the Magmace to absorb a hefty Alpha Strike from any direction. Curiously, this also makes the Magmace vulnerable to Boarding Parties, but I intend to give the Magmace plenty of internal troops to fight with. In addition, there should probably be some rule (from the Magmace R-Section) about how it is difficult to board and fight in a ship filled with plasma lava.

So how do we fix these issues?

Well, first of all, the Four-Directional Mauler needs to go. As much I hate to do this, there doesn't seem to be any other choice. However, this can be replaced by a new plasma-lava weapon that can fire in any direction. I may use something like the Drex's Hypercannon firing arcs to make this work (meaning a penalty for firing off the usual lines).

Secondly, the Disruptors need to go. They didn't make much sense on the Magmace SSD and didn't serve their purpose. In their place, there will most likely be a long range function to the plasma-lava, some way to "bolt" the attack at range. This should give the Magmace nice versatility on the battlefield.

The Armor can stay, but the rules for how to handle boarding the Magmace Cruiser need to be worked out.

Power is going to be an important factor in regards to how the plasma-lava weapon works. Does the plasma-core generate its own power? Does it feed off of batteries? Is warp energy used to power the plasma-lava weapon? Does the plasma-core regenerate by itself at a slow rate? How is the plasma-core damaged on the DAC?

Movement is something else to keep in mind during the design phase. I would imagine the Magmace to have an average (C) to bad Turn Mode. But how fast can the Magmace Cruiser move while powering its plasma-lava weapon?

One interesting idea is to have another, more defensive function to the plasma-lava. Can the Magmace "lay" hot plasma like a web? Does it work more like the Spore Caster? Or the Alunda's Plasma Cloud? Do they work similar to Mines? Does it work something like an ESG, which damages everything around it? What benefit does this defensive ability give the Magmace Tactically? Strategically? Will this feature help their Base Stations and Starbases? How?

Lastly, the new Magmace Cruiser design needs to be compared to Alpha Sector designs for Balance. How does the Magmace compare to the Fed CA? The Kzinti? The Romulans? The Gorns? And how well does it actually play against these ships? This is where playtesting and tweaking (the SSD) will come in. Tactically, there must be something new and different about the Magmace, something that attracts players to fly the ship.

The concept of lava creatures and a hot plasma-core is a cool idea worth keeping. This is probably the best feature of the original Magmace design.

The Magmace 2.0 SSD is coming in the future.

By Jeffrey George Anderson (Jeff) on Saturday, May 25, 2019 - 05:38 pm: Edit

Some years ago, I had one of my (seemingly endless) ideas for "Something New" using SFB rules. One crazy idea was having each race have totally unique weapons and defenses. Basically, I started making a chart with "Defense Type," "Heavy Weapon," "Primary Beam," and so forth.

These people got Juggernaught type armor, these people got Magellanic Shields, these people got PA panels, these people got Soul Shields, and so on and so forth.

It was all quite amateurish, so I won't bother anyone with details here, but there is one thing I used that you MIGHT find useful; the firing chart for the Korlivilar Plasma Blaster (YE25.32; Module Y2, pg. 4) is largely comparable to the firing chart for the classic Phaser-1. In my opinion, it's only because it requires two points of energy to fire that it really IS a heavy weapon.

Imagine if you were to have a race, quite possibly your Magmace, use Plasma Blasters in place of phasers?

Another thought I had on the folks who were going to use them in place of phasers was to accommodate for the higher energy cost by giving them a unique type of APR, the "Plasma Generator." Plasma generators are treated as APRs, save that they produce TWO points of plasma power per box each turn. Plasma power can NOT be used for anything other than powering plasma based weapons (such as plasma torpedoes and plasma blasters).

As far as the mauler goes, what about the Plasma-B torpedo from SSJ? I think (?) that it might be more in line with the concept of the lava/plasma super gun idea...

... Maybe...

By Norman Dizon (Normandizon) on Saturday, May 25, 2019 - 06:05 pm: Edit

Thanks for the suggestions, Jeff.

I was saving the Plasma Blaster for one of my Early Years Galaxies, like EY2 or Project-Y. However, in terms of what makes sense, the concept of using plasma for a phaser-type weapon does match the Magmace. I will have to review the chart to make sure the damage is in line with a PH-1.

I really like your idea for a Plasma Generator (APR). It's not too powerful or unbalancing, but again, makes sense in terms of concept for the Magmace. I will most likely use this idea and give you credit for mentioning it.

You talked about Plasma Torpedoes. That is something I had not considered for the Magmace. I have always thought of them as a more Direct-Fire empire. But with their Plasma Core, is it possible they could generate a Plasma Torpedo? It would certainly change their tactics...

I don't think the PL-B from SSJ will work for the Magmace. They shouldn't really have an unbalanced weapon which is a "super gun." My goal is a balanced empire that can play well against the Feds, Kzintis, Romulans, and Gorns.

As always, I appreciate your input, Jeff. Thanks again.

By Jeffrey George Anderson (Jeff) on Sunday, May 26, 2019 - 12:18 am: Edit

Direct fire plasma weapons. Okay, I'll slide a few brewskis over for this one. :)

A first thought, we both know about the Plasma Bolt weapons that preceded Plasma Torpedo development. Just as a "What If..."

What if there were a "Bolt Only" version of the Plasma A? As with standard bolts, the damage is divided in half, and if I remember the rules for bolting Plasma-A torpedoes, the "Short" range version has a -1 penalty on its "To Hit" rolls while the long range version has a +1 bonus. Might make for an interesting variable armed heavy weapon.

Likewise, there're the other direct fire plasma based heavy weapons from module Y2, the Plasma Cannon and the Plasma Vortex launcher. If you're looking for something plasmatic, but more akin to the "Proto" versions of classic weapons that I've seen your charts for, they might be a starting point.

By Norman Dizon (Normandizon) on Sunday, May 26, 2019 - 10:47 am: Edit

Thanks for the suggestions, Jeff. I'll take a look at the Plasma A in more detail.

By Nick Samaras (Koogie) on Sunday, May 26, 2019 - 02:02 pm: Edit

Whats wrong with 4 maulers? You increase your chance of hitting something by 400%. Probably need a rule that it can only fire in one direction in an impulse or it will rip itself apart.

By Norman Dizon (Normandizon) on Sunday, May 26, 2019 - 08:04 pm: Edit

Hi Nick. The Magmace will retain a 4-directional attack, just with modified firing arcs. There will also be new rules for the Plasma Core and how that works.

Yes, the Magmace can only fire in one direction at a time.

Thanks for the comment.

By Norman Dizon (Normandizon) on Monday, May 27, 2019 - 10:57 am: Edit

BLACK WOLF - COMMONWEALTH JOURNAL
STARDATE 05.27.19

Link to previous Black Wolf Journals


On this day of remembrance, the Captain of the Black Wolf found his thoughts drifting...drifting back to an earlier time...a younger Captain...a forest...full of smoke and fire...energy blasts...and an explosion...

Talbot Lupinus picked himself up out of the dirt. His uniform was torn and blackened from an explosion. Quickly, Captain Lupinus checked himself for injuries. He was unscathed, except for a slight ringing in his pointed ears. His equipment lay on the ground in fragments, a result of the same explosion that had thrown Talbot through the forest and away from the battle.

Then Talbot remembered. He had taken twelve of his best security personnel (Jackson, Ramirez, Thompson, Hewitt, Dorin, Lawrence, Foster, Higgins, Torres, Brandon, Venir, and McAndrews) in order to secure the forest north of the city known as Yillimar. Intelligence indicated that the Grex were about to attack the city. The northern forest could not be lost. Armed with Phasers, Talbot and his troops created a defensible outpost, dug themselves in, and waited.

It was early morning when the Grex attacked. The sky was a grayish blue and streams of light began to poke through the treetops. Why the Grex did not attack under the cover of darkness, Talbot didn't know. Perhaps they simply wanted to throw them off. Talbot and his troops were not caught unprepared. Immediately, the sentries on guard woke the entire camp, sending everyone to their assigned defensive positions. Phaser fire began immediately, with both sides testing the strength of the opposition. Captain Lupinus remembered Lawrence and Brandon dying in that first exchange. May their Souls Rest in Peace.

But the Commonwealth had not anticipated the sheer numbers of the Grex. As the battle unfolded, it became clear they were outnumbered by at least 3:1. Talbot yelled out orders, reminding everyone under his command that they were to hold this position at all costs. Then a plasma grenade bounced on the ground twice, before rolling close to Talbot's feet. Talbot looked down, staring at the grenade right before it went off...

Quickly, Captain Lupinus raced through the burnt and scarred forest to the location of their makeshift outpost. Thick smoke hung over the battle site, waiting to choke whoever entered. There were huge holes in the walls they had erected to secure the perimeter. As Talbot slowly stepped through the Hallowed Grounds, the smell of death and rotting flesh overpowered his nose. There were torn, bloody red shirts everywhere. Slight moaning caught Captain Lupinus' attention. Without delay, Talbot located the source. It was Ramirez, barely clinging to life. He had been shot twice and stabbed several times.

"Captain? Is that really you? Or am I dreaming...right before I die?"

Talbot knelt down and squeezed Ramirez's hand tightly. Powerful emotions flooded his Soul like a boiling kettle. He held back his tears.

"Rest easy, Ramirez. You have done your Duty. I am So Proud of you."

Captain Lupinus could feel Ramirez's hand turning cold. He squeezed it tighter in a vain attempt to stave off Death.

"Captain...please...tell my...tell my...family...my mom...dad...that...that...I...love..."

Ramirez's head slumped down against a rock. His eyes stared coldly at Talbot without blinking. His chest lay still, showing no sign of breathing. The hand that Talbot clenched was icy cold.

"I will Avenge you," Talbot whispered with a snarl.

"Well, well, what have we here? Looks like we forgot one, Commandos."

Talbot slowly rose to his feet. Anger and Fury coursed through his veins. He stared without blinking with his yellow eyes at the "people" who did this to the friends he loved and respected so much.

Six Grex Death Commandos stood before him. They were large, muscular warriors, armed with Pulse Rifles. Each of their four arms took a ready position close to their body where they could draw additional weapons in a heartbeat. Large bones protruded from various parts of their skin, something the Grex took great pride in.

"Don't worry about your comrades," one of the Grex Commandos said in a mocking voice. "We gave them an honorable death. Much better than having to spend the rest of their lives in one of our Grex Slave Camps."

"But you won't be so lucky. It appears you deserted the battle just to save yourself. We have special torture techniques for Cowards like you." The six Grex Death Commandos smiled at each other, clearly thinking of the joy they would get from employing such techniques on Talbot.

A fierce growl caught the Grex Commandos by surprise. Captain Lupinus ripped off the remnants of his shirt, revealing black hair that was growing at an extraordinary rate. His fingers turned into claws while sharp, deadly fangs filled his mouth. A long snout began to stretch out of his face, as his yellow eyes shook uncontrollably. Within moments, a gigantic beast stood in front of the Grex, a Black Wolf larger than a bear.

Then the Black Wolf howled. It was a supernatural howl, a weapon that pierced the Soul of each Grex to make it bleed. Their bodies shook with terror, unable to hold back the fright that resulted from the hearing such a devilish howl.

With inhuman speed, the Black Wolf leaped toward the six Grex Commandos, intent to make them suffer terribly before killing them. Desperately, they fired their Pulse Rifles in an attempt to kill the Black Wolf.

Didn't you know?

Ancient Majiks protect me from your weapons.

They cannot harm me.

Perhaps you'll realize that lesson

In the
AFTERLIFE.

By Remco Mul (Remco) on Tuesday, May 28, 2019 - 08:28 am: Edit

I see the message that something cool is coming soon on http://genesisgalaxies.com/

I'm curious what is coming, and how soon. :) Or did this project find a new home?

By Norman Dizon (Normandizon) on Tuesday, May 28, 2019 - 09:52 am: Edit

Hi Remco. Yes, the new home is: CodexIchaborn.Com

Thanks for your interest.

By Remco Mul (Remco) on Wednesday, May 29, 2019 - 09:11 am: Edit

Thanks!

By Norman Dizon (Normandizon) on Friday, May 31, 2019 - 09:32 pm: Edit

THE EATER OF WORLDS SCENARIO
Link to Genesis Scenarios

(GSM1.0) THE EATER OF WORLDS
(THE CREATURE THAT ATE PETRICKON IV)
* Based on the Planet Crusher by SVC


Your starship has been sent to intercept a creature that devours entire worlds! This massive beast fails to respond to all attempts at communication. You have no choice but to destroy the creature before it consumes Petrickon IV.

(GSM1.00) GENESIS GALAXY: Project-X

(GSM1.1) NUMBER OF PLAYERS: 1; The monster moves by automatic rules; see (GSM 1.44).

(GSM1.2) INITIAL SET UP

TERRAIN: The Planet Petrickon IV (Class M) is in hex 2502.

MONSTER: The Eater of Worlds is in hex 0230.

SHIP: One ship in any hex: 4214, 4215, 4216, 4217. Heading at the option of the player, speed max, WS-I.

YEAR: The player may select any of the First Cruisers from Project-X. For first time players, it is recommended to choose the Republic First Cruiser.

(GSM1.3) LENGTH OF SCENARIO: The scenario continues until either the monster has destroyed the planet or the starship is destroyed by the monster.

(GSM1.4) SPECIAL RULES

(GSM1.41) MAP: Use a floating map.

(GSM1.42) SHUTTLES AND PFs: There are no PFs, fighters, or multi-role shuttles in this scenario, and this rule can be ignored.

(GSM1.43) COMMANDER'S OPTION ITEMS: Players should ignore this section.

(GSM1.44) The monster moves by special automatic rules. As its "mission" is to destroy the planet, the monster will always move (unless distracted by the ship) toward the planet. In cases where the monster may move into either of two hexes (both of which are "toward" the planet), the player may roll a die (odd numbers going left and even numbers going right), toss a coin, or alternate. The monster has a speed of 2 hexes per turn. The monster has a turn mode of "0." It can move in any direction regardless of prior movement.

(GSM1.441) If, during the Movement Step of any impulse, your starship is at a range two hexes or less from the monster, the monster will pursue (F2.0) the starship. The Eater of Worlds is not distracted by fighters, shuttles, or PFs; it will not follow them.

(GSM1.442) If the monster moves into the same hex as the planet, it will cease movement, unless it moves to follow your starship.

(GSM1.45) Due to strong radiation interference, the monster cannot be fired at from a true range of more than 12 hexes. Drone-like weapons and seeking shuttles more than 12 hexes from the monster will not accept it as a target.

(GSM1.46) The monster cannot be held in a tractor beam.

(GSM1.47) The monster is equipped with a close-in defense system (E6.0), with the following modification:

(GSM1.471) PROCEDURE AGAINST PLASMA TORPEDO-LIKE WEAPONS

The MCIDs system can be used against plasma torpedo-like weapons. To resolve this, use the following table:

Die Roll 1-2....Warhead reduced by 10 points.
Die Roll 3-4....Warhead reduced by 7 points.
Die Roll 5-6....Warhead reduced by 4 points.

Note that (E6.52) UNACCEPTED TARGETS remains the same.

(GSM1.48) On the first impulse that the monster "detects" (is within 12 hexes of) your starship, it will fire its "torpedo." This operates as a heavy weapon, but uses the special chart below:

Range 1-2.....Hit 1-5
Range 3-4.....Hit 1-4
Range 5-8.....Hit 1-3
Range 9-12....Hit 1-2

The torpedo scores 5 points of damage if it hits. The torpedo has a 360 degree field of fire. The torpedo can fire up to four times per turn, but not within 8 impulses of a prior firing. The die roll is not affected by EW (D6.3) or atmosphere (P2.541).

(GSM1.481) On the first impulse the monster "detects" (is within 6 hexes of) your starship, it will fire its "phaser." This operates as a phaser, but uses the special chart below:

Range 1-2.....Damage 4
Range 3-4.....Damage 3
Range 5-6.....Damage 2

The phaser will automatically hit so long as your starship is within 6 hexes. The phaser has a 360 degree field of fire. The phaser can fire up to four times per turn, but not within 8 impulses of a prior firing. The die roll is not affected by EW (D6.3) or atmosphere (P2.541).

(GSM1.482) The Eater of Worlds regenerates from any damage it sustains. Every 8 impulses after taking damage, it will regain 2 of its "hit points" until it is at maximum again (50 points).

(GSM1.49) If the Eater of Worlds enters the same hex as the planet or the starship, it will begin to "devour" it. The target will suffer 20 points of damage per turn. This is an automatic hit; there is no need to roll a die to hit. If the Eater of Worlds begins the turn in the same hex as the planet or starship, the damage will be inflicted on impulse 1. Note that the Eater of Worlds will not fire its torpedo or phaser at range 0.

(GSM1.5) VICTORY CONDITIONS: The monster wins if it can inflict 100 points of damage on the planet. The player wins if he can inflict 50 points of damage on the monster (at which point the monster is destroyed).

(GSM1.6) VARIATIONS: The Eater of Worlds scenario can be made more challenging by making the following modifications:

A) Increase the Eater of World's speed so that it reaches Petrickon IV faster.
B) Increase the amount of damage needed to destroy the Eater of Worlds.
C) Increase the rate at which the Eater of Worlds regenerates.
D) Increase the amount of times the Eater of Words can fire its torpedo.
E) Increase the amount of times the Eater of Worlds can fire its phaser.
F) Increase the amount of damage caused by the Eater of Worlds at Range 0.
G) If the Eater of Worlds is too difficult, take more than one First Cruiser to stop it.

Feel free to mix and match these modifications, enacting more than one modification if desired.

(GSM1.61) ORDER OF BATTLE VARIATIONS: Players should experiment using different First Cruisers from Project-X. The objective is, over a number of playings, to be able to stop the monster with ANY of the First Cruisers in Project-X.

(GSM1.7) TACTICS: Tactics are nearly identical to the Tactics described under (SM1.8). Considerations will have to be taken for the different weapons employed by the Eater of Worlds, along with the smaller size of the First Cruisers of Project-X.

DESIGNER'S NOTES: The Eater of Worlds is Project-X's version of the Planet Crusher. In order to make it work, the monster had to be "resized" down to the smaller levels of the First Cruisers of Project-X. This meant making it move slower, reducing the damage the monster could inflict, and reducing the damage required to destroy the monster. I made some other minor changes to keep the scenario fresh and entertaining.

Like the Planet Crusher, the Eater of Worlds scenario allows the player to become accustomed to his starship by utilizing all of the systems on board and employing a wide range of tactics on the battlefield to be victorious.

HISTORICAL OUTCOME: It was later discovered that the Eater of Worlds was yet another dastardly creation of the mad scientist Doctor Frankenpetrick. To everyone's dismay, it was learned that the devious Doctor Frankenpetrick had created not one Eater of Worlds, but...MANY.

By Stewart Frazier (Frazikar2) on Saturday, June 01, 2019 - 06:20 pm: Edit

At what point with the monster follow the starship?

By Norman Dizon (Normandizon) on Saturday, June 01, 2019 - 06:30 pm: Edit

Hi Stew. I believe this answers your question:

(GSM1.441) If, during the Movement Step of any impulse, your starship is at a range two hexes or less from the monster, the monster will pursue (F2.0) the starship. The Eater of Worlds is not distracted by fighters, shuttles, or PFs; it will not follow them.

Thanks for your question.

By Norman Dizon (Normandizon) on Sunday, June 02, 2019 - 01:33 pm: Edit

TACTICAL ANALYSIS
GENESIS GALAXY: MITOSIS
STARSHIP: HISPANIA HEAVY CRUISER

Link to the Hispania Heavy Cruiser SSD
Link to more Tactical Analysis

While BPV provides a good measure of a starship, I prefer to use a Tactical Analysis when comparing starships to one another. Yes, you can refer to Annexes, create Charts, or delve even deeper into the Tactical Details, but this summary suits my needs.

WEAPONS

HEAVY WEAPONS:
2 x Disruptors (FX), 2 x Disruptors (RX)
PHASERS: 2 x PH-1 (LF, L), 2 x PH-1 (RF, R), 2 x PH-3 (L), 2 x PH-3 (R)

DEVICES

NONE

ALPHA STRIKE (ON SUCCESSFUL HITS)(FREQUENCY: EVERY TURN)

(L) R 1-2:
8-10 + 8-10 + 6-16 + 2-8 = 24-44
(R) R 1-2: 8-10 + 8-10 + 6-16 + 2-8 = 24-44
(STRAIGHT AHEAD ONLY) R 1-2: 8-10 + 6-16 + 6-16 = 20-42

MID-RANGE (ON SUCCESSFUL HITS)(FREQUENCY: EVERY TURN)

(L) R 3-4:
8 + 8 + 4-12 = 20-32
(R) R 3-4: 8 + 8 + 4-12 = 20-32
(L) R 6-8: 6 + 6 + 0-8 = 12-20
(R) R 6-8: 6 + 6 + 0-8 = 12-20
(STRAIGHT AHEAD ONLY) R 3-4: 8 + 4-12 + 4-12 = 16-32
(STRAIGHT AHEAD ONLY) R 6-8: 6 + 0-8 + 0-8 = 6-22

NOTES:

1)
Disruptors cannot fire at Range 0 (Non-Overloaded)
2) Disruptors have no Overloads (at Beginning of Mitosis Timeline)
3) Due to FX and RX, Concentration of Fire is off to the Sides (L + R)
4) Ship can fire at other angles (FA, RA, etc.) with less magnitude

POWER CURVE

WARP:
16
IMPULSE: 4
APR: 3
TOTAL POWER: 23
BATTERIES: 2

OTHER

INTERNALS: 60
SHIELDS: 22/18/18/22/18/18
SHUTTLES: 4
TURN MODE: C
MOVEMENT COST: 1/2

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