Archive through June 12, 2021

Star Fleet Universe Discussion Board: Star Fleet Battles: Norm's Genesis Galaxies Workshop - The Genesis Project: Archive through June 12, 2021
By Norman Dizon (Ichaborn) on Tuesday, May 11, 2021 - 03:34 pm: Edit

TERRA RESERVE HEAVY CRUISER SSD
Link to the Terra Reserve Heavy Cruiser SSD

THE PRE-HISTORY YEARS

TERRA RESERVE SHIPS
(PHR1.1) HEAVY CRUISER (CA):


The Terra Reserve Heavy Cruiser was the first Starship sent into deep space for exploration. While it was capable of defending itself, the purpose of the Terra Reserve Heavy Cruiser was not combat. Its mission was to Seek Out New Life and New Civilizations…to Boldly Go where No One had Gone Before. Sadly, the Galaxy turned out to be a Savage and Unforgiving Place with Many Hostile Empires.

Fortunately, the Terra Reserve Heavy Cruiser possessed Two Pocket Photon Torpedoes, Six Defense Phasers, and One Wide Cannon to defend itself. It had enough Warp Engines to move at a moderate pace during battle. The Terra Reserve Heavy Cruiser was a sturdy and reliable vessel, able to withstand a blow to its Forward Shield and able to suffer an extensive amount of Internal Damage before being Destroyed.

DESIGNER NOTES:

The Terra Reserve Heavy Cruiser sets the stage for the rest of the Pre-History Years Heavy Cruisers. Armed primarily with Phaser-3’s, this Pre-History Starship also employs the Pocket Photon Torpedo and the (supplementary) Wide Cannon. It is a solid vessel, similar to the Federation CA, which can perform a wide variety of duties, not just engage in combat.

From a Design Perspective, we can see that the Terra Reserve Heavy Cruiser has a Max Speed of 12, enough power to arm all of it weapons (while moving slowly), has a sufficient #1 Shield to stop Two Pocket Photons without taking Internals, can hit with its Pocket Photons from as far as Range 8 (with Poor To-Hit Probabilities), and has Very Limited Firing Arcs for its Phasers. This Base Design is the Perfect Starting Point for the Pre-History Years.

By Norman Dizon (Ichaborn) on Sunday, May 16, 2021 - 09:35 pm: Edit

SEER HEAVY CRUISER SSD
Link to the Seer Heavy Cruiser SSD

THE PRIME SECTOR

SEER SHIPS
(PMR4.1) HEAVY CRUISER (CA):


The Seer Heavy Cruiser was noted for its Fast Moving Skip Plasmas, Unique Energy Absorbers, and Cumbersome Maneuverability. The Starship was armed with a Multitude of Offensive Phasers, more than the Standard Prime Sector Heavy Cruiser. Also of note were the Strong Forward Shields of the Seer Heavy Cruiser and conversely, the Weak Rear Shields. The Ultra Quick Movement of the Skip Plasmas made it extremely difficult for adversaries to employ Wild Weasels as a Defensive Tactic. Damage that was converted by the Energy Absorbers was rapidly used to feed the Power Hungry Skip Plasmas.

DESIGNER NOTES:

The Skip Plasmas employed by the Seer Heavy Cruiser can be thought of as either a very fast seeking weapon or a very slow direct fire weapon. Although they are a seeking weapon, for balance, they have been compared against the Photon Torpedo and the Disruptor Bolt.

Skip Plasmas move twice as fast, employing Nicozian Skip Warp Movement. This means they skip every other hex, not just move fast like a SABOT. Tactically, this presents new challenges, not just for Webs, but for Defensive Phaser Fire and the Timing of Wild Weasels.

Because Skip Plasmas have the advantage of Fast Movement, their Damage has been Halved. This had the unintended consequence of seriously reducing the Seer’s Crunch Power. Arming over Three Turns would never do in actual gamaplay, only to result in a weapon that lacks Crunch Power. Therefore, the decision was made to allow Skip Plasmas to arm over Two Turns instead of Three Turns. This puts the weapon more in-line with a Photon Torpedo, although the Skip Plasma has to travel to meet its target whereas the Photon Torpedo can instantly hit it. The Type SG Skip Plasma scores damage on par with an Overloaded Disruptor Bolt, although it takes Two Turns to Arm and must travel to meet its target. Of course, the Range Brackets for Skip Plasmas are the same as Plasma Torpedo Range Brackets, so the weapon does differ from the Photon Torpedo and the Disruptor Bolt in terms of the Range used when calculating Damage.

Energy Absorbers are a new Defensive Device that protects the ship from Internal Damage. That Internal Damage is converted into Temporary Battery Power, but only for a limited time. Each Energy Absorber is extremely limited in the power it can hold. This means the Seer Heavy Cruiser can avert some Internal Damage on the First Volley, but not a Full Alpha Strike or Repeated Volleys. Energy Absorbers are easily destroyed on the DAC. This interesting device creates some New Tactical Possibilities, as the Seer Captain can calculate a point in the battle when it will be able to absorb some extra Internal Damage and plan their engagement accordingly.

By Norman Dizon (Ichaborn) on Monday, May 17, 2021 - 12:59 pm: Edit

THE PLANET SPAWN MONSTER SCENARIO
Link to other Scenarios

(PSM1.0) THE PLANET SPAWN
(The Creature that Nested on Petrickanus IX)

by Norman Dizon, Genesis Galaxies, based on (SM1.0) The Planet Crusher by Stephen V. Cole, Texas

From a distant corner of the galaxy comes word that some “thing” is using planets to reproduce. It is the size of several large ships and seems to be some sort of gigantic living organism the likes of which has never been seen before.

DESIGNER NOTES: The Planet Crusher Monster Scenario has always been an excellent scenario for training new players to get used to their starship(s). The goal for the Planet Spawn Monster Scenario is the same, except for Prime Sector Heavy Cruisers (other types of Prime Sector starships can be added at a later date). However, there were two important things to consider: the smaller size and weapons of the Prime Sector Heavy Cruiser and the offensive capabilities of the Planet Spawn.

In order to adjust to the smaller size and weapons of the Prime Sector Heavy Cruiser, the amount of damage required to destroy the Planet Spawn has been reduced to 100 points (to start, this may change in the future based on Playtesting). Prime Sector Heavy Cruisers can inflict an Alpha Strike of roughly 80-100 points of damage (with some exceptions). However, getting to the range where this Alpha Strike can occur is now much more difficult for the Prime Sector Heavy Cruiser. So 100 points is a fair goal, considering the many possibilities for accumulating damage on the Planet Spawn. The Planet Spawn’s Speed has been reduced to 3 hexes per turn to give the Prime Sector Heavy Cruiser more time to deal with its odd new defensive capabilities.

It was of great concern to me to change the tactics required to destroy the Planet Spawn. The Planet Crusher was very straightforward in its movement and automatic defenses. This made it very predictable. The player could easily plan his strategy and tactics and almost always knew what the Planet Crusher was going to do in response. I wanted the Planet Spawn to include a bit more randomness, in addition to other weaponry that would force new tactics to be employed by the player.

To that end, the Planet Spawn launches a slow drone every turn. These drones are easily dealt with, but will accumulate over the turns if ignored. This mild seeking weapon will disrupt the player’s plan and movement, forcing them to constantly adjust their strategy. Furthermore, as the Prime Sector Heavy Cruiser closes, the Planet Spawn will launch a PL-G at it. This PL-G, which will score 20 points of damage if it hits, takes the place of the Planet Crusher’s Deadly Direct-Fire Weapon that has become famous throughout the years. Now, the player has to deal with a powerful seeking Plasma Torpedo whenever it closes in. If the player turns away to run out the Plasma Torpedo (reduce it in strength), then the Prime Sector Heavy Cruiser will lose valuable time in preventing the Planet Spawn from reaching the planet. The same goes for using a Wild Weasel. If the Prime Sector Heavy Cruiser plows through the PL-G on their attack run, they will suffer damage to their shield, just not as much as the original Planet Crusher’s Deadly Direct-Fire Weapon.

But destroying a single Drone and rushing through a PL-G is not enough to stop a determined player. There needs to be another deterrent to keep the player from launching their Alpha Strike and staying within close range. This took the form of a PH-1 that randomly fires repeatedly if the Prime Sector Heavy Cruiser stays within a certain range. Now, under constant heavy fire, the Prime Sector Heavy Cruiser will suffer damage to multiple shields and may even suffer Mizia Internal Damage, depending on whether the starship’s shields have been breached.

Lastly, I didn’t want the Planet Spawn to just shoot at the planet like the Planet Crusher did. Instead, the concept of using a planet to reproduce is intriguing and makes the Planet Spawn less of a “bad guy.” It is just a living organism trying to survive in order to reproduce its unique species. Are we any different?

(PSM1.1) NUMBER OF PLAYERS: 1; the monster moves by automatic rules; see (PSM1.44-482)
(PSM1.2) INITIAL SET UP
TERRAIN: The Planet Petrickanus IX (Class M) is in hex 2502.
MONSTER: The Planet Spawn in hex 0230.
SHIP: One Prime Sector Heavy Cruiser or Battlecruiser in any of the following hexes: 4214, 4215, 4216, or 4217. Heading at the option of the player, speed max, WS-I.
YEAR: The player must select a year for the scenario as this will define available ships, refits, fighters, weapons, etc.
(PSM1.3) LENGTH OF SCENARIO: The scenario continues until either the monster has successfully spawned or the starship has destroyed the monster.
(PSM1.4) SPECIAL RULES
(PSM1.41) MAP: Use a floating map.
(PSM1.42) SHUTTLE AND PFs: There are no PFs, fighters, or multi-role shuttles in this scenario, and this rule can be ignored.
(PSM1.43) COMMANDER’S OPTION ITEMS: The player should ignore this section (but not (PSM1.432) below) when first playing the scenario, but might want to use it after gaining experience in the game.
(PMS1.431) The ship can purchase additional equipment as Commander’s Option Items; see (S1.3). Note that whatever is spent here counts in (PSM1.7) as part of the BPV of the ship.
(PSM1.432) In general, all drones used by the player are “medium”, speed-20. However, each Prime Sector Heavy Cruiser’s specific rules and R-Section will override this general rule.
(PSM1.44) The monster moves by special automatic rules. As its “mission” is to spawn on 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 3 hexes per turn. The monster has a turn mode of “0;” it can move in any direction regardless of prior movement.
(PSM1.441) If, during the Movement Step of any impulse, a starship is at a range two hexes or less from the monster, the monster will pursue (F2.0) the starship. The Planet Spawn is not distracted by fighters, shuttles, or PFs; it will not follow them. If the monster enters the same hex as a ship it will stay in that hex until the ship is destroyed or leaves.
(PSM1.442) If the monster is in the same hex as the planet, it will cease movement until it spawns. Note that if the monster is in the same hex as the planet (meaning that it is currently spawning) then it will not follow the starship under any circumstances.
(PSM1.45) Due to strange subspace vibrations, the monster cannot be fired at from a true range of more than 6 hexes. Drones and seeking shuttles more than 6 hexes from the monster will not accept it as a target. (A scatter-pack could be sent toward the monster on a ballistic course set to release “randomly targeted” drones at a range of 6 or less.) Certain drones (FD5.252) could be launched from more than 6 hexes and lock-onto the monster when they get to that range.
(PSM1.46) The monster can be held in a tractor beam. It has 10 points of negative tractor. If tractored, its pseudo-speed (G7.36) is not reduced; it has a towing cost of 12.
(PSM1.47) The monster is equipped with a close-in defense system (E6.0), giving it considerable protection against seeking weapons.
(PSM1.48) At the beginning of every turn, the monster will launch one Type-I drone at the Prime Sector Heavy Cruiser.
(PSM1.481) On the first impulse that the monster “detects” (is within 10 hexes of) a starship, it will use its breath weapon to launch a Plasma-G at the Prime Sector Heavy Cruiser.
(PSM1.482) For every impulse that the Prime Sector Heavy Cruiser is within 6 Hexes of the monster, roll 1D6. On a roll of 1-3, the monster will fire a Phaser-1 out of its eyes. Roll another 1D6 and consult the Phaser-1 chart. Based on the range and the die roll, calculate the appropriate damage and apply it to the facing shield.
(PSM1.5) VICTORY CONDITIONS: The monster wins if it can stay in the same hex as the planet for 3 consecutive turns. After 3 turns, it will have successfully reproduced on Petrickanus IX, creating another Planet Spawn. The player wins if he can inflict 100 points of damage on the monster (at which point the monster is destroyed). See (SM1.7).
(PSM1.6) WAYS TO ADJUST THE SCENARIO: There are several ways to adjust the scenario to increase or decrease the challenge level including: increasing or decreasing the amount of damage required to destroy the monster, increasing or decreasing the movement in hexes the monster moves per turn, increasing the plasma to a PL-S or PL-R or decreasing the plasma to a PL-F, increasing the PH-1 to a PH-4 or decreasing the PH-1 to a PH-2 or PH-3, increasing or decreasing the odds that the Phaser will fire within 6 hexes or less, increasing or decreasing the range at which the plasma is launched, increasing or decreasing the number of drones launched at the beginning of each turn, or increasing or decreasing the number of turns required by the Planet Spawn to successfully reproduce and create another Planet Spawn.

By Norman Dizon (Ichaborn) on Monday, May 17, 2021 - 01:02 pm: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

-Y5000? – The Great Ones wage the Titan Wars devastating almost all of the Prime Sector and destroying themselves. Remnants of their powerful technology would later be found spread throughout the Prime Sector.

By Norman Dizon (Ichaborn) on Monday, May 17, 2021 - 01:04 pm: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y45 – The Alliance of Lords meets the Seers. The Alliance of Lords is astounded by the Seers’ Precognitive Technology. The two part on friendly terms with each side willing to share information in the future on an ongoing basis.

By Norman Dizon (Ichaborn) on Tuesday, May 18, 2021 - 04:58 am: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y58 – The first Planet Spawn is encountered in Alliance of Lords territory. Three heavy cruisers are destroyed before the space monstrosity finally settles on Petrickanus IX where it builds a nest. In time, a new Planet Spawn is born. Petrickanus IX becomes a restricted area so that Alliance of Lords scientists can research and gather as much data as possible on the unique space entities known as Planet Spawns.

By Norman Dizon (Ichaborn) on Wednesday, May 19, 2021 - 04:39 pm: Edit

DEATH CULT BATTLECRUISER SSD
Link to the Death Cult Battlecruiser SSD

THE PRIME SECTOR

DEATH CULT SHIPS
(PMR5.1) BATTLECRUISER (BC):


The Death Cult Battlecruiser was an aggressive, determined, and calculating opponent in the Prime Sector. Armed with Two Disruptor Bolts, Five Offensive Quantum Phasers, One Drone Rack, and One Rear Plasma-E Torpedo, the Death Cult Battlecruiser was known for its speed, maneuverability and Saber Dancing Tactics. But it was the Distortion Field Generator that made the Death Cult Battlecruiser such a Feared Adversary. This Key Device would give the Death Cult Battlecruiser a Distinct Advantage in Battle, whether it be to Disrupt the Enemy’s Return Fire or whether it be to Escape from a Situation where the Death Cult Battlecruiser was outmatched by an Overwhelming Number of Opponents.

DESIGNER NOTES:

Every New Galaxy needs a Bad Guy. In the Prime Sector, this takes the form of the Death Cult. This is but the first of many Bad Guys in the Prime Sector.

The Death Cult Battlecruiser is based on the Klingon D7 Battlecruiser. The first question I asked is, “How can Improve on this Simple, Effective, and Efficient Classic Design.” And the answer is “I can’t.” However, I can change the Tactics used in battle, by changing the Technology available to the ship.

I wanted to make Saber Dancing the Prime Combat Tactic employed by the Death Cult Battlecruiser. Several factors were incorporated into the Death Cult Battlecruiser to make this happen.

The first factor was the addition of a Plasma-E with an Aft Plasma Firing Arc. The Plasma-E is different than standard Plasmas in that they can launch every two turns and score less damage. This quicker cycling period will be of great benefit to the Death Cult Battlecruiser. The lower amount of damage matches the constant hammering of the Disruptor, which also scores low amounts of damage repeatedly. The Aft Plasma Firing Arc is essential to ensure that the Death Cult Battlecruiser must Maneuver in order to bring its Rear Plasma-E into Arc. This not only encourages Saber Dancing, but makes it Necessary.

The second factor is the conversion of Phaser-2’s into Quantum Phaser-1’s. This gives the Death Cult Battlecruiser a slight edge (another point in damage), but it’s still a key factor when every point counts. For the sake of balance, the Range Brackets on the Quantum Phaser-1 had to be Revised to match Alpha Sector Standards. It has been dubbed the Revised Quantum Phaser-1.

The third factor are the Phaser Firing Arcs. The original D7 Battlecruiser had FX Phasers along with Wing Phasers. In order to ensure Saber Dancing, these Firing Arcs had to be incorporated into the Death Cult Battlecruiser. It was only when I stared at the RF+R+RR for awhile that I realized this was simply RS. I don’t know why it was spelled out in three separate parts on the original D7 SSD, but I used RS and LS for simplicity.

In order to balance the addition of the Plasma-E, I had to reduce the number of Disruptors and Drones available to the Death Cult Battlecruiser. This was a dangerous modification, because it would seriously reduce the Death Cult’s Crunch Power. But I had to ensure that Saber Dancing (and the use of the Rear Plasma-E Torpedo) was necessary to in order to be victorious. Therefore, the Death Cult Battlecruiser was given only Two Disruptors (versus the Alliance of Lords Three Photon Torpedoes) and One Drone Rack (versus the Alliance of Lords One Ultra Warp Missile).

The Single Drone Rack still allows for the use of a Scatterpack, which must be used by the Death Cult Battlecruiser in order to win.

So we have a sleek, fast battlecruiser which must saber dance in order to constantly pummel its opponent with Drones, Disruptors, Quantum Phasers, and Plasma-E’s. But something else was needed. A Device which would add to the Tactical Combativeness of the Death Cult Battlecruiser.

This device became the Distortion Field Generator from the Magellanic Rulebook. The Cloaking Device was considered, but that will be given to Future Prime Sector Empires. The Distortion Field Generator generates from 1-3 Penalty Hexes, which can be used in an Offensive or Defensive Manner, depending on the Tactical Situation. This Device was perfect for the Death Cult Battlecruiser, because it would compliment its set of weaponry and its Saber Dancing Tactics.

However, I didn’t like some parts of the Rules for the Distortion Field Generator. First, the Tuning Crystals had to go. They put a cap on how long the Distortion Field Generator could be left running, but added a level of complexity to the device that I felt was unnecessary for my needs. Simplicity works best for the Prime Sector whenever possible. So I simply said the Distortion Field Generator could only last 1 turn, but could be turned on and off any time during the turn by the Death Cult Player. I also changed the Arming Costs in relation to the Penalty Hexes generated. This made more sense to me. I kept the rest of the Rules, including Passive Fire, the Requirement for Warp Power to activate the Distortion Field Generator, Voiding the Distortion Field Generator, and More.

In conclusion, the Death Cult Battlecruiser possesses a vast array of technology which it must make full use of in order to win. The Death Cult Battlecruiser cannot simply charge to Close Range, unload an Alpha Strike, and be Victorious. It just does not have the Crunch Power for that. Instead, more finesse and patience must be utilized, with the Death Cult Battlecruiser Saber Dancing just out of range, frustrating the opponent, wearing them down, and looking for the perfect opportunity to close in for the kill. The Distortion Field Generator adds to the Tactics, expanding the possibilities many fold.

For balance, the Death Cult Battlecruiser was compared against the Alliance of Lords Heavy Cruiser, its Primary Opponent. This is a Good Matchup. The Short Range Cannons of the Alliance of Lords Heavy Cruiser are the perfect defense for the Death Cult Battlecruiser’s Drones.

Ultimately, the Death Cult Battlecruiser is something never seen before in Star Fleet Battles…which was my Goal. It is reminiscent of the Klingon D7 Battlecruiser and yet, strangely different. It has elements of Magellanic and Omega, but is neither of them. The Death Cult Battlecruiser is its own Brand New Beast.

By Norman Dizon (Ichaborn) on Wednesday, May 19, 2021 - 04:42 pm: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y66 – The Alliance of Lords encounters the Death Cult for the first time. Hostilities immediately break out, sparking the first of many brutal, bloody, drawn out wars between the Alliance of Lords and the Death Cult. The Two Empires would be bitter enemies for many, many years.

By Stewart Frazier (Frazikar3) on Wednesday, May 19, 2021 - 06:21 pm: Edit

Norman, the Klingon wing arcs fire to the opposite rear (RF+R+LR and LF+L+RR) ... otherwise, they would hit their own engines/hull ...

By Norman Dizon (Ichaborn) on Wednesday, May 19, 2021 - 07:05 pm: Edit

Thanks Stewart! You are right.

Phaser #4 = LF+L+RR
Phaser #5 = RF+R+LR
Phaser #6 + #7 = L+LR
Phaser #8 + #9 = R+RR

I believe I was staring at the SSD so long that my eyes began to mix up Phaser #4 with Phaser #6 and Phaser #5 with Phaser #8!

Ah well, regardless, the RS and LS Arcs on the Death Cult Battlecruiser will serve them well in combat, they need that small advantage since they lack crunch power. So I'll leave them as is.

Thanks again for pointing that out!

By Norman Dizon (Ichaborn) on Thursday, May 20, 2021 - 07:06 am: Edit

FAIR FOLK HEAVY CRUISER SSD
Link to the Fair Folk Heavy Cruiser SSD

THE PRIME SECTOR

FAIR FOLK SHIPS
(PMR6.1) HEAVY CRUISER (CA):


The Fair Folk Heavy Cruiser was noted for its outstanding maneuverability, strong shields, deadly direct-fire weapons, and reflective defenses. With Two Fireballs, Two Tachyosonic Beams, Five Sonic Pulsers, and Three Flame Shields, the Fair Folk Heavy Cruiser was a capable opponent for any Prime Sector adversary. But what made the Fair Folk Heavy Cruiser nearly unbeatable was its mysterious and magical Fairy Rings. These unusual devices allowed the Fair Folk Heavy Cruiser to turn when it should not have been able to, to disappear and reappear elsewhere, and even to become invisible! Had the Fair Folk been bent on the conquest of the Prime Sector, they may well have succeeded.

DESIGNER NOTES:

The Fair Folk Heavy Cruiser existed on another website of mine years ago. It took a bit of work to properly import it into the Prime Sector. Not only did the SSD need to be reworked, but there were balance and gameplay issues to consider as well.

The Fair Folk Heavy Cruiser combines Loriyill and Singer technology. This is not a bad thing, as it creates a truly unique empire. Mainly a direct-fire empire with no seeking weapons, the Fair Folk Heavy Cruiser utilizes Fireballs to wear down the opponent’s shields, Tachyosonic Beams to hit over and over like an ISC PPD, Sonic Pulsers as Phasers, and Flame Shields for defensive purposes. Loriyill ships have strong shields and swift maneuverability, factors that remain in the Fair Folk design. Clearly, one of the things lacking in the Fair Folk Heavy Cruiser is crunch power.

But even with all these attributes, I wanted to give the Fair Folk a device that would make them tactically different than just another fast direct-fire empire. This device became the mysterious Fairy Ring. Fairy Rings can produce 3 different gameplay effects, none of which alone are imbalancing. However, taken together, because the Fair Folk Heavy Cruiser has more than one Fairy Ring and they can have a cumulative effect, the Fairy Rings create Tactical Possibilities never seen before in a single empire.

As a result, the Fair Folk may turn out to be the single, most powerful empire in the entire Prime Sector. Similar to the Andromedans in the Alpha Sector, the Fair Folk possess strange abilities that set them apart from everyone else and make them very difficult to defeat in battle. It’s a good thing the Fair Folk don’t have any plans for galaxy wide domination…or do they?

The Fair Folk Heavy Cruiser fits right in with the rest of the Prime Sector. But the very existence of the Fair Folk raises some questions. Are they related to the Loriyill? Are they related to the Singers? Both? Did they come to the Prime Sector from somewhere else? Have they always been there from the beginning? Are they the ancestors of the Loriyill? Or are they their future progeny? Are they a separate independent faction? Are they enemies to the Loriyill and Singers? Was their technology stolen? These are questions that will be answered as the Prime Sector is detailed. For now, these questions will remain unanswered. For who knows how the politics of Fairy Government really works?

By Norman Dizon (Ichaborn) on Thursday, May 20, 2021 - 07:09 am: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y70 – The Guardian Knights discover the Fairy Habitat. While their meeting with the Fair Folk is pleasant and peaceful, it is clear to the Guardian Knights that the Fair Folk will not tolerate their territory being crossed, whether it be by friend or foe. The Guardian Knights leave the Fairy Habitat, but make notes about the unusual and powerful starships they witnessed that seemed to possess magical powers.

By Norman Dizon (Ichaborn) on Saturday, May 22, 2021 - 12:59 am: Edit

NETHERWRAITH HEAVY CRUISER SSD
Link to the Netherwraith Heavy Cruiser SSD

THE PRIME SECTOR

NETHERWRAITH SHIPS
(PMR7.1) HEAVY CRUISER (CA):


The Netherwraith Heavy Cruiser was feared for its ability to appear out of seemingly nowhere. The Netherwraith Heavy Cruiser would then attack key targets and then leave as mysteriously as it appeared.

Armed with Three Subspace Rockets, Five Offensive Phasers, and One Subspace Plasma, the Netherwraith Heavy Cruiser could generate more damage in a single strike than almost every other Prime Sector Empire. It was a dreadful opponent. The most destabilizing, tactic disrupting feature of the Netherwraith Heavy Cruiser was its Subspace Tunnel Machine. This nefarious device would create a Tunnel in Subspace that could be traveled through. While inside of the Subspace Tunnel, ships and other objects were protected from the outside. The Netherwraith Heavy Cruiser used the Subspace Tunnel Machine with great precision to achieve tactical and strategic objectives on the battlefield. It was well known that if you wanted to defeat the Netherwraith Heavy Cruiser, you must have the appropriate tactics to counter the Subspace Tunnel Machine.

DESIGNER NOTES:

The Netherwraith Heavy Cruiser is the second “Bad Guy” for the Prime Sector. These mysterious opponents of Unknown Origin appear out of Subspace to Assault and Strike Certain Targets. They Disappear as quickly as they appear. There is much to be Discovered (and Revealed) about the Netherwraiths.

The Subspace Rocket is on par with a Photon Torpedo. The Energy/Damage Ratio is right on at 1:2. However, the Subspace Rocket can score a little bit more damage than the Photon Torpedo at Ranges 0-4. This is fine as long as the Energy/Damage Ratio is correct. The Subspace Rocket also has the Disadvantage of Delayed Time on Target, which the Photon Torpedo obviously does not have.

The Subspace Plasma was developed from the idea of the Subspace Tunnel. The concept is that a Plasma enters Subspace where it cannot be hit or distracted by a Wild Weasel. Right before it hits its target, the Subspace Plasma must reemerge into normal space, making it vulnerable once again. To balance this protective ability, the Subspace Plasma’s Speed was Reduced to 20. So the Subspace Plasma moves much slower than Standard Plasmas.

The Subspace Tunnel Machine is a Curiosity and a Great Tactical Device on the Battlefield. This Device will require Lots of Playtesting. A Linear Subspace Tunnel is Formed, through which the Netherwraith Heavy Cruiser can travel. When inside of the Subspace Tunnel, nothing from outside can affect it. However, anything else is free to use the same Subspace Tunnel while it is open, including enemy ships, fighters, seeking weapons, shuttles, PFs, monsters and more. The Drawback is that once the Subspace Tunnel closes, Anything caught inside of it is Instantly Destroyed (Lost). Subspace Tunnels do not “Block” anything and are considered to be “Under Space.” For game balance, the Length of the Subspace Tunnel is Restricted so it cannot be made Too Long.

Ultimately, the Netherwraith Heavy Cruiser is a nice fit for the Prime Sector. With Strange and Unusual Technology, this Villain will Wreak Havoc on all the Good Empires of the Prime Sector. Developing Tactics to Counter the Unorthodox Netherwraith Heavy Cruiser will be the Most Challenging and the Most Fun Part.

By Norman Dizon (Ichaborn) on Saturday, May 22, 2021 - 01:03 am: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y73 – A Netherwraith Heavy Cruiser appears out of space itself and suddenly destroys the Alliance of Lords Outpost known as York. The Netherwraith Heavy Cruiser disappears long before any Alliance of Lords starships can respond to the unprovoked attack. The Alliance of Lords begins to gather data and information on the Netherwraiths, but it is extremely difficult and slow going.

By Norman Dizon (Ichaborn) on Tuesday, June 01, 2021 - 10:02 pm: Edit

ULTRA WARP MISSILES SCATTERPACK
PRIME SECTOR RULES

Link to other Rules

In the Prime Sector, Ultra Warp Missiles can be loaded into a Scatterpack. Six is the maximum. Pay close attention to the Number of Ultra Warp Missiles in the Rack.

The UWM Scatterpack functions as a Normal Scatterpack in all other respects.

By Norman Dizon (Ichaborn) on Tuesday, June 01, 2021 - 10:08 pm: Edit

REVISED SHUTTLE BOMBS
PRIME SECTOR RULES

Link to other Rules

DESIGNER NOTES: After reviewing the Shuttle Bomb Rules in Omega, I disliked the 4x Multiplier to calculate the Warhead Strength. This would mean that a Fully Armed Shuttle Bomb was nearly the equivalent of a Fully Armed Suicide Shuttle. But this didn’t make sense since Shuttle Bombs have the advantage of being armed faster, over Two Turns instead of Three Turns. This view is strictly from a Tabletop Gaming Perspective for Balance in Battle. I’m sure you can come up with whatever Background (R-Section), Historical, and Technological (FRA) explanation you want to justify this. But for me, in terms of Pure Gameplay, the 4x Warhead Rule did not make sense.

So in the Prime Sector, Shuttle Bombs are indeed available to all, but the Warhead Strength has been Drastically Reduced to make it more appropriate in comparison to the Suicide Shuttle (which is also available in the Prime Sector). The Prime Sector Captain now has the choice of using either a Weaker, Faster Armed Shuttle Bomb or a Stronger, Slower Armed Suicide Shuttle.

Here are the Prime Sector Shuttle Bomb Rules:

All Empires in the Prime Sector can use Shuttle Bombs as detailed in Omega-3. However, they use the following revisions:

Shuttle Bombs are armed over Two Turns with 1-3 Points each Turn (2-6 Points Maximum).

Shuttle Bomb Warheads are equal to 1.5 the Energy Armed (2 Points = 3 Warhead, 6 Points = 9 Warhead)

Everything else remains the same in regards to Shuttle Bombs. They are a Faster, Weaker Version of a Suicide Shuttle.

By Norman Dizon (Ichaborn) on Tuesday, June 01, 2021 - 10:13 pm: Edit

PLAYTEST REPORT: ALLIANCE OF LORDS CA VS DEATH CULT BC
PRIME SECTOR

Link to other Playtest Reports

T1 – The Alliance of Lords CA and the Death Cult BC close in on each other. 1 Ultra Warp Missile strikes the Death Cult Shield #1 absorbed by reinforcement. There is 1 Type I-M Drone on the board adjacent to the Death Cult BC. The Death Cult BC fires 2 Disruptors, scoring 4 Damage to the Alliance of Lords CA Shield #1, after subtracting reinforcent. Death Cult BC launches a PL-E at the end of the turn. The two ships end up 12 hexes apart.

T2 – Alliance of Lords CA launches 1 Ultra Warp Missile. Death Cult BC launches another Drone. Death Cult BC moves 18 while Alliance of Lords moves only 10 due to Photon Overloads. UWM strikes Death BC scoring 2 damage. Alliance of Lords fires 2 PH-1s and 1 PH-3 at PL-E at R1, reducing it by 6. PL-E strikes Alliance of Lords Shield #2 for 6 damage. Death Cult BC fires 4 PQ-1s at R10 scoring 5 damage on Alliance of Lords Shield #6. Alliance of Lords CA fires 2 Short Range Cannons at 2 Drones at R2. 1 Drone Destroyed. Alliance of Lords CA fires 1 PH-1 at 1 Drone at R1. Drone Destroyed. Alliance of Lords fires 1 PH-1 at Death Cult BC at R10, missing. For the rest of the turn, Death Cult BC runs away into NE corner. Alliance of Lords follows. They are 13 hexes apart at the end of T2.

** GAME PAUSED. TO BE CONTINUED **

By Norman Dizon (Ichaborn) on Thursday, June 03, 2021 - 10:39 pm: Edit

PLAYTEST REPORT CONTINUED: ALLIANCE OF LORDS CA VS DEATH CULT BC
Link to other Playtest Reports

T3 - Alliance of Lords CA moves 19. Death Cult BC moves 13. The Death Cult BC is trapped in the NE Corner with the Alliance of Lords closing in to cut him off. Death Cult BC launches a PL-E. Alliance of Lords CA launches UWM Scatterpack. Death Cult BC launches Scatterpack. Alliance of Lords CA fires 2 PH-1's and 2 PH-3's at PL-E reducing it by 9 points. PL-E strikes Alliance of Lords CA scoring 3 damage to Shield #1. Death Cult BC and Alliance of Lords CA are headed towards each other, Death Cult facing D and Alliance of Lords facing B. They are 7 hexes apart within Overload Range. Both Scatterpacks are trailing behind. Alliance of Lords CA fires 3 Overloaded Photons, hitting with all 3, 1 PH-1 (hitting) and 1 Short Range Cannon (missing) at R2. After subtracting reinforcement, the Death BC loses its Shield #1 and takes 27 Internals. At the same time, the Death Cult BC fires 2 Overloaded Disruptors (both hit) and 4 PQ-1's at R2, scoring 39 damage. After subtracting reinforcement, the Alliance of Lords CA loses its Shield #1 and suffers 17 Internals. The UWM Scatterpack releases 6 Ultra Warp Missiles aimed at the Death Cult BC. The Death Cult's Scatterpack releases 6 Type I-M Drones aimed at the Alliance of Lords CA. 6 Ultra Warp Missiles strikes the Death Cult BC through its Down Shield #1 scoring 12 More Internals. For the rest of the Turn, the Alliance of Lords runs away from the 6 Type I-M Drones, moving 19 while they move 20.

T4 - The Death Cult BC Concedes the Match. The Death Cult BC is in bad shape, having taken a total of 39 Internals. The Alliance of Lords has only taken 17 Internals. On T4, the Alliance of Lords can use its Phasers and Short Range Cannons to shoot down the Drones, Tractor them, or use a Wild Weasel to Distract Them.

COMMENTS - This felt like an even match. Both ships flew well according to their design. They each utilized their own unique tactics. Clearly, the Death Cult BC is no match for the Overloaded Photons of the Alliance of Lords CA. It should not have become trapped in the corner, forced to fight the Alliance of Lords in a head-on engagement. The Scatterpacks were interesting, but ultimately did not change the outcome of the game.

By Norman Dizon (Ichaborn) on Sunday, June 06, 2021 - 02:43 pm: Edit

PHALANX HEAVY CRUISER SSD
Link to the Phalanx Heavy Cruiser SSD

THE PRIME SECTOR

PHALANX SHIPS
(PMR8.1) HEAVY CRUISER (CA):


The Phalanx Heavy Cruiser was an imposing adversary to face. With a Regenerating Rotating Shield, Sturdy Thick Armor, Two Hurricane Missiles, Phaser-4’s, and the Dreaded Plasma Shear, the Phalanx Heavy Cruiser defeated many opponents in combat. Enemies quickly discovered that the Phalanx’s Plasma Shear could be used defensively to rip apart seeking weapons, shuttles, and fighters. Starships struck by the destructive Hurricane Missile experienced devastation far beyond what a simple Drone could inflict. Fortunately, a weakness was discovered in the Aft Direction of the Phalanx Heavy Cruiser, one which was exploited by experienced Captains.

DESIGNER NOTES:

The Phalanx Heavy Cruiser is based on the Juggernaut. Great care had to be taken to convert it down to Prime Sector Standards.

First of all, the Rotating Shield had to be reduced so that the ship would not be Invulnerable. Like the Guardian Knights, the Phalanx Rotating Shield, when combined with its Directional Armor, could not exceed the Standard Shield Amounts for Prime Sector Heavy Cruisers. This has been carefully calculated. Now, if the Phalanx suffers an Alpha Strike from an enemy ship, the Rotating Shield will only cover part of the damage. Another slight disadvantage that I built into the Rotating Shield is that it cannot be reinforced.

Like the Juggernaut, Phalanx starships do not have a #4 Shield. They are covered in Directional Armor everywhere else per the original.

The PH-4’s were another consideration. It was very important to keep this feature because it gives the Juggernaut a unique flavor in battle. However, the PH-4’s can easily become unbalancing. Therefore, I had to make sure the amount of damage that the PH-4’s could inflict was roughly equal to the Phaser Damage Output of a standard Prime Sector Heavy Cruiser.

Next, the Shriek Missiles were converted into Hurricane Missiles. These are the Largest Missiles yet in the Prime Sector, with the Black Cataract’s Dark Plasma Drones coming in a close second. Each Hurricane Missile can be devastating if it hits its target and they are very difficult to stop once in flight. Luckily, the Phalanx Heavy Cruiser only carries two of them. Only 1 Hurricane Missile can be on the map at any one time.

But there needed to be something else. The Phalanx Heavy Cruiser was a Phaser Boat with Big Missiles, but Tactically, there wasn’t too much challenge or uniqueness in playing it. So the Plasma Shear was developed. This device, which can be used offensively to damage enemy ships or defensively, to protect the Phalanx Heavy Cruiser against seeking weapons, is similar to an ESG that can be generated at range. A radius of plasma energy is formed around a target hex that damages anything within that radius. The Tactical Implications of this new device are numerous, limited only by the player’s ingenuity.

Now, the Phalanx Heavy Cruiser is ready to enter play. It is not too strong or invulnerable that it cannot be stopped. It retains the original flavor of the Juggernaut. And with the Plasma Shear, it is now an attractive vessel to fly with brand new and interesting tactics to be developed.

By Norman Dizon (Ichaborn) on Sunday, June 06, 2021 - 02:46 pm: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y75 – An Alliance of Lords Heavy Cruiser encounters Three Phalanx Heavy Cruisers flying in formation. The Phalanx immediately interpret the presence of an Alliance of Lords Heavy Cruiser to be a challenge to their dominion. The Alliance of Lords Heavy Cruiser barely escapes after being crippled.

By Norman Dizon (Ichaborn) on Monday, June 07, 2021 - 03:19 am: Edit

DARK GOD HEAVY CRUISER SSD
Link to the Dark God Heavy Cruiser SSD

THE PRIME SECTOR

DARK GOD SHIPS
(PMR9.1) HEAVY CRUISER (CA):


The Dark God Heavy Cruiser was a dreaded opponent because of its ability to disappear from our dimension, only to reappear later in a completely different location. This reemergence could not be accurately predicted and many Prime Sector starships found themselves caught completely off-guard by the Dark God’s new location after Phasing Back into our Reality. The Dark Matter Pulsars and Dark Matter Torpedoes were also infamous for the unique way in which they affected a starship once its shields were down. All of these factors made the Dark God Heavy Cruiser a truly unorthodox adversary in the Prime Sector. Fortunately, the Dark God had his own mysterious agenda which rarely involved sending a whole fleet of ships to attack a single strong point.

DESIGNER NOTES:

The Dark God Heavy Cruiser is based on the Souldra. However, some major changes were needed to bring this Omega Empire in line with the rest of the Prime Sector.

First and Foremost, the Soul Shields and the Shards had to be discarded. It’s not that they weren’t cool concepts, they were. Who wouldn’t want to send a fighter over to suck power out of an enemy ship and use it to restore your own shields? Who wouldn’t want to rearrange their shields in any direction every turn? However, these ideas are nearly impossible to balance. And in the Prime Sector, Balance is Paramount, especially between ships. So the Soul Shields and the Shards had to go. I may use some form of the Soul Shields in a future Prime Sector Empire, but the rules will have to be revised somewhat if I do.

The next major issue was a lack of Phaser Power. If you examine the Light and Heavy Dark Matter Pulsars, you will find that they are severely lacking in Damage Output. This is because they utilize the special Dark Matter Damage Procedure once Interals are scored. Still, in order to even get to use the Dark Matter Damage Procedure, you must penetrate the enemy’s Shields. And you will not be able to do that when your Phasers score only half-damage (compared to PH-1’s). To make things much worse, because your own Phasers are deficient in damage, there is nothing to stop an opponent from simply charging at you and overrunning you.

So I needed to give the Prime Sector version of the Souldra some more “Teeth.” But how? My initial solution was to simply give the ship additional PH-1’s that would not use the Dark Matter Damage Procedure. This would prevent ships from charging recklessly to point blank range, because now the Prime Sector Souldra would have PH-1’s pointed at them as they closed. The Damage Output of PH-1’s is much higher than Heavy Dark Matter Pulsars.

But this solution, while simple and efficient, did not sit well with me simply because the mix of technology did not make sense from a technological perspective. Why would this empire utilize PH-1’s when they already have Dark Matter Pulsars (even if weak in Damage Output)? Therefore, I came up with my Second Solution, which was the Super Dark Matter Pulsar. This upgraded version of the Heavy Dark Matter Pulsar now scores damage on par with a PH-2. Still not perfect, but enough to allow the ship to fend off opponents charging straight at it for an overrun.

The Dark Matter Torpedo seemed fine as is. I carefully examined the energy required in comparison to the damage scored. It seemed acceptable. There were two complications; the Dark Matter Damage Procedure and the unusual way that Dark Matter Torpedoes are damaged by Phaser fire.

Total Damage Output from the Dark Matter Pulsars and the Dark Matter Torpedoes had to be carefully calculated to make sure it did not exceed the Average Prime Sector Amount.

The Dimensional Phase Device was crucial to make the Prime Sector Souldra Tactically Challenging to play. Without it, the ship would have simply been a Direct-Fire Ship with some Strange Plasma Torpedoes. But with the Dimensional Phase Device, all kinds of Tactical Possibilities open up during combat. The Dimensional Phase Device operates much differently than the Cloaking Device, so the two should not be confused in terms of Tactics Employed. A thorough and detailed reading of the Rules for the Dimensional Phase Device is definitely worth it, but developing Winning Tactics based on these Rules will require even further in-depth thought.

And so you have the Prime Sector version of the Souldra. Now I needed a name for this New Empire. They were not the same beings as the Souldra, although they are composed of Dark Matter. What are their Goals? What is their Behavior like? Are they Enemies or Allies? Where do they come from? How will their Technology evolve over time? Can they be reasoned with? Can they be traded with? How long do they live? What are their Origins? All these questions will be answered in time as the Prime Sector gets written. This Prime Sector Empire has been dubbed: the Dark God.

By Norman Dizon (Ichaborn) on Monday, June 07, 2021 - 03:21 am: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y88 – An Alliance of Lords Heavy Cruiser, the Huckster, discovers a Black Sun. To their astonishment, there was a Strange Race of Beings living in close proximity to the Black Sun. Sadly, these Dark Matter Beings were extremely hostile. The Huckster was barely able to send an Emergency Subspace Message to the Alliance of Lords before it was completely destroyed.

By Norman Dizon (Ichaborn) on Monday, June 07, 2021 - 03:24 am: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y100 – The Maelstrom, a Gigantic Temporal Whirlpool that Connects All Regenesis Galaxies to Each Other, is discovered by the Alliance of Lords and the Guardian Knights. Joint Operations begin to study the Massive Phenomena. It would be many, many years before they would gain even a basic understanding of how the Maelstrom works.

By Norman Dizon (Ichaborn) on Saturday, June 12, 2021 - 11:23 pm: Edit

ROVER MERCHANT VESSEL SSD
Link to the Rover Merchant Vessel SSD

THE PRIME SECTOR

ROVER SHIPS
(PMR10.1) MERCHANT VESSEL (MV):


The Rover Merchant Vessel was a known for its size and massive cargo capacity. The ship was well armed with Sonic Weaponry, although fighting was not the vessel’s function. Like all Rovers, the Rover Merchant Vessel engaged in the trading of resources, information, food, weaponry, and items. Interestingly, the Rover Merchant Vessel carried a full compliment of Fighters, although they only used them in the most dire of circumstances. Friendly Empires often escorted Rover starships to Bases within their space. Some Hostile Empires refused to allow Rovers through their space and destroyed them on sight.

DESIGNER NOTES:

The Rovers provide a Scenario and Historical Purpose in the Prime Sector. They are Traders and Wanderers who roam the spaceways. The Existence of Rovers allows:

1) Technology to be passed from one Prime Empire to Another, but with Limitations.
2) News, Rumors, and Gossip to arrive from far beyond an Empire’s Borders. Some Rovers share their information freely; others are Information Brokers. Some Rovers are Spies.
3) Goods, Equipments, Resources, Hand Weapons, Devices, Food, and other Items to be Traded.
4) Rovers to be Attacked by Prime Empires and Pirates interested in the Rover’s Cargo.

The Rovers were initially just Targets for SFB. But I wanted them to be Armed Targets. If an Attacker was not careful, they could be destroyed. So successfully attacking a Rover starship required Tactics and Strategy; it was not simply a shoot-fest.

The Rovers are armed with Powerful Technology, greater than standard Prime Sector Empires. Had the Rovers been interested in conquest, they might well have succeeded. But their starships are spread out, trading, exploring, gathering resources, and recording information. In terms of the SSD’s, the Powerful Weapons are spread out with limited Firing Arcs in such a way so that their damage cannot be effectively concentrated. This allows the Rover starship to defend itself, but not to obliterate the attacker with overwhelming armaments.

Designing the Rover Merchant Vessel allowed me to create an SSD that did not have to fit the Prime Sector Heavy Cruiser Mold. This was a good exercise in creativity and SSD design.

The Sonic Wave is a Powerful Plasma Torpedo that arms over 4 Turns. The Sonic Cannon falls in-between a Light Tractor-Repulsor Beam and a Heavy Tractor-Repulsor Beam. It is treated as a Phaser with a high energy requirement to arm. The Sonic Field is a defensive device that pushes close targets away from the Rover starship, buying them precious time in combat. It is similar to the Attraction Repulsion Field used by the Alunda. Clearly, the Rovers are masters of Sonic Technology whose secrets they carefully guard.

Lastly, the Rover Merchant Vessel is outfitted with Fighters. The Fighters are basic, but due to their numbers, they can pose a serious problem for an attacker. Again, the purpose of the Fighters is to enhance the Rovers’ Defense, not to make them some sort of Assault Carrier attacking enemies.

Overall, the Rovers remain Neutral in their Dealings and Actions. They have to be in order to survive and prosper. The Rovers cannot take sides in whatever conflict is going on at the moment. Still, there are some hostile empires that simply will not tolerate the Rovers moving through their space. These hostile empires destroy the Rovers on sight, forcing the Rovers to avoid their region of space altogether.

By Norman Dizon (Ichaborn) on Saturday, June 12, 2021 - 11:25 pm: Edit

PRIME SECTOR HISTORY
Link to the Prime Sector History

Y92 – The Alliance of Lords and the Guardian Knights make friendly contact with the Rovers. Regular Trading begins. The Seers and the Fair Folk inform the Alliance of Lords that the Rovers trade far beyond the Prime Sector and possess a massive interstellar network.

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