By Norman Dizon (Ichaborn) on Monday, June 14, 2021 - 03:21 am: Edit |
GORGON KILLER CEPHALOPOD SSD
Link to the Gorgon Killer Cephalopod SSD
THE PRIME SECTOR
GORGON SHIPS
(PMR11.1) KILLER CEPHALOPOD (KC):
The Gorgon Killer Cephalopod was feared for many reasons. From its ability to partially disappear into Subspace, to its freakish ability to move as fast as a Plasma Torpedo, to its ability to generate a Powerful Field of Electricity around itself, the Gorgon Killer Cephalopod was an Unusual and Unorthodox Opponent to face in battle. Armed with Two Heavy Plasma Whips, Four Standard Plasma Whips, and Six Bioelectric Bolts, the Gorgon Killer Cephalopod was effective at both Close Range and Mid Range. When outmatched, the Gorgon Killer Cephalopod would release a dense Plasma Cloud behind it in order to cover its retreat.
DESIGNER NOTES:
The Gorgon Killer Cephalopod is based on the Alunda. I knew that major changes were needed to convert the design into the Prime Sector Paradigm.
From the start, I knew that the Bioelectric Bolts posed a serious issue. I have never felt comfortable with their design and I witnessed several Alunda players losing games because of it. So thorough and careful analysis was needed.
The issue arises because Bioelectric Bolts are supposed to be Heavy Weapons and Phasers rolled into one. At a surface glance, this seems fine. At Ranges 5-7, for 1 point of energy, you can score 3 points of damage (1:3 ratio), for 2 points of energy, you can score 4 points of damage (2:4 ratio), for 4 points of energy, you can score 10 points of damage (4:10 ratio), and for ½ point of energy, you can score 1 point of damage (1/2:1 ratio). Although the To Hit chances are using Two Dice, if you calculate the probabilities, they are in-line with Disruptor Bolt To-Hit probabilities. Any increased damage at Ranges closer than 5-7 is just bonus damage like icing on the cake.
So what is the problem? The problem is that if you look at Bioelectric Bolts as Phasers (instead of Heavy Weapons), they are Terrible. For 1 point of energy, you can score at most 4 damage at close range. This is the equivalent of a PH-3, but it costs 1 point. For 2 points of energy, you can score at most 6 points of damage, the equivalent of a PH-2. And for 4 points of energy, you can score up to 12 points of damage, more than a PH-1, but for a whopping 4x energy cost! Even at ½ point of energy, the Bioelectric Bolt can only score up to 3 points of damage not even equal to the maximum damage for a PH-3.
And here lies the heart of the problem. You have a Heavy Weapon masquerading as a Phaser, when it is clearly not. If it is, it is a Terrible Phaser to use. So basically, the Alunda has a bunch of Heavy Weapons (Bioelectric Bolts), but No Phasers to use. This most certainly would not do in the Prime Sector. Plasma Whips are a different weapon altogether, so they do not qualify in this respect as a Phaser (PH-1).
As a Solution, I came up with a Bioelectric Discharge, which was just a Phaser (Range of Effect) version of the Bioelectric Bolt with damage on par with a PH-1. I really did not want to move forward with the Bioelectric Discharge (for some unknown reason).
Then I realized that I already had a Phaser Range-of-Effect Type Weapon: the Plasma Whip. The problem was that it was too Short Ranged and scored too Little Damage. Enter the Heavy Plasma Whip. The Heavy Plasma Whip can hit further, do more damage, and generate a stronger Whipcrack Torpedo. But the Number of Heavy Plasma Whips must be limited to make sure the Phaser Damage Output matches what the rest of the Prime Sector Heavy Cruisers can generate. So the Gorgon Killer Cephalopod only has 2 Heavy Plasma Whips. Not the perfect solution, but at least it has Phasers (PH-1’s=Heavy Plasma Whips) in addition to its Heavy Weapons (Bioelectric Bolts).
The standard Plasma Whip is most effective against targets with their shields down, since it scores Double Internal Damage. Otherwise, the Plasma Whip is basically just a PH-3. The fact it can generate a weak plasma torpedo (Whipcrack Torpedo) is interesting from a tactical point of view.
Another minor issue with the Bioelectric Bolt is that when 4 points of energy are used, there is a Cool Down Period, allowing the weapon to only be fired every other turn. This did not make sense to me. For 4 points of energy at Range 5-7, 10 points of damage could be scored. This is equivalent to an Overloaded Disruptor. For 4 points of energy, at Range 0-2, 12 points of damage could be scored. This is only slightly better than an Overloaded Disruptor. So why force the Heavy Weapon to only fire Every Other Turn? You are Neutering an essential Heavy Weapon and putting the Alunda at a serious disadvantage in Gameplay (especially because it lacks PH-1’s). So this Cool Down Period for 4 point energy Bioelectric Bolts was Deleted.
Now, with the Bioelectric Bolt issue resolved, I could move on to other things. The Attraction Repulsion Field needed to go. While interesting, it was of little use in the games that I witnessed with the Alunda. No one seemed to use it. Those that tried, failed and lost the game.
It should be noted at this point, that the Gorgon Killer Cephalopod is based on an Octopus and not a Squid. Just to avoid any confusion on this issue.
Next, I added Two Things which I thought my Space Octopus should have, both because they would be fun and also because they would tactically interesting. The First Thing is the Warp Jet (originally called the Warp Surge). Like a Real Octopus, this Jet allows the Gorgon starship to move Ultra Fast for a Very Short Amount of Impulses. It “lunges” at its prey. But what does it do when it gets there? It activates the Second Thing, which is its Bioelectric Field. This is similar to an ESG mixed with a Mauler-like Effect. It Fries its Victim. If necessary, the Gorgon starship can unleash its deadly Plasma Whips at point blank range for additional damage.
But a Real Octopus also has Great Camouflage Abilities that it uses in a wide variety of ways. My Space Octopus needed the same thing. So the Subspace Camouflage Organ came into being. This device functions as a Quick Acting Cloaking Device with only half of the Cloaking Device’s features. It is a stripped down, simplified version of the Cloaking Device. I made sure that the Subspace Camouflage Organ was still better than the Veil or Masking Device from the Early Years. I considered making the device similar to Erratic Maneuvers, but decided against it.
One issue that came up with the Original Alunda was the Bioelectric Capacitor Organ. I didn’t like how this device lost Half of its Energy every Turn. Although it could store Unlimited Energy, it could never reach that peak because it was constantly leaking energy. So what is the point of this? Having the potential of Unlimited Energy, but never being able to actually reach it will only frustrate players. I believe this design was put in place because the Adrenaline Batteries were providing a free point of energy every turn. So they needed a way to balance that free energy. Adrenaline Batteries also can provide a large amount of energy in an instant, more than standard Batteries. But losing half of your Capacitor Energy (every turn), which is needed to fire your Bioelectric Bolts (Heavy Weapons) which take the place of Phasers = Not Good! Imagine charging your Phaser Capacitor with 10 points of energy, only to find that next turn, you only have 5 points of energy left. Or you put in 4 points and next turn, you only have 2 points left. Or you put in a whopping 20 points of energy (Unlimited Energy Cap), but next turn, you only have 10 points left! To me, this design is Imbalancing and Non-Functional.
So, for the Gorgon Killer Cephalopod, I designed my own Bioelectric Capacitor Gland. This makes the Capacitor work more like a standard Phaser Capacitor. For the Gorgon, the Bioelectric Capacitor Gland also powers the Bioelectric Field, not just the Bioelectric Bolts.
The Adrenaline Batteries posed yet another issue, because they could draw 5 points at once! This is almost like X-Battery Levels. But they are limited in the boxes they can use at any one time, so this advantage, while significant, is minimal in the grand scheme of battle. Plus it adds flavor to playing the Gorgon as opposed to other Prime Sector Heavy Cruisers.
I also added a Small Capacitor for the Heavy Plasma Whips. A minor change, but an important one for Gameplay.
The Range Brackets on the Bioelectric Bolts also had to be Revised. They still used strange Omega Ranges, like 5-7. This was easily fixed by changing it to 5-8, the Alpha Sector Standard.
Looking at the Total Damage Output for the Heavy Weapons (Bioelectric Bolts and Bioelectric Field), Phasers (Heavy Plasma Whips/Standard Plasma Whips) and Whipcrack Torpedoes, I made sure it was consistent with the Total Damage Output for other Prime Sector Heavy Cruisers.
Lastly, the Gorgon Killer Cephalopod uses the same Living Ship Rules as the Alunda, including the Healing Track.
The Outline for the Gorgon Killer Cephalopod actually came from a ship that I designed back in 2015. It took some work to reduce the boxes to make them fit the Prime Sector Standard.
Why is this empire called the Gorgon? Because since ancient times, the Octopus has been equated with the Medusa’s Head.
In summary, the Gorgon Killer Cephalopod is based on the Real Life Octopus (and the Alunda). The issue with the Bioelectric Bolts has been resolved by the addition of the Heavy Plasma Whip. The Warp Jet and Bioelectric Field add Tactical Depth to the Gorgon. The Capacitor System has been fixed so it works more efficiently. Heavy Whipcrack Torpedoes add another layer of Tactical Depth to the Gorgon. Plasma Whips, Adrenaline Batteries, and Plasma Cloud Generators remain the same, each one requiring their own unique tactics to be used effectively. The Subspace Camouflage Organ acts as a brief Cloaking Device, allowing the Gorgon player to use it in different ways, either offensively or defensively. In Totality, the Gorgon Killer Cephalopod is a Unique Creation, much different from the Original Alunda, which requires Brand New Tactics and Strategy on the Battlefield to be Successful.
By Norman Dizon (Ichaborn) on Monday, June 14, 2021 - 03:25 am: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y101 – The Alliance of Lords discovers an area of space inhabited by space dwelling Octopi. These strange, fascinating creatures scurry away at the first sign of the Alliance of Lords starship. The Alliance of Lords has no indication that these Octopi might be living organisms with crews inside, so they assume they are simply space faring creatures when they report them to Alliance Command.
By Norman Dizon (Ichaborn) on Tuesday, June 22, 2021 - 10:34 pm: Edit |
CHRYSALIS CATERPILLAR COCOON TENDER SSD
CHRYSALIS CATERPILLAR COCOON LAYER SSD
CHRYSALIS MOTH COCOON DEFENDER SSD
Link to the Chrysalis Caterpillar Cocoon Tender SSD
Link to the Chrysalis Caterpillar Cocoon Layer SSD
Link to the Chrysalis Moth Cocoon Defender SSD
THE PRIME SECTOR
CHRYSALIS SHIPS
(PMR12.1) CATERPILLAR COCOON TENDER (CCT):
The Chrysalis Caterpillar Cocoon Tender was a small Living Caterpillar that Maintained the Web in the Great Cocoon and other Cocoons. Although it was a non-combat unit, the Chrysalis Caterpillar Cocoon Tender possessed a Unique Heavy Weapon that could Pass Through Webs, the Precursor to the full Chrysalis Plasma Torpedo. It was also armed with Wide Phasers. Like almost all Chrysalis Vessels, the Chrysalis Caterpillar Cocoon Tender carried a Special Device that could Damage Opponents Stuck in the Web.
(PMR13.1) CATERPILLAR COCOON LAYER (CCL):
The Chrysalis Caterpillar Cocoon Layer was a small Living Caterpillar that Laid New Web for the Great Cocoon and other Cocoons. Although it was a non-combat unit, the Chrysalis Caterpillar Cocoon Layer could defend itself with Web Fists if necessary. The Chrysalis Caterpillar Cocoon Layer was armed with Multiple Web Casters. Like almost all Chrysalis Vessels, the Chrysalis Caterpillar Cocoon Layer carried a Special Device that could Damage Opponents Stuck in the Web.
(PMR14.1) MOTH COCOON DEFENDER (MCD):
The Chrysalis Moth Cocoon Defender was a Dreaded and Feared Protector of the Great Cocoon and other Cocoons. This Living Moth was the equivalent of other Prime Sector Heavy Cruisers. Armed with a Powerful Plasma Weapon that could Pass through Webs, the Chrysalis Moth Cocoon Defender systematically eliminated adversaries that were Stuck in the Web or who were Circling Outside the Web. The Chrysalis Moth Cocoon Defender carried a Full Battery of Wide Phasers. Lastly, the Chrysalis Moth Cocoon Defender retains Two of the Devices from its Caterpillar Stage, including the ability to Lay Web and to Damage Enemies Stuck in the Web.
DESIGNER NOTES:
The Chrysalis are based on the Tholians. Web Tactics are Tholian Tactics. So the Chrysalis must employ Web Tactics. However, I didn’t want to duplicate Tholian Web Tactics. I wanted New and Different Web Tactics to have to be employed by the Chrysalis (and their Adversaries) in order to win on the Tabletop.
Since Spiders were taken, the next obvious choice for creatures that could produce a Web were Caterpillars, Moths, and Butterflies. Therefore, the Chrysalis spin gigantic, immense cocoons in space, which are created and tended by Caterpillars and protected by Moths and Butterflies.
In order to make the Chrysalis different from the Tholians in terms of Web Tactics, there were Three Things I needed to implement. The First Thing is a Special Type of Plasma that could Pass Through Webs. This alone will already change the Web Tactics incredibly, because instead of the Defenders just having Phasers to shoot through their own Webs, now they can launch Seeking Weapons through their own Web. The Second Thing is a Special Device that can Damage any Enemies Stuck in the Web. Now, if the Attackers throw their ships into the Web in order to shoot at Chrysalis ships maintaining the Energy in the Web, they will Suffer Greatly, because this Special Device can Damage those Stuck Ships. The Third Thing is Power Absorbers. The Idea behind giving the Chrysalis Power Absorbers is to ultimately Tie In the Energy Absorbed with the Energy Fed into the Web. This means the Energy (Damage Points) will go from Power Absorbers to Batteries and then finally into the Web (assuming this Tactic is being used at that moment; this Tactic cannot be used All the time by Every Chrysalis Ship). So a New Power Dynamic is created for the Chrysalis, simply by the addition of Power Absorbers to their Technology. The idea behind the Power Absorbers is NOT to make the Chrysalis Invulnerable to Damage or to give them Andromedan Tactics!
The Chrysalis use Wide Phasers with a Revised Range Table. Wide Phasers were chosen because they score less damage than a PH-1. This helps to balance their Special Weaponry that can Pass Through Webs. However, Wide Phasers have a more Stable and Reliable Damage Matrix than PH-1’s. The Wide Phasers employed by the Chrysalis can fire through Webs just like the Tholians (with the Same Penalty).
The Caterpillars are based on Tholian Patrol Corvettes. They are small crafts, not suited for combat, which have a specific purpose in regards to Web and the Great Cocoon. The Chrysalis Caterpillar Cocoon Tender is tasked with Maintaining the Web in the Great Cocoon. It does possess an interesting weapon, the Precursor to the Plasma Weapon that can move through Web. This Precursor is a miniature direct-fire version of the real thing, so it is very limited in range and damage. The Chrysalis Caterpillar Cocoon Layer is tasked with Creating New Web for the Great Cocoon. To achieve this, it is armed with Web Casters. The Chrysalis Caterpillar Cocoon Layer does not carry the Precursor to the Seeking Weapon like the Chrysalis Caterpillar Cocoon Tender. The Power Absorbers on the Chrysalis Caterpillar Cocoon Tender and Layer are Very Limited in Scope and Quantity.
The Chrysalis Moth Cocoon Defender is the First Chrysalis Starship to be the Equivalent of a Prime Sector Heavy Cruiser. However, in some ways, it exceeds the Standard Prime Sector Heavy Cruiser because it utilizes Web Tactics and Web Technology. This can’t be avoided because Web Tactics are what Define the Chrysalis.
The Chrysalis Moth Cocoon Defender possesses the Full Version of the Plasma Torpedo that can Pass Through Webs. This fact alone makes it a Powerful Defender of the Great Cocoon. Add in the Phasers and Fully Capable Power Absorbers, and you have a Web Opponent that can Repel most Prime Sector Heavy Cruiser trying to Penetrate the Web. The Concept for the Moth Cocoon Defender is that the Precursor Caterpillar Weapon has now Evolved into its Full Combative Form (the Plasma Torpedo that can Pass Through Webs).
Obviously, with these Unique Advantages, the Chrysalis are Much Stronger than the Tholians in terms of Web (Cocoon) Defense. This is Intentional.
The Great Cocoon is the Largest Web ever seen before in the Prime Sector maintained by the Chrysalis. The Great Cocoon has never been penetrated. Outside Empires have no idea what is within. Smaller Cocoons have been found in different areas of the Prime Sector, and some of those have been successfully penetrated and destroyed. It is unknown how or why the Chrysalis choose certain areas to create New Cocoons or what the Purpose of these Cocoons is.
By Norman Dizon (Ichaborn) on Tuesday, June 22, 2021 - 10:36 pm: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y103 – The Alliance of Lords encounters the Great Cocoon for the first time. Fascinated by its gigantic size, the Alliance of Lords Starship immediately begins to conduct sensor scans studying the marvelous space structure. To their shock, Living Butterflies and Moths emerge from the Great Cocoon intent on destroying them. The Living Butterflies and Moths will not answer hails. Quickly, the Alliance of Lords Starship leaves the area, marking it and noting its location for all Alliance of Lords and Guardian Knights Starships to carefully avoid.
By Norman Dizon (Ichaborn) on Saturday, June 26, 2021 - 04:46 pm: Edit |
DRACO HUNTER WYRM SSD
Link to the Draco Hunter Wyrm SSD
THE PRIME SECTOR
DRACO SHIPS
(PMR15.1) HUNTER WYRM (HW):
The Draco Hunter Wyrm was a dreaded, terrifying predator in the Prime Sector. Armed with a Deadly Bite, Razor Sharp Claws, Flamebreath, Eyebeams, and a full compliment of Phasers, the Draco’s Most Feared Attribute was not listed among its Weaponry. Instead, it was the Draco’s Frightful Maneuverability that made it a Difficult Opponent to engage with in battle. The Space Beast could turn, spin, and rotate in ways that were Impossible for a Standard Starship. For protection, the Draco Hunter Wyrm was outfitted with rows upon rows of Resilient Armor. Finally, a Special Regenerative Ability was bred into the Monster to give it an Advanced Healing Ability that would give it an edge in combat.
DESIGNER NOTES:
The Draco are my version of the Branthodon. I never liked the Exoskeleton, Hit Location Chart, Vitals, Wings, and Special Abilities given to the Branthodon, but I can understand why it was done. The Original Branthodon by Bruce Graw (which I have a copy of) was simply a Ship with a Dragon Outline. I wanted my Prime Sector version of Space Dragon Ships to be closer to Bruce Graw’s version than the officially published version of the Branthodon. It was also essential for the Prime Sector Space Dragon Ship to feel like the Actual Space Dragon from the Original Monster Scenario during Gameplay.
To this end, the Draco features Claws, a Plasma Torpedo Breath Weapon, Eyebeams that hit like Phasers, and a Tail that can destroy Incoming Seeking Weapons. All of this is just like the Original Monster Scenario. The Draco were also given a Bite and Regeneration like the Branthodon, but they are modified in the Prime Sector Version.
Most importantly, the Maximum Alpha Strike for the Draco had to be consistent with other Prime Sector Heavy Cruisers. Certainly, there are other factors to consider, like the fact that the Claws and Bite ignore Shields and that the Flamebreath can launch every other Turn, not every 3 Turns.
The Draco is protected by Directional Armor. I could have just given the Draco Shields (saying that the Crew inside solved the compatibility issue), but Armor made more sense. The issue here is that Armor does not stop Transporters, which is a weakness that the Draco will just have to live with. To help with this, the Draco were given more Crew Units and Boarding Parties than usual, in anticipation of a Boarding Party Attack.
I needed to have a Simplified Method for destroying the Dragon Components on the DAC. Since the Exoskeleton and Hit Location Chart was removed, this Simple Method took the form of certain components being destroyed on specific hits on the DAC. This makes things easy and everyone is familiar with how to carry this out. Some dragon components are harder to destroy than others, as they should be.
Speed, Turn Mode, and HET were of great concern. The Draco had to move at the speed of other Prime Sector Heavy Cruisers. But it also had to be able to turn on a dime and spin around at will, just like the Original Space Dragon in the Monster Scenario. So all of these elements were integrated together, with the Need for the Original Space Dragon Flavor overriding the Gameplay Balance concerns in regards to Turning.
The Draco carries PH-1’s to compliment its other Dragon Weaponry. It is assumed the Crew inside implemented these additions.
The Draco can be Tractored and engages in Electronic Warfare like any other starship. These Game Elements were too important to be discarded.
The Draco retains the Tail Function as described in the Original Space Dragon Monster Scenario. But its potential had to be curbed so that it was not completely invulnerable to Seeking Weapons. Now, a Scatterpack can still hurt the Draco, although it will most likely use its Tail to destroy a few of the Drones. A Plasma Torpedo can still hit the Draco, but it can use its Tail to weaken the Plasma. So the Flavor is there, but there is also Balance in Gameplay.
Keeping the Dragon Weaponry at 360 like the Original Space Dragon Monster Scenario was a concern, especially for Game Balance. But it was very important for Flavor, so the Space Dragon would feel like the Original Monster when played. And these ultra wide firing arcs can lead to interesting new tactics, such as flying away from your opponent while launching or firing your dragon weaponry backwards at them.
In summary, the Draco flies like the Original Space Dragon. It uses a Simplified DAC System to avoid the Exoskeleton and Hit Location Chart of the Branthodon. The Draco is treated like a Standard Starship in many ways to keep Gameplay simple, familiar, and efficient. Tactically, the Draco is unique in its Dragon Weaponry, Firing Arcs, Turn Mode, HET, Armor, Regeneration, and Vulnerability to being Boarded. The Draco is a Return to Bruce Graw’s Original Branthodon Design, but formatted to fit the Prime Sector.
To avoid confusion, it is important to go through the Omega Branthodon Rules in relation to the Draco:
(OG19.1) SSD – The Exoskeleton and Body System for the Branthodon have been discarded for the Draco
(OG19.12) ARMOR – A Simplified System of Direction Armor has been applied to the Draco
(OG19.13) WEAPONS – Changes include Arming Costs for the Draco Dragon Weaponry and Standard Electronic Warfare Interaction.
(OG19.14) SEPARATION – Does not apply to the Draco since the Exoskeleton is not separated from the Dragon Body.
(OG19.15) ELECTRONIC WARFARE – Deleted in favor of Standard Electronic Warfare which is simpler for Gameplay
(OG19.16) SHUTTLE OPERATIONS – Kept the same for the most part, since the Draco employ Standard Shuttles. The Admin Shuttles are armed with a PH-3. The Draco can use Wild Weasels, Suicide Shuttles, and Fighters.
(OG19.17) SHIP – This is the same for the Draco for the most part.
(OG19.2) MOVEMENT – No need for this Wing System since the Draco uses Normal Warp for movement.
(OG19.3) DAMAGE ALLOCATION – No need for the Hit Location System since the Draco uses the Normal DAC System.
(OG19.4) SPECIAL DRAGON ABILITIES – No need for the Vitals System. Dragon Abilities have been Simplified for the Draco and are Based Primarily on the Original Space Dragon Monster Scenario. Some of the Cooler Space Dragon Abilities might be added later to the Draco, but with Careful Inspection to Game Balance and Simplicity of Gameplay.
(OG19.441) TAIL – This has been heavily modified so that it matches the Original Space Dragon Monster Scenario while taking into account Balance during Gameplay.
(OG19.442) IDENTIFICATION – This has been discarded in favor of Standard LABS. The Original Space Dragon could do this (Telepathically Identify), but I wanted the Draco to feel like a Standard Starship in regards to Labs and Identification. It also helps for Gameplay Balance if the method of Lab Identification is kept the Same.
(OG19.444) REGENERATION – I liked this idea, but not its implementation. So Regeneration has been Heavily Modified for the Draco.
(OG20.0) DRAGON ENHANCEMENTS – Might use some of these in the future, but only with a Sharp Eye for Gameplay Balance. Many of these, as currently written, will just throw off the Prime Sector Game Balance.
(OR22.03) SPECIAL BRANTHODON RULES – Ironically, it says here do not use (SM7.0) for special abilities yet that is what the Draco is Primarily Based On.
(OR22.04) DRAGONSHIP GENETICS – I like the ideas of growth hormones, gene-splicing, and selective breeding. But I didn’t like the ideas of lobotomies, growth inhibitors, dietary restrictions, and slow growth. So the Draco will have more of a symbiotic, positive, nurturing relationship with the Space Dragons they fly inside of. And the Draco will not have the limitations of a small, super-slow growing Navy. Instead, in the Prime Sector, the Draco will be an Aggressive, Ever-Expanding, Military Force. This can only be accomplished if they can Breed and Multiply their Dragon Ships Quickly and Efficiently.
(OR22.05) BRANTHODON NAVY – No need for most of this because the Draco can Breed their Dragons Quickly.
(OR22.06) ROGUE DRAGONSHIPS – No need for this since the Draco have a Positive, Symbiotic Relationship with their Space Dragons. They do not Lobotomize them.
(OR22.07) DESTRUCTION – No need for this since the Draco is treated like a Standard Starship in terms of DAC and Excess Damage.
(OE30.0) DRAGON EYES – This has been redefined for the Draco as Eye Beams.
(OFP6.0) DRAGONFIRE – This has been redefined for the Draco as Flamebreath.
(OG19.0) BRANTHODON DRAGONSHIP RULES – Detailed Above
(OG20.0) DRAGON ENHANCEMENTS – Detailed Above.
By Norman Dizon (Ichaborn) on Saturday, June 26, 2021 - 04:48 pm: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y106 – On the fringe border of the Alliance of Lords, the Bentley Outpost is destroyed by Two Draco Hunter Wyrms. The attack was without warning and unprovoked. The Alliance of Lords goes to war with the Draco, who they discover to be an aggressive, militaristic force with goals of hyper expansion.
By Norman Dizon (Ichaborn) on Sunday, June 27, 2021 - 01:32 pm: Edit |
THE MIRROR MACHINE GENERAL SCENARIO (PMSG1.0)
Link to the (PMSG1.0) Mirror Machine General Scenario
LInk to other Scenarios
(PMSG1.0) THE MIRROR MACHINE
By Norman Dizon, Regenesis Galaxies
An Alliance of Lords Heavy Cruiser has been dispatched to destroy an Intergalactic Entity. The Foreign Intruder has already destroyed two Alliance of Lords Starships and one Alliance of Lords Outpost. The Alliance of Lords Heavy Cruiser rushes to the scene, only to be shocked by what it finds. A Death Cult Battlecruiser and a Netherwraith Heavy Cruiser are already engaged in battle with the Intergalactic Entity. Both ships have lost one shield and suffered internal damage.
DESIGNER NOTES: This is an intriguing scenario because the Mirror Machine is more than a match for any one of the three starships. And yet each starship is an enemy of the other, delighting in their destruction if it comes to pass. So decisions need to be made by each player, in terms of who they are going to attack, who they are going to cooperate with, who they are going to defend, who they are going to aid, and what their priorities are.
The Mirror Machine is both predictable and random. The weaponry it possesses can be anticipated, but its strange movement patterns cannot. However, the starships soon learn that the Mirror Machine can be lured into a chase. This fact can be used to their advantage, if they are able to exploit it.
Having the Death Cult Battlecruiser and the Netherwraith Heavy Cruiser start out damaged provides a point of tactical interest. Their tactics are going to be different from the Alliance of Lords Heavy Cruiser because of this. The damage can be repaired, but they each need time to complete the repairs.
Stalling and Non-Engagement are going to be real issues with this scenario. It is going to be both tempting and easy for one player to move their starship a safe distance away and just sit there while the other two players take the heat. This cannot be allowed to happen. But it is the other two players who have to be wary of this possibility and call out the non-action when they see it occurring. This means that judgement calls will have to be made as to whether the player really is playing it safe or whether their actions are justified tactically (like taking time to rearm a multi-turn heavy weapon).
Backstabbing and Betrayal can certainly occur during this scenario, if any agreements have been made between the players. Nothing is for certain, except for the fact that each starship represents their own empire’s interests. However, the Mirror Machine must be destroyed and each of the three starships cannot achieve this objective alone.
(PMSG1.1) NUMBER OF PLAYERS: 3; the Alliance of Lords player, the Death Cult player, and the Netherwraith player.
(PMSG1.2) INITIAL SET UP
ALLIANCE OF LORDS HEAVY CRUISER: In Hex 0130, Heading B, Speed 20, WS-III
DEATH CULT BATTLECRUISER: In Hex 2105, Heading F, Speed 10, WS-III
NETHERWRAITH HEAVY CRUISER: In Hex 4005, Heading C, Speed 6, WS-III
THE MIRROR MACHINE: In Hex 3017, Heading C, Speed 8, WS-III
YEAR: Y100
(PMSG1.3) LENGTH OF SCENARIO: The scenario continues until the Mirror Machine is destroyed, all ships have been destroyed, all ships have disengaged, or a combination of the above.
(PMSG1.4) SPECIAL RULES
(PMSG1.41) MAP: The map is fixed; it does not float. Any unit leaving the map has disengaged and cannot return. This is the only means by which ships can disengage.
(PMSG1.42) SHUTTLES AND PFs: Shuttles and PFs are available to all three empires based on Y100.
(PMSG1.43) COMMANDER’S OPTION ITEMS
(PMSG1.431) The Alliance of Lords Heavy Cruiser, the Death Cult Battlecruiser, and the Netherwraith Heavy Cruiser can have additional or special equipment as Commander’s Option Items up to 20% of its combat BPV, see (S3.2) for details and exceptions. It is optional to increase the amount of damage the Mirror Machine can sustain by the amount of Commander’s Option Items taken.
(PMSG1.432) The Death Cult Battlecruiser’s Drones are Speed 20, Type I-M.
(PMSG1.44) REFITS: None.
(PMSG1.45) PRIOR DAMAGE
(PMSG1.451) DEATH CULT BATTLECRUISER: The Death Cult Battlecruiser has lost one shield. Roll 1D6 to randomly determine which shield is down. Then apply 10 internal damage points on the DAC to the Death Cult Battlecruiser.
(PMSG1.452) NETHERWRAITH HEAVY CRUISER: The Netherwraith Heavy Cruiser has lost one shield. Roll 1D6 to randomly determine which shield is down. Then apply 10 internal damage points on the DAC to the Netherwraith Heavy Cruiser.
(PMSG1.46) THE MIRROR MACHINE
The Mirror Machine is the enemy of all three empires, who happen to be enemies of each other as well. The Mirror Machine is an extra-galactic entity of unknown origin. It functions by duplicating enemy weaponry after it has been hit. The Mirror Machine also has an ongoing self-repair system.
(PMSG1.461) The Mirror Machine can be destroyed by 200 points of damage.
(PMSG1.462) The Mirror Machine repairs 10 points of damage at the beginning of each turn. This assumes the Mirror Machine has suffered less than 200 points of damage up to that point.
(PMSG1.463) The Mirror Machine can be damaged normally by suicide shuttles, mines (which automatically detonate) and ship explosions.
(PMSG1.464) The Mirror Machine is immune to electronic warfare, cannot be towed by tractor beams, cannot be boarded, ignores webs, cannot be damaged by anti-drones, cannot be displaced or put in stasis, has no critical hits, and can see through cloaking devices.
(PMSG1.465) At the beginning of each turn, roll 3D6 to determine the Mirror Machine’s speed. Then roll 1D6 to determine the Mirror Machine’s Direction every 8 impulses. The Mirror Machine is able to HET periodically without breakdown, so no need to worry about turn mode. The Mirror Machine will move in a straight line. It does not side-slip. The Mirror Machine will come to an immediate stop at any map edge and will not go further. The Mirror Machine passes over Subspace Tunnels as if they were not there.
(PMSG1.456) If, at any point during the turn, the Mirror Machine suffers 20 or more damage points from one of the three starships, it will follow that starship for 16 impulses as a seeking weapon (at the same speed that was randomly generated at the beginning of the turn. If the 16 impulses crosses over into another turn, change the Mirror Machine’s speed appropriately on the following turn). Ignore the random directions rules (PMSG1.465) until the end of the 16 impulses. If more than one starship scores 20 or more damage points on the same impulse, the Mirror Machine will follow the starship that scores the higher amount. If the amount of damage is identical, then roll 1D6 to determine which starship it will follow (1-3 is one starship, while 4-6 is the other starship). If another starship scores 20 or more damage points during the 16 impulses while the Mirror Machine is following a starship, the Mirror Machine will switch directions and begin to follow that new starship as a seeking weapon instead for another 16 impulses. If the Mirror Machine enters the same hex as the starship it is following, it will stop until the starship moves again or the 16 impulses elapses.
(PMSG1.457) The Mirror Machine has already absorbed several weapons for its own use. Currently it has 1 Phaser-1, 1 Revised Quantum Phaser-1, 1 Subspace Rocket, 1 Subspace Plasma Torpedo, 1 Plasma-E, 1 Disruptor, and 1 Drone (Type I-M). The Mirror Machine ignores arming energy requirements and time periods. The Mirror Machine has a 360 firing arc for all weapons. Every turn, use the following rules for each weapon:
Phaser-1: Will fire at any starship at Range 3 or less. If there are two starships at Range 3 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. Will fire at any seeking weapon at Range 1 or less. The Phaser-1 will only fire once per turn. If neither of the above conditions are met during the turn, the Phaser-1 will not fire.
Revised Quantum Phaser-1: Will fire at any starship at Range 3 or less. If there are two starships at Range 3 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. Will fire at any seeking weapon at Range 1 or less. The Revised Quantum Phaser-1 will only fire once per turn. If neither of the above conditions are met during the turn, the Revised Quantum Phaser-1 will not fire.
Subspace Rocket: Will fire at any starship at Range 8 or less with 6 points of arming energy. If there are two starships at Range 8 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. The Subspace Rocket will only fire once per turn. If neither of the above conditions are met during the turn, the Subspace Rocket will not fire.
Subspace Plasma Torpedo: Will launch at any starship at Range 15 or less. If there are two starships at Range 15 or less during the same impulse, roll a die to determine which one the Mirror Machine will launch at. The Subspace Plasma Torpedo will only launch once per turn. If neither of the above conditions are met during the turn, the Subspace Plasma Torpedo will not launch.
Plasma-E: Will launch at any starship at Range 12 or less. If there are two starships at Range 12 or less during the same impulse, roll a die to determine which one the Mirror Machine will launch at. The Plasma-E will only launch once per turn. If neither of the above conditions are met during the turn, the Plasma-E will not launch.
Disruptor: Will fire at any starship at Range 8 or less with overloaded energy. If there are two starships at Range 8 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. The Disruptor will only fire once per turn. If neither of the above conditions are met during the turn, the Disruptor will not fire.
Drone (Type I-M): Will launch at the closest starship (regardless of range) at the beginning (impulse 1) of each turn. If there are two starships at the exact same range on impulse 1, roll a die to determine which one the Mirror Machine will launch at. The Drone will only launch once per turn.
(PMSG1.458) During the battle, the Mirror Machine will most likely duplicate and copy weaponry from the Alliance of Lords Heavy Cruiser. The Mirror Machine can only use the following weapons once it has been hit once by each weapon. The Mirror Machine ignores arming energy requirements and time periods. The Mirror Machine has a 360 firing arc for all weapons. Every turn, use the following rules for each weapon:
Short-Range Cannon (unlimited ammunition): Will fire at any seeking weapon or shuttle at Range 3 or less. If there are two seeking weapons or shuttles at Range 3 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. The Short-Range Cannon will not fire at a starship or at a plasma torpedo. The Short-Range Cannon will only fire once per turn. If neither of the above conditions are met during the turn, the Short-Range Cannon will not fire.
Phaser-3: Will fire at any starship or seeking weapon at Range 1 or less. If there are two starships or seeking weapons at Range 1 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. The Phaser-3 will only fire once per turn. If neither of the above conditions are met during the turn, the Phaser-3 will not fire.
Photon Torpedo: Will fire at any starship at Range 8 or less with overloaded energy. If there are two starships at Range 8 or less during the same impulse, roll a die to determine which one the Mirror Machine will fire at. The Photon will only fire once per turn. If neither of the above conditions are met during the turn, the Photon will not fire.
Ultra-Warp Missile (unlimited ammunition): Will launch at the closest starship at the beginning (impulse 1) of each turn. If there are two starships at the exact same range on impulse 1, roll a die to determine which one the Mirror Machine will launch at. The Ultra-Warp Missile will only launch once per turn.
(PMSG1.459) The Mirror Machine can automatically detect fighters and fast patrol ships. While the rules above (for absorbed weaponry (PMSG1.457)) are directed toward starships, they apply to fighters and fast patrol ships as well. The Mirror Machine will only fire Phasers (all types) at Admin Shuttles.
(PSMSG1.460) Under no circumstances will the Mirror Machine enter a Subspace Tunnel. If a target enters the Subspace Tunnel, the Mirror Machine will ignore it until it reemerges. There is no way to lure the Mirror Machine into a Subspace Tunnel while it is following one of the starships as a seeking weapon. However, any seeking weapons launched by the Mirror Machine at the Netherwraith Heavy Cruiser will follow the target into a Subspace Tunnel without hesitation.
(PMSG1.5) VICTORY CONDITIONS
ALLIANCE OF LORDS:
Beyond Belief: The Mirror Machine and both of the empires are destroyed!
Brilliant: The Mirror Machine and one of the enemy empires is destroyed.
Decisive: The Mirror Machine is destroyed, but neither of the enemy empires
Tactical: Both of the enemy empires are destroyed, but not the Mirror Machine
Marginal: One of the enemy empires is destroyed, but not the Mirror Machine
Defeat: Your starship is destroyed or disengages.
DEATH CULT:
Beyond Belief: The Mirror Machine and both of the empires are destroyed!
Brilliant: The Mirror Machine and one of the enemy empires is destroyed.
Decisive: The Mirror Machine is destroyed, but neither of the enemy empires
Tactical: Both of the enemy empires are destroyed, but not the Mirror Machine
Marginal: One of the enemy empires is destroyed, but not the Mirror Machine
Defeat: Your starship is destroyed or disengages.
NETHERWRAITH:
Beyond Belief: The Mirror Machine and both of the empires are destroyed!
Brilliant: The Mirror Machine and one of the enemy empires is destroyed.
Decisive: The Mirror Machine is destroyed, but neither of the enemy empires
Tactical: Both of the enemy empires are destroyed, but not the Mirror Machine
Marginal: One of the enemy empires is destroyed, but not the Mirror Machine
Defeat: Your starship is destroyed or disengages.
(PMSG1.6) VARIATIONS: Any of the three empires can be substituted with another Prime Sector empire. The Mirror Machine’s Weaponry Rules would have to be redefined if this is the case. It is possible for a single, more powerful starship to engage the Mirror Machine alone (turning the scenario into a solitaire game), but currently there are only Heavy Cruisers available in the Prime Sector. The number of empires engaging the Mirror Machine can be increased or decreased as well.
(PMSG1.7) BALANCE: There are various ways to balance the Mirror Machine Scenario. The amount of damage required to destroy the Mirror Machine can be increased or decreased. The speed of the Mirror Machine can be altered. The number of weapons available to the Mirror Machine can be changed. The way that each weapon is used every turn can be redefined. The chasing aspect of the Mirror Machine can be altered, particularly the number of impulses. The amount of internal damage that the Death Cult Battlecruiser and the Netherwraith Heavy Cruiser start out with can be increased or decreased. The starting damage to the Death Cult and Netherwraith shield (or shields) can be increased or decreased. Increase or decrease the Mirror Machine’s ability to regenerate.
(PMSG1.8) TACTICS: Clearly, it is not possible for each starship to defeat the Mirror Machine alone. So there must be some level of cooperation to destroy the Intergalactic Threat. However, the Alliance of Lords, the Death Cult, and the Netherwraith must utilize tactics that enhance and magnify their own unique attributes.
The Alliance of Lords Heavy Cruiser should use its Ultra-Warp Missiles to score damage on the Mirror Machine from outside the range of almost all of its weapons. Use your Short Range Cannons to shoot down incoming drones. Use Phasers to weaken any incoming Plasmas. Your Photon Torpedoes can score the most damage on the Mirror Machine, but you must get within the appropriate range. Reinforce specific shields as you close, anticipating the Mirror Machine’s return fire. Don’t forget you can prepare an Ultra Warp Missiles Scatterpack, but release it when it can score the most damage. Initiate Damage Control on any damage received. Of course, always be wary of betrayal and surprise fire from the Death Cult Battlecruiser or the Netherwraith Heavy Cruiser.
The Death Cult Battlecruiser should not remain close to the Mirror Machine as your ship cannot take that kind of direct assault. Instead, stay at mid-range, angling constantly to launch your Plasma-E. Keep launching Drones to soak up Phaser fire from the Mirror Machine. Prepare a Scatterpack, but only launch it at the right moment when you can overwhelm the Mirror Machine’s defenses to score damage. Keep firing Disruptors, but you must get within range to do decent damage. Use your Quantum Phasers against any incoming Plasmas or Drones. Begin damage control procedures on your down shield and internals as soon as possible. Of course, always be wary of betrayal and surprise fire from the Alliance of Lords Heavy Cruiser or the Netherwraith Heavy Cruiser.
The Netherwraith Heavy Cruiser should repeatedly launch its Subspace Rockets at the Mirror Machine to score damage from afar. Subspace Rockets have the advantage of being able to hit the Mirror Machine well outside of the range of most of its weapons. Your Subspace Plasma can score significant damage against the Mirror Machine, while remaining hidden until right before the moment of impact. Most importantly, utilize your Subspace Tunnel to your maximum advantage. The Mirror Machine will ignore anything in the Subspace Tunnel. This means you can use the Subspace Tunnel to cover your retreat after firing or you can use your Subspace Tunnel to get close to the Mirror Machine without fear of counter-attack until you emerge. Begin damage control procedures on your down shield and internals as soon as possible. Of course, always be wary of betrayal and surprise fire from the Alliance of Lords Heavy Cruiser or the Death Cult Battlecruiser.
All empires should use their Admin Shuttles to their fullest advantage, boosting their firepower at close range while also drawing some of the Mirror Machine’s fire. Suicide Shuttles and Shuttle Bombs can score significant damage against the Mirror Machine if they can get close enough to hit. Wild Weasels can be used to distract incoming Plasmas and Drones, but beware of your reduced speed. Keep repairing damage until you are ready to engage the Mirror Machine once more. And don’t forget that any of the three empires can attach a surprise tractor beam onto one of the starships in an enemy empire and force it into a vulnerable position before the Mirror Machine.
By Norman Dizon (Ichaborn) on Sunday, June 27, 2021 - 01:35 pm: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y100 – The Alliance of Lords Heavy Cruiser, Longshanks, engages the Mirror Machine along with the Death Cult Battlecruiser, Wolfgang, and the Netherwraith Heavy Cruiser, the Grey Lady. The Grey Lady is destroyed during the opening moments of the battle. The Longshanks and the Wolfgang seemingly gain the upper hand against the Mirror Machine, scoring enough damage to almost destroy it. But the Longshanks is betrayed by the Wolfgang at a critical moment, resulting in the loss of both the Longshanks and the Wolfgang. The Mirror Machine regenerates all damage and continues to wander throughout the Prime Sector.
By Norman Dizon (Ichaborn) on Monday, June 28, 2021 - 04:42 pm: Edit |
GROVE HICKORY CRUISER SSD
Link to the Grove Hickory Cruiser SSD
THE PRIME SECTOR
GROVE SHIPS
(PMR16.1) HICKORY CRUISER (HC):
The Grove Hickory Cruiser was a solid vessel that could absorb a great deal of punishment. Armed with Three Seed Bomb Cannons, Two Heavy Plant Drone Racks, Four Light Plant Drone Racks, Three Spore Casters, and Four Quantum Phasers, the Grove Hickory Cruiser employed a wide variety of Tactics in the Field to be successful. Countless adversaries have been surprised and decimated by the Grove’s Unique Clusterpack. But the Device which confounded and disrupted the Grove’s opponents the most was the Entwining Root Generator. The Entwining Root Generator was capable of protecting the Grove Hickory Cruiser from return fire, ensnaring adversaries for a short period of time, crushing seeking weapons, and stopping starships from moving. The Grove Hickory Cruiser was outfitted with a multitude of Stellarsynthesis Panels which provided constant energy for the Chloroplast Batteries. This immense source of Reserve Power is ultimately what made the Grove Hickory Cruiser such a versatile and proficient unit on the battlefield.
DESIGNER NOTES:
The Grove are my version of the Chlorophons. They bear little resemblance to the Chlorophons since I made so many changes. I was never happy with the Tactical Game of the Chlorophons. Armed with a Heavy Weapon (the Energy Howitzer) that could damage 3 Shields at once, but score little internal damage, the Chlorophons relied on their plentiful Quantum Phasers to score multiple internals once a target’s Shield was down. This reminded me of the Nicozians who relied on their missiles to knock down a shield so their Subspace Auger could score Multiplied Internals. But there was something about the Chlorophon game (strategy and tactics) that didn’t sit well with me. I’m not sure if it is because the tactics didn’t work, because they were a one-trick pony, or because they were just too boring. The Spore Caster was an interesting device in its own right which generated many new tactics. It was worthy of saving. But the Chlorophons themselves needed much more Tactical Depth In my opinion (and I know the Original Omega Setting was a Simple Place with Fast Gameplay, perhaps the Chlorophons did properly fit into that environment).
For this purpose, the Grove was given a Multitude of Technology, much more than the standard Prime Sector empire. However, each individual piece of technology is less effective than most others, balancing the high quantity. Only together can all the technology be used effectively by the Grove.
The Energy Howitzer was discarded. Light and Heavy Plant Drones were given to the Grove. Now, armed with Seeking Weapons, the Grove’s Tactical Game was instantly changed into something more like the Kzinti or the Klingons.
Plant Drones can be loaded into a Unique Type of Scatterpack called a Clusterpack. A Clusterpack is able to hold more Drones than the Standard Scatterpack, but this only works because of the way the Grove’s Sensor Channels work with its own Plant Drones.
Spore Casters were retained. This provides defense against seeking weapons and allows, to some degree, to control an opponent’s movement on the board (since they don’t want to enter/hit an asteroid hex). However, even if an enemy vessel enters an asteroid hex, there is not much to fear. This is one of the problems I had with the Chlorophons. At Speed 7-14, a starship will only suffer 10 points of damage maximum, and that is only if a 6 is rolled. At Speed 15-25, a starship will only suffer 15 points of damage maximum, and that is only if a 6 is rolled. To make things worse, an asteroid hex can be cleared out by Direct Fire before a starship enters the hex. So when you are “controlling an enemy ship’s movement” what are you doing exactly? Preventing it from moving at a fast speed and possibly doing a little (equivalent of a single Disruptor Bolt) damage? To me, that was not threatening enough. Now, if a fast moving seeking weapon plows through an asteroid hex (seriously damaging or destroying it), the defensive property of the Spore Caster was proven. But against ships, the Spore Caster is somewhat lacking in its ability to control movement on the map.
So the Grove has (Quantum) Phasers, (Plant) Drones, and Spore Casters. Now what? That is not enough to make it Tactically Interesting to fly. It needed a Direct-Fire Weapon to compliment the (Plant) Drones.
The Direct-Fire Weapon became the Seed Bomb Cannon. You can look at this as either a Very Weak Photon Torpedo or a Weak Disruptor Bolt. Either way, the Seed Bomb Cannon doesn’t score much damage, but it provides the perfect compliment to the Drone Tactics which are essential to the Grove.
Now for the item that truly defines the Grove. The Entwining Root Generator. This Unique Device creates a Hex of Terrain that prevents Direct-Fire Weapons from passing through it (similar to Web), Crushes Starships caught in it (Enveloping Damage), Damages Seeking Weapons (significantly), and Traps Anything Caught in It (Movement = 0) until the Roots dissipate. From these different effects, you can see that the Entwining Root Generator already creates countless Tactical Possibilities. The Entwining Root Generator must successfully hit the Target Hex, otherwise the roots are created in a Random Nearby Hex. This adds some unpredictability to the Device, both for the Grove and for the Grove’s Opponents. Is the Entwining Root Generator Too Powerful? I don’t think so. But Time and Thorough Playtesting will tell.
To add to the Grove’s unique flavor, they were given Stellarsynthesis Panels and Chloroplast Batteries. Stellarsynthesis Panels absorb energy from space itself, providing constant energy to the Grove starship. This energy must be funneled into the Chloroplast Batteries, which can hold much more power than standard Batteries. If the Chloroplast Batteries are full, the absorbed energy from space is lost.
Lastly, just for flavor, the Grove were given Forward Bark, Aft Bark, and Pith for Internals.
I made sure that the Grove Hickory Cruiser’s Potential Alpha Strike was consistent with the other Prime Sector Heavy Cruisers. Its Shields and Internals match as well (when combined that is, the Grove Hickory Cruiser is a sturdy ship with deficient Shields, more Internals, and more Excess Damage).
The Grove do not have a Giant Phon for a Captain. They do not build their ships around the Phon. They do not have Keepers. They do use Shuttles (and Fighters and Fast Patrol Ships). They grow their Unique Evolved Trees in Space and convert them into Starships to roam the galaxy. They do not have a limited fleet, in fact, their fleet is quite substantial and growing. The beings inside of the Space Trees are more like Miniature Ents than anything else.
The Grove are not the Historians of the Prime Sector. That Honor will be given to Someone Else.
In summary, the Grove were inspired by the Chlorophons, but they are a long way from their original inspiration. Armed with Plant Drones and Seed Bomb Cannons, the Grove’s Tactical Game involves a combination of Direct-Fire Weapons and Seeking Weapons. Spore Casters provide Defense against Seeking Weapons. The Unique Entwining Root Generator is the Grove’s Greatest Asset, able to ensnare and damage starships, block enemy fire, and crush incoming seeking weapons. Stellarsynthesis Panels provide an abundance of energy regularly which must be stored in the Chloroplast Batteries. Ultimately, the Grove is a Unique Starship to fly in the Prime Sector, one which must properly utilize its multitude of varied technology in order to be victorious on the battlefield.
By Norman Dizon (Ichaborn) on Monday, June 28, 2021 - 04:45 pm: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y108 – The Alliance of Lords discovers the Grove. This Titanic Collection of Living Space Trees is Unbelievable. The Grove welcomes the Alliance of Lords. Peaceful relations are quickly established. Both empires pledge to come to the one another’s aid in battle and to allow the other’s starships to cross freely through their space.
By Norman Dizon (Ichaborn) on Wednesday, June 30, 2021 - 03:33 am: 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 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, June 30, 2021 - 03:35 am: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y109 – A Guardian Knights Heavy Cruiser bears witness to a Death Cult Battlecruiser trying to fight its way into one of the Haunted Woods. The Death Cult Battlecruiser is immediately surrounded by an overwhelming amount of Will O Wisps who mysteriously appear out of no where. The Death Cult Battlecruiser is instantly torn to shreds.
By Norman Dizon (Ichaborn) on Thursday, July 01, 2021 - 03:31 am: Edit |
MERLIN
STARDATE 07.01.21
Link to previous Merlin entries
Captain Elizabeth waited for the Turbolift to reach the Bridge. She felt tense, anticipating what was to come. Elizabeth pushed her long blonde hair back behind her shoulders and adjusted her white uniform. The Door to the Bridge opened.
Delphi and Dr. Sap were waiting for her by her seat. Lovecraft was already in his seat, which was right next to the Captain’s Chair. Quickly, Captain Elizabeth took her Chair.
“Report.”
“It’s the Stumgeschutz, Elizabeth,” Una reported. The majestic Fair Folk Science Officer stood calm and relaxed. Her long white hair seemed to drift in an unseen breeze. “She’s on an attack course for Outpost Colchester.”
“Again?” Captain Elizabeth answered, visibly annoyed. “How many times do we have to play this cat and mouse game with them?”
“Recommend that we prep a Scatterpack,” Morgause stated from her station behind the Captain and off to the right. Morgause, the Tactical Officer, was a Guardian Knight. She wore ceremonial white armor full of symbols, carried a sword at her hip, and a shield on her back. “We should also reinforce the forward shield, Elizabeth.”
“Do it,” Captain Elizabeth answered without hesitation. She trusted her Tactical Officer’s advice without question. “Go to Red Alert. Arm the Photon Torpedoes. Charge Phasers. Load the Short Range Cannons. Prepare an Ultra Warp Missile for Launch.”
A Red Triangle began to flash brightly on the Bridge of the Merlin. Powerful fields of energy surrounded the Merlin as she raised her Shields. Crewmen ran throughout the hallways to prepare for the upcoming battle.
“Elizabeth,” Delphi said as she placed her hand lightly on the Captain’s arm. Her milky white eyes stared straight ahead, for the Seer was completely blind. Or was she? “I foresee the Stumgeschutz is going to launch a Scatterpack of their own. That will be the crucial moment of the battle. Beware, for their Drones can devastate the Merlin. We have to be prepared. And there’s something else…hidden…but I cannot see it…the future is cloudy…”
Captain Elizabeth looked at her Counselor. Her precognitive insight was invaluable. Elizabeth had learned by now to carefully consider every word that Delphi utters. Elizabeth activated the Intercom to Engineering with a push of a button.
“Daedalus, I’’m going to need full Reserve Power. How are the Warp Engines?”
“Humming like a dream,” the old Clockwork Tinker answered. He smoked the mechanical cigar that was always in his mouth. Smoke puffed out of the smoke stack that came out of his back. “But don’t push them too hard, Elizabeth. We don’t want to breakdown. Reserve Power is all ready to go.”
“Prepare a Wild Weasel, Daedalus. I want to be ready for a swarm of Drones.”
Captain Elizabeth closed the Intercom and stared at the View Screen with her deep blue eyes. The Stumgeschutz was tiny due to the distance. But she was getting bigger with every passing second. Captain Elizabeth glanced at her Communications Officer.
Brimstone was a stunningly beautiful Butterfly Woman with large green wings that resembled leaves. Her sleek slender body was light green. A large mechanical earpiece stuck out of one of her ears.
“Brim, any response to hails?”
Brimstone shook her head. “I’m sorry, Captain. Nothing. I’ll keep trying.”
Captain Elizabeth glared at the Stumgeschutz with determination. What’s your game this time? Are we going to fire a few shots before you turn away, as usual? Delphi seems to foretell something different happening this time around. But what…?
“How far away is the Lionheart?”
“Three days at maximum warp,” Lovecraft answered softly from his seat beside the Captain. The humanoid Vampire Squid had crimson skin like blood. Blue Orbs blinked on both sides of his long oval head. “Too late to aid us, Elizabeth. We are alone in this fight.”
“Captain, the Stumgeschutz has altered its course,” Ignis stated in a strange voice that echoed. The Will O Wisp was a floating ball of light that disappeared and reappeared from time to time. Ignis was the Navigator on board the Merlin. “She’s headed straight for us now!”
Captain Elizabeth watched the Death Cult Battlecruiser get larger and larger on the View Screen. Her heart began to beat faster.
It’s us or them. One on one. This is why I joined the Alliance of Lords. To protect the innocent. To save lives. To fend off evil. Thousands of people at Outpost Colchester will suffer if I fail.
“Fine. You want a Fight?”
“YOU’VE GOT ONE.”
By Norman Dizon (Ichaborn) on Thursday, July 01, 2021 - 03:10 pm: Edit |
MERLIN
STARDATE 07.01.21 SUPPLEMENTAL
Link to previous Merlin entries
ÒThe Stumgeschutz has launched a Scatterpack!!Ó
Captain ElizabethÕs blue eyes widened. Six Drones were now homing in on the Merlin. Without thinking, she barked out a command.
ÒLaunch the Wild Weasel!Ó
A Shuttle flew out of the Merlin, transmitting signals to fool incoming seeking weapons into believing that she was the Merlin herself. Instantly, the Six Drones locked onto the Wild Weasel. Because of the Wild Weasel, Merlin inched along at a snailÕs pace and lost Active Fire Control. However, she did gain a temporary boost in Electronic Counter Measures.
The battle with the Stumgeschutz had gone better than Captain Elizabeth had anticipated. For a good portion of the fight, the Merlin chased the Stumgeschutz about as it danced just out of range. Merlin was pounded repeatedly by Disruptor Bolts, Quantum Phasers, and Plasma Torpedoes. Merlin returned fire with Phasers and Ultra Warp Missiles, but the damage to the Stumgeschutz was minimal. Then the Stumgeschutz made a fatal error.
On one of her battle runs, the Stumgeschutz got too close to Merlin, well within Overload Range. Captain Elizabeth quickly took advantage of the error. Three Overloaded Photons flew out of the Merlin, two of which hit the Stumgeschutz. Her facing shield collapsed. Phasers from the Merlin followed, ravaging the StumgeschutzÕs interior. Merlin clearly had the upper hand now.
Then the Stumgeschutz launched a Scatterpack.
This was the moment that Delphi warned me about, Captain Elizabeth thought. But our Wild Weasel seems to have neatly countered the assault. Once we get back up to speed, weÕll be able toÉ
ÒCaptain!Ó Fafnir yelled out. The small Draconic Helmsman was pumping with adrenaline. ÒThe Stumgeschutz is moving off. IÕve programmed a pursuit course, but weÕre stuck at this slow speed!Ó
The Stumgeschutz was able to make it a good distance away before Merlin was finally able to charge after her.
Then the Stumgeschutz began to distort and vibrate on the View Screen. Merlin fired a few shots from afar, but missed completely.
ÒSheÕs activated her Distortion Field!Ó Morgause reported while staring at her terminal display.
ÒRelax, everyone,Ó Captain Elizabeth ordered in a calm voice. ÒWe still have the upper hand. They are damaged. Their Distortion Field cannot be maintained. In a moment, we will overtake the Stumgeschutz.Ó
Suddenly, a Strange Cloud pulsating with energy grew larger and larger on the View Screen. The Stumgeschutz was heading straight for it.
ÒUna?Ó Captain Elizabeth asked as she turned her head toward her Science Officer.
ÒThe Sexton Cloud, Captain,Ó the beautiful Fair Folk replied. Her pointed ears stuck out as she stared into the binocular device attached to her station. ÒOur sensors cannot penetrate it. We will be blind if we go into it. Based on our current distance and speed, the Stumgeschutz will make it there before we can catch her. I highly recommend that we back off and wait for reinforcements. Our task was to protect Outpost Colchester and we have done precisely that.Ó
Morgause was quick to interject. The Guardian Knight had her own reasons for hating the Death Cult.
ÒElizabeth, we wonÕt get this chance again. How many times have we encountered the Stumgeschutz, only to have her run away to antagonize us again in the future? We can finally end her career permanently. Imagine the effect it will have on the Death Cult Fleet to lose one of her Battlecruisers!Ó
Captain Elizabeth turned to her First Officer who was sitting beside her. The humanoid Vampire Squid had been silent for a long while as he carefully monitored the conflict in real time.
ÒLovecraft? Your suggestion?Ó
ÒWe would be foolish to go in there after them. But our Tactical Officer is correct. We may never get this opportunity again. Remember, we are not without our own damage. Our shields have been greatly weakened by the conflict, even if they have not been penetrated. I defer to your judgment, Captain, as always.Ó
Captain Elizabeth carefully weighed the long term benefits of the StumgeschutzÕs destruction with the short term benefit of regrouping at Outpost Colchester. Of course, there were risks. There always were. But sometimes you have to take the risk in order to reap the reward.
ÒAhead full speed, Fafnir.Ó
The Stumgeschutz disappeared into the Sexton Cloud. Energy lightning crackled to herald its entrance. Merlin raced after her. She would be there in seconds.
Without warning, two starships emerged from the Sexton Cloud to confront the Merlin. They were two fresh Death Cult Battlecruisers, the Breithaupt and the Fiehler. The Stumgeschutz hid behind them, a safe distance away. Captain Elizabeth could almost hear the Stumgeschutz laughing that she fell for her trap.
ThatÕs the problem with gambling, Captain Elizabeth thought as her face turned grim.
SOMETIMES YOU LOSE.
By Norman Dizon (Ichaborn) on Friday, July 02, 2021 - 10:58 pm: Edit |
GEKKOTA TOKAY CRUISER SSD
Link to the Gekkota Tokay Cruiser SSD
THE PRIME SECTOR
GEKKOTA SHIPS
(PMR18.1) TOKAY CRUISER (TC):
The Gekkota Tokay Cruiser was a maneuverable starship with excellent defensive capabilities. Offensively, the Gekkota Tokay Cruiser carried 3 Ion Cannons, 2 Ion Waves, 4 Offensive Microphasers, and 3 Defensive Microphasers. A single Ion Pulse Generator destroyed incoming seeking weapons and generated a jamming frequency to further protect the Gekkota Tokay Cruiser. Ion Piles provided constant renewable energy for the Gekkota Tokay Cruiser during battle. Often overlooked is a weak structural design in the Gekkota Tokay Cruiser, making it particularly vulnerable to alpha strikes after its shields are down.
DESIGNER NOTES:
The Gekkota are the Prime Sector version of the Vudar. They are small humanoid Geckos.
First of all, I found the (H8.0) Vudar Ionization System and the requirement for Ionized Energy for various weapons to be Overly Complex and Unnecessary (at least for the Prime Sector). If there was some Tactical Reason for this system, it would be understandable. But, to me, it seems to be Complexity for Complexity’s sake, without really adding anything useful. So this whole system and the need for Ionized Energy has been discarded for the Gekkota. All Devices and Weapons are armed as usual to keep things simple and fast during gameplay.
The Ion Cannon is a somewhat inefficient weapon. For 4 Points of energy, the Ion Cannon in Standard Mode can score 6 points of damage. That is a 4:6 energy to damage ratio, which is not very good since it should be 4:8 like a Photon. However, in Overload Mode, for 6 points of energy, the Ion Cannon can score 12 points of damage. This 6:12 ratio matches the normal 1:2 energy to damage ratio of the Alpha Sector. So, for the Ion Cannon, Standard Mode is somewhat Inefficient, but Overload Mode is not. Not the best weapon to take into battle, but I don’t see a problem with it from a Game Balance Perspective.
The Ion Pulse Generator remains unchanged, except for deleting the Ion Energy requirement. The IPG is a great Anti-Seeking Weapon Device. It also has a Jamming Mode that produces ECM. So, Tactically, the IPG is a valuable tool that adds Depth to the Gekkota.
The Gekkota utilize Microphasers as their Phasers. I had to Revise the Omega Range Brackets to match Alpha Sector Standards.
The Ion Wave is an interesting weapon. It is a two turn seeking plasma torpedo. What makes the Ion Wave different tactically is that it cannot HET or Turn, only Sideslip. So in this way, it becomes somewhat of a direct-fire weapon, but moves like a seeking weapon. The Ion Wave is meant to supplement the Ion Cannon for the Gekkota. It also allows the Gekkota to control movement on the board and to force approaching enemies to turn away. There is precedence for the Ion Wave because the Ion Storm Generator can create a Directional Wave. So it is not too far-fetched to believe that something similar to the Ion Wave might one day be developed.
The Ion Pile, which is a tribute to the real-life Voltaic Pile, is an odd type of Battery that also takes the place of APR for the Gekkota. It automatically generates power, but power can only be withdrawn when the Ion Pile reaches its maximum capacity. The Ion Pile cannot be charged from other sources like a standard Battery. So the Ion Pile has some advantages and also some disadvantages. It makes the Gekkota different and interesting to play from a Player perspective.
In summary, the Gekkota use Ion Cannons as their heavy weapons. Ion Waves supplement the Ion Cannons providing a powerful, but limited seeking weapon that can be quickly produced. Microphasers provide a hit or miss type of Phaser for the Gekkota. The Ion Pulse Generator provides excellent defense for the Gekkota, both against seeking weapons and in terms of electronic counter measures. The Ion Pile is a curious and interesting type of BATTERY/APR that is different to use and master.
By Norman Dizon (Ichaborn) on Saturday, July 03, 2021 - 01:16 pm: Edit |
MERLIN
STARDATE 07.03.21
Link to previous Merlin entries
“We’ve lost Auxiliary Control! Hull is ninety percent gone, Laboratories are seventy five percent destroyed, there is only One Shuttle left, All Photon Torpedoes are destroyed, we have only one Short Range Cannon left, the Ultra Warp Missile Rack is in ruins, the Probe is gone, there is only one Phaser left, and Warp Drive is half gone!! Three of our Shields are Down!!! Heavy casualties reported on All Decks!!!!”
Captain Elizabeth’s face was full of black stains. She’s not sure where they came from. The Bridge was hit and there were fires. Luckily, they put them all out. Lovecraft is no longer in his seat. He is down below working side by side with the remaining Crewmen to keep the Merlin in one piece. Dr. Sap has returned to Sickbay. From her brief reports, she has her hands full just keeping the injured alive.
How could I have been such a Fool? Elizabeth thought to herself. In my arrogance and greed, I pursued the Stumgeschutz into the Sexton Cloud, thinking I could rid the Death Cult of one of their prized Battlecruisers. I fell for their trap and Two New Death Cult Battlecruisers emerged from the Sexton Cloud. They had been waiting for me. It appears that the Stumgeschutz’s “mistake” of getting too close on her last Battle Run was actually no mistake at all. She was feigning her injuries to draw me after her. And, like a brand new Captain fresh out of the Academy, I fell for it! Don’t the Gods punish Mortals for Hubris? Now my Crew is paying for my mistake with their Lives…
“We’re not going to make it to Outpost Colchester!” Fafnir reported as he steered the Merlin on her course. The small Dragonling was trying to keep his fear in check. Still, his body was shaking. “The Breithaupt, the Fiehler, and the Stumgeschutz will overtake us before then!!”
Even if we make it to Outpost Colchester, they cannot save us, Elizabeth mused. The Lionheart is three days away. There is no way she can make it here in time. And she’s the closest Alliance of Lords starship…
Captain Elizabeth spun around in her Command Chair to face her Communications Officer. Brimstone, a lovely green Humanoid Butterfly, was busy trying to coordinate an overwhelming amount of communication transmitting throughout the Merlin.
“Brim! Send out an Emergency Distress Call on ALL Channels!! Direct it to anyone within range who might be able to hear it! Do it NOW!!!”
“Yes, Captain!”
“Captain…?” Ignis announced in an eerie voice full of hesitation. The floating ball of energy wisked out of reality momentarily and then reappeared again. “We are passing the Titan Graveyard…”
It took Captain Elizabeth less than a second to make her decision. “Fafnir, new heading. Take us directly into the Titan Graveyard!”
Una quickly spoke up. The Fair Folk Science Officer was calm and composed, however. Her eyes glittered with stars within them. “Captain, may I respectfully remind you that the Titan Graveyard is strictly off limits per the Alliance of Lords. To break that order would mean…”
“I know what it means!” Captain Elizabeth said loudly, letting her emotions and the dire situation get the best of her. Her ship was dying. Rudeness was justified in this case. “It won’t matter a whole lot if we’re all dead and the Merlin is destroyed, will it?!?”
Una went quiet. She returned to her work without saying any more words.
Captain Elizabeth felt bad for Una, but her outburst was understandable. After all, she was Human wasn’t she?
The Titan Graveyard. The site of a Monstrous Battle waged by the Great Ones. The devastation was unbelievable. There are ruined ships, debris, broken planetoids, cracked moons, stellar flames, tachyon currents, unimaginable monsters, wondrous lost technology, and weapons of great power. The Alliance of Lords lost six exploratory vessels trying to explore the Titan Graveyard. Then they sent in a whole fleet of warships. The entire fleet was never heard from again.
I must be out of my mind. But at least in there we have a chance, if even a tiny one. Out here, we have zero.
Merlin raced into the Titan Graveyard like a fox running from three hungry wolves.
THE BREITHAUPT, THE FEIHLER, AND THE STUMGESCHUTZ FOLLOWED RIGHT BEHIND HER…
By Norman Dizon (Ichaborn) on Sunday, July 04, 2021 - 11:03 am: Edit |
ARCHOSAUR BATTLECRUISER SSD
Link to the Archosaur Battlecruiser SSD
THE PRIME SECTOR
ARCHOSAUR SHIPS
(PMR19.1) BATTLECRUISER (BC):
The Archosaur Battlecruiser was a powerful starship which was armed to the teeth for battle. Its armaments included Two Plasma-S Torpedoes, Two Quantum Wave Torpedoes, One Improved Quantum Cannon, and Six Offensive Wide Phasers. With Six Administrative Shuttles, Tractor Beams, and Transporters, the Archosaur Battlecruiser could utilize a variety of tactics in combat. The combination of standard Plasma Torpedoes mixed with quick launching Quantum Wave Torpedoes often threw off adversaries, because it created a unique, unorthodox fighting technique that they were unfamiliar with. Overall, the Archosaur Battlecruiser was a well-designed starship with Strong Shields, Powerful Varied Armaments, Plenty of Shuttles and Power, and Excellent Maneuverability. It was a True Predator in the Prime Sector.
DESIGNER NOTES:
The Archosaur began as a Prime Sector Conversion of the Gorn. Looking at the Gorn’s PL-S and PL-F’s (and the time required to arm them), I wanted to give them a quick firing weapon that would augment and enhance their tactics. That weapon became the Quantum Wave Torpedo.
I wasn’t particularly satisfied with how the Paravians flew in combat. With Quantum Wave Torpedoes constantly pecking at their opponent every turn, one thing was clear. The Paravians lacked Crunch Power. This was made worse by the fact that Quantum Wave Torpedoes had a Splash Effect (further dividing up the damage).
So the Gorn needed a Quick Firing Weapon and the Paravian needed a Powerful Heavy Weapon. The answer seemed clear. They Both Needed Each Other. And thus, the Archosaur was Born. The Archosaur was the Common Ancestor of both Birds and Reptiles, so the Name was Perfect.
To make things more interesting (tactically), I updated the Quantum Cannon from the Early Years. It made sense that these Evolved Bird/Reptiles might have Improved upon the Quantum Cannon, bringing it up to General War Standards. The issue here is that with Plasma-S Torps and Quantum Wave Torpedoes, Great Care had to be taken with adding another Heavy Weapon, because the Archosaur would become far too powerful. So I had to carefully calculate the Average Prime Sector Alpha Strike and make sure that the Archosaur fit within this Range with all of its Heavy Weapons.
Structurally, the Archosaur is a Gorn/Paravian Mix. The Archosaur retains the Paravian Center Warp and Center Shuttles. However, it also has the Gorn Phasers with 180 degree radius and the Six Shuttles the Gorn are famous for. Of course, all of these Internals have been Balanced to Prime Sector Standards.
Even with all of its New Weaponry, the Archosaur is still capable of performing all of the Old Plasma Tactics. It can easily Slap on a Tractor Beam and perform the Gorn Anchor. It can use Accelerated Arming to Produce PL-F’s as needed in battle. It can use Pseudo Plasma Torpedoes to fool the enemy. It can launch Enveloping Torpedoes to weaken all of the opponent’s shields at once. It can Bolt its Plasma Torpedoes when it is preferable to fire a Direct Fire Weapon instead of launching a Seeking Weapon.
Wide Phasers were given to the Archosaur to lower its overall Phaser Damage Output. The Omega Range Brackets had to be Revised to Alpha Sector Standards.
In Summary, the Archosaur is a Mix of Gorn and Paravian Tactics. Plasma Torpedoes provide a Heavy Hitting Weapon while Quantum Wave Torpedoes provide a Quick Firing Weapon for Constant Damage. All of the Standard Plasma Tactics can still be used with the Archosaur. The Improved Quantum Cannon adds yet another Layer of Tactical Depth to the Archosaur, because it resembles something in-between a Disruptor and a Photon. Ultimately, the Archosaur is something never seen before, something akin to a Prehistoric Beast that existed long before the Bird and the Reptile ever evolved.
By Norman Dizon (Ichaborn) on Sunday, July 04, 2021 - 11:07 am: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y111 – The Alliance of Lords makes friendly contact with the Gekkota. The disjointed, tribal structure of the Gekkota immediately becomes disorienting for the Alliance of Lords when attempting to deal with the Gekkota. Still, the Alliance of Lords is thankful that the Gekkota are not another aggressive, malevolent empire. The Alliance of Lords offers to provide assistance to the Gekkota to enhance their society in many ways. They also pledge to send emissaries and anthropologists to further study Gekkota culture.
By Norman Dizon (Ichaborn) on Sunday, July 04, 2021 - 11:09 am: Edit |
PRIME SECTOR HISTORY
Link to the Prime Sector History
Y113 – The Guardian Knights encounter the Archosaur. A miscommunication with these Strange Intelligent Beasts during First Contact leads to a sudden, deadly conflict. The Guardian Knights Heavy Cruiser, Kay, is completely destroyed.
By Norman Dizon (Ichaborn) on Sunday, July 04, 2021 - 09:25 pm: Edit |
MERLIN
STARDATE 07.04.21
Link to previous Merlin entries
It didn't take long for the Titan Graveyard to do its Job.
An enormous Ball of Plasma that seemed to be Alive immediately engulfed the Breithaupt, consuming it entirely. An unnatural Monster that resembled a Gargoyle ripped the Feihler in half and began to eat the remaining pieces.
That only left the Stumgeschultz, which was still wounded. Unfortunately, the Merlin was in much worse shape than the Stumgeschultz. And they knew it.
Merlin headed toward a Patch of Space that seemed to be Swallowing Itself. Anything that approached was sucked in, funneled to who knows where.
The Stumgeschutz followed.
"Stay the course," Captain Elizabeth instructed Fafnir. The small Dragonite nodded his head and complied, staring at the View Screen without blinking.
The entire Bridge was on edge. They knew their lives hung in the balance, depending on what happened in the next few moments.
"We have to go in," Captain Elizabeth said, looking at Una, her Science Officer. "But we have to do it in such a way that the Stumgeschutz will be drawn in as well. With any luck, we'll be able to pull out of the anomaly and they will not."
Una stared into the binoculars attached to her station. Then she looked up at Captain Elizabeth.
"I've analyzed the data coming from the Patch of Inverted Space. It appears that the strength of the pull of objects into the area is lessened along a concave path close to the exterior of the region. I can program the route into the computer banks, if you wish."
"Do it," Captain Elizabeth said as she stared at the View Screen. The Patch of Space drew nearer and nearer to the Merlin. There were no stars within.
"The Stumgeschutz is still trailing behind us," Morgause reported. The Guardian Knight was visibly frustrated. She slammed her fist into the console. "I wish we had some weapons to fight them off!!"
"Stay calm, Morgause," Captain Elizabeth said in a soothing voice. "We won't get out of this one by combat. It will take wits. But we will get through it, if we work together and rely on each other."
The Merlin veered off slightly to follow the route that Una programmed into the computer. The Stumgeschutz followed clumsly, not having properly analyzed the pathway. They began to be drawn into the Patch of Inverted Space.
In anger, the Stumgeschutz fired a Disruptor Bolt and a Phaser at the Merlin, but both missed. They launched a Drone as well, but it was drawn toward the anomaly as soon as it was launched.
Then the Stumgeschutz and the Drone disappeared into the Patch of Inverted Space.
The Merlin began to slowly be drawn in as well.
Captain Elizabeth frantically activated the Intercom to Engineering.
"Daedalus, I need all the power we have from the Warp Engines! We have to escape this anomaly or we're all dead!!"
"I'm giving her all I've got!!" the Fat Clockwork Engineer yelled through the Intercom. "She's buckling and breaking at the seams from the strain, Elizabeth!!!"
A loud revving sound could be heard throughout the Merlin, like an old car trying to accelerate past its limits. The Merlin began to shake violently, causing crewmen in the hallways to tumble over.
Still the Merlin continued to be drawn into the center of the Patch of Inverted Space.
"We need More!!" Captain Elizabeth cried through the Intercom. "Work your Miracles, Daedalus! The Crew is relying on you!!"
Daedalus went quiet over the Intercom for a moment. "I could cut Life Support, Shields, and Fire Control to give her an Extra Boost."
"DO IT!!!" Captain Elizabeth yelled. She clutched the arms of her Command Chair tightly. The Merlin was spiraling toward its Doom.
The Bridge went dark as every last iota of energy was transferred into the Warp Engines. The revving sound got so loud that everyone had to cover their ears. Then suddenly, the Merlin was free from the Patch of Inverted Space.
The lights turned on again as Life Support was once again reactivated. Captain Elizabeth breathed a loud sigh.
Then she saw what was on the View Screen.
THE GARGOYLE CREATURE WAS ABOUT TO POUNCE ON WHAT WAS LEFT OF THE MERLIN.
By Norman Dizon (Ichaborn) on Wednesday, July 07, 2021 - 10:11 am: Edit |
MERLIN
STARDATE 07.07.21
Link to previous Merlin entries
Just before the Gargoyle Creature could pounce on the Merlin, a vessel Phased In from Another Dimension. And it was huge.
It was a Dark God Dreadnought.
Captain Elizabeth stared at the View Screen in disbelief. Ships of the Dark God were rarely seen, if ever. Many believed their existence to be only a myth. And yet here was one so close that Elizabeth could make out the fine features of their hull...
The Gargoyle Creature turned to gaze at the Dark God Dreadnought. It formed a look of recognition. Then it leaped to attack the large starship.
A barrage of Dark Matter Torpedoes and Dark Matter Pulsars pummeled the Gargoyle Creature before it could reach its target. The Monster screeched furiously. It turned away to flee deeper into the Titan Graveyard.
The Dark God Dreadnought hovered in front of the Merlin, face to face with her. She said nothing, did nothing, only stared.
Quickly, Captain Elizabeth activated the Intercom. "Chief of Security! To the Bridge - NOW!!!"
Elizabeth turned to speak to Brimstone, her Communications Officer. The beautiful, green Butterfly Woman listened to the Captain attentively.
"Transmit on all Channels. Signal our Surrender. We are unable to fight. Request visual communication to negotiate Terms of Surrender."
Quickly, Brimstone did as she was instructed. After a couple of minutes, Brimstone shook her head, frustrated. "I'm sorry, Captain. No reply at all. They must hear us, but they don't want to answer."
Captain Elizabeth couldn't understand how the Dark God Dreadnought knew of their situation. And then she remembered that she gave Brimstone an order to transmit a Distress Call on All Frequencies right before they entered the Titan Graveyard. The Dark God Dreadnought must have heard it.
Suddenly, a Black Figure slowly emerged from one of the Shadows on the Bridge. It was Dusk, the Merlin's Chief of Security. He was composed purely of Dark Matter.
Dusk stared at the Dark God Dreadnought on the View Screen. Words escaped him.
Then the Dark God Dreadnought slowly turned away. It moved away from the Merlin and slowly melted away, once again Phasing into Another Dimension.
Dusk walked over and stood beside his Captain.
"Why?" Captain Elizabeth asked Dusk. "Why did they save us?"
"My people have reasons of their own," Dusk replied in a hollow voice. "Their agenda does not always match conventional logic. Just be thankful they chose to intervene in this case, I'm sure they benefited from our survival in some way."
Captain Elizabeth went quiet as she considered Dusk's words. It was highly disturbing to think that there was some Invisible Empire freely moving about, working toward whatever dark ends they wished to.
Dusk turned to leave the Bridge. But he said one last thing to his Captain first.
"If my people are here in the Titan Graveyard, Captain, one thing is for certain..."
THEY ARE SEARCHING FOR ANCIENT TECHNOLOGY TO GIVE THEM THE UPPER HAND.
By Gregory S Flusche (Vandar) on Wednesday, July 07, 2021 - 06:37 pm: Edit |
uhmm Nice bit of a story here
By Norman Dizon (Ichaborn) on Wednesday, July 07, 2021 - 07:12 pm: Edit |
Thanks Gregory. I appreciate it.
The Merlin's adventures have only begun!
By Norman Dizon (Ichaborn) on Thursday, July 08, 2021 - 11:16 am: Edit |
MERLIN
STARDATE 07.08.21
Link to previous Merlin entries
Captain Elizabeth sat across from Captain Graw. She was at Starbase Dover, relaxing inside of Jeannie's Disruptor Diner. Captain Graw was the Captain of starship Agent One. An unusual name for an Alliance of Lords vessel, but there must have been a good reason for it. Captain Graw was a tall, handsome, athletic figure, confident and imposing. Back in the Academy, his peers would always joke that Captain Graw was so smart, he could have designed his own galaxy. Captain Elizabeth had always been attracted to him, although such feelings never came out openly.
"So the Dark God Dreadnought just sat there?" Captain Graw asked while sipping his strawberry milkshake. He had a look of disbelief on his face. "Right in front of Merlin?"
"Yes," Captain Elizabeth answered. She slowly drank her hot coffee. "Then it just turned away and disappeared! Can you believe it? Dusk said they have their own reasons for doing what they did."
Captain Graw grew quiet at the mention of Dusk. He frowned. "Elizabeth, are you sure you trust your Chief of Security? To hold such a high position full of clearance...but to be a Dark Matter Being..."
Captain Elizabeth was quick to answer. She was confident and assertive. "Without a doubt. He had earned Alliance Command's trust and he has earned mine. I believe in him explictly. Dusk has earned his position. We've been through this before, Captain Graw. Never judge a person based solely on their species."
Captain Graw nodded. He flashed one of those smiles that made him look more attractive to Elizabeth. "Of course, you're right. It's just...we know so little about them."
Captain Graw decided to quickly change the subject.
"So...the Merlin is docked here for repairs right? And what's this I hear about the installation of an Experimental Device?"
"You're correct," Captain Elizabeth confirmed with excitement in her voice. "I only have a little information about it. Right now, Daedalus, Una, and Morgause are attending a briefing about it. The training will continue all week. Merlin is going to test the Device's performance in the field."
"You're a lucky Captain," Captain Graw said as he finished his strawberry milkshake. "I would love to get my hands on such a Device."
Suddenly, Captain Graw's Communicator beeped. He flipped it open with a quick twist of his wrist. Captain Graw listened carefully to the person on the other end.
"I'm sorry, Elizabeth. I'm needed back on Agent One. Forgive me for leaving early? It was so good to see you again!"
Captain Elizabeth gave Captain Graw a quick hug before he left. She was disappointed. Their meeting had been too short. She watched as Captain Graw strode away from her and out of Jeannie's Disruptor Diner.
THEN SHE SAT BACK DOWN, FINISHED HER COFFEE, AND DREAMT OF WHAT COULD HAD BEEN IF SHE AND CAPTAIN GRAW HAD NOT FOLLOWED DIFFERENT PATHS IN LIFE...
By Norman Dizon (Ichaborn) on Saturday, July 10, 2021 - 10:06 am: Edit |
MERLIN
STARDATE 07.10.21
Link to previous Merlin entries
Fafnir sauntered across the main deck of Starbase Dover. The small Dragonoid was in a good mood, even going so far as to skip a footstep every now and then. He was enjoying his time away from the Merlin. Sometimes, flying a starship can be a very stressful thing. Especially lately, after their battle with the Death Cult Battlecruisers.
Fafnir couldn't help but to think of his "parents." He didn't know too much about "Ma" and "Pa", but he knew they were good Draconids. They didn't believe in the Draco's warlike mentality. They wanted a better future for their "son." So "Ma" and "Pa" brought Fafnir to the Alliance of Lords when he was but a young Dragonling. Fafnir had always had a natural instinct for flying, so he eventually became a Helmsman. He owes everything he has to the decision his "Ma" and "Pa" made all those years ago...
Suddenly, Fafnir slammed into something huge and solid. He fell onto his back, slamming his head onto the floor. Fafnir shook his head, trying to clear his thoughts. Then he noticed two large Security Guards wearing Red Shirts standing in front of him.
"Excuse me!" Fafnir quickly said even though he was still rattled. "I'm terribly sorry, I didn't see..."
One of the men reached down, grabbed Fafnir by his shirt, and pulled him up into the air. Fafnir's feet were dangling below him. The Security Guard was angry.
"What makes you think you can freely walk around a HUMAN Starbase, you ugly lizard? Don't you know that your kind aren't welcome around here? My brother and sister were aboard the Whitby when it went down! I know what you Draco are like! One of your Hunter Wyrms tore the Whitby to pieces with its claws!! I lost my brother and sister because of scum like you!!!"
Two punches hit Fafnir's gut, causing him to lose his breath. Fafnir fell to the ground once again. A swift kick to Fafnir's abdomen followed. Something broke and Fafnir was in serious pain.
"Ha, ha! That'll teach you reptiles to not..."
"Is there a problem here?"
The two Security Guards spun around to find a Humanoid Vampire Squid staring at them with its strange blue orbs. Everyone in the Alliance of Lords knew of Lovecraft. They knew he was the First Officer aboard the Merlin. And they knew he was one of the Gorgon.
"Because if there is, I'm sure we can come to a...mutual understanding."
Lovecraft opened his blood red cloak, revealing the sharp spines and mouth full of fangs within. Each of the Security Officer felt a chill run down their spine.
"Now, report to your Commanding Officer. They have already been informed about what occurred here. And I better not see you...EVER...bothering a crew member from the Merlin again. Do you understand?"
The two Security Guards nodded their heads and quickly ran off.
Lovecraft helped Fafnir to his feet. "Are you alright, Fafnir?"
"Yes, Lovecraft. I thank you for saving me. But how did you know...?"
"Delphi saw what was happening in one of her visions. She quickly informed me. Now, transport back to the Merlin and report to Dr. Sap right away. You may have serious injuries."
Fafnir gave Lovecraft a sheepish look.
Lovecraft flipped open his Communicator, establishing a link between himself and the Merlin.
"Emergency Transport. One for Sickbay. Transport NOW."
A low humming sound could be heard before Fafnir disappeared in a rotating bundle of light. He tried to wave goodbye to Lovecraft, but it was too late.
LOOKS LIKE I'LL BE RETURNING TO THE MERLIN SOONER THAN I EXPECTED.
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