By Norman Dizon (Ichaborn) on Wednesday, February 15, 2023 - 03:01 am: Edit |
DEPARTMENT OF TACTICS AND STRATEGY
STARDATE 02.15.23
BLOODHUNTERS CA VS TRI-EXPANSION CA
HIDDEN ENCLAVE
Link to the Collaboration Bloodhunters Heavy Cruiser SSD
Link to the Collaboration Tri-Expansion Heavy Cruiser SSD
A young Cadet entered a dark room with multiple holographic projections and took a seat. Opposite to him was mounted the dreaded Quantum A.I. Triple Bot. This intimidating Super Advanced A.I. featured three plastic faces, each of which faced in different directions. As each one spoke, the plastic faces rotated to face the Cadet. The rest of the Quantum A.I. Triple Bot was an entanglement of wires, cords, hoses, cables, flashing lights, gears, bolts, circuits, and belts, all encased within a cylindrical alloy frame. The Cadet was being tested on an ancient terran boardgame whose designers have been long dead for over a millennia. However, it is rumored that their consciousness lives on, for each one has been downloaded into one of the three plastic faces on the Quantum A.I. Triple Bot.
"Welcome Cadet," the P-Bot said in a cold voice. "Today we examine the opening battle between a Collaboration Bloodhunters Heavy Cruiser and a Collaboration Tri-Expansion Heavy Cruiser. Your role is the Captain of the Bloodhunters Heavy Cruiser."
"I understand," the Cadet replied nervously. "I am ready."
The Triple Bot rotated to a new plastic face. "Are you now?" the J-Bot asked sarcastically. "Tell us, what is your opening strategy, Captain?"
"Well, the Bloodhunters Heavy Cruiser has a maximum speed of twenty, like most Hidden Enclave Heavy Cruisers. I won't be able to go that fast while arming my weapons, but I can come close. I will go as fast as I can. My approach is angling off to the side, using sideslips to stay off center."
The Triple Bot rotated to a new plastic face. "And why do you use that approach, Cadet?" the C-Bot asked.
"Because the Limited Tachyon Guns on the Tri-Expansion Heavy Cruiser can deliver sizable damage, but they have restricted firing arcs. If I stay off centerline, the Tri-Expansion Heavy Cruiser can focus only two of her Limited Tachyon Guns on me in a single assault."
"And what range is the Tri-Expansion Heavy Cruiser most likely to fire those two Limited Tachyon Guns?"
"My guess would be at range 16, range 8, or range 3. Or if it is an all out charge, range 1. But that would be reckless of the Tri-Expansion Captain."
The Triple Bot rotated to a new plastic face. "Why those ranges, Cadet?" the P-Bot asked.
"Because at maximum power, which would cost either four or five points of energy for each Limited Tachyon Gun, the heavy weapons would score eight points of damage each at ranges 8 and 3. If the Tri-Expansion Captain was playing a long range game, he would fire at range 16 to score five points of damage each, and then turn away to circle back around."
"Very good, Cadet. And what is the difference between firing at range 8 versus firing at range 3?"
"The support of the Limited Wide Phaser-1's. They are effective at range 3 or less. So if the Tri-Expansion Heavy Cruiser fired at range 8, it would be without the support of its Wide Phasers. In that case, the Tri-Expansion Heavy Cruiser would not close any further. If it fired at range 3, then I would most likely be facing an alpha strike of combined Limited Tachyon Guns and Limited Wide Phasers."
The Triple Bot rotated to a new plastic face. "And what is your own plan of attack, Cadet?" the J-Bot asked.
"Well, my own Limited Particle Beams are not as powerful as my opponent's Limited Tachyon Guns, but they fire more frequently and have better firing arcs. That means that I need to stay on top of my enemy, constantly pounding them with my Limited Particle Beams to whittle down their shields. I would utilize overloads at either range 8 or range 4."
"Go on."
"My Limited Particle Phaser-1's are effective at range 3 or less ,but there is a good chance they will miss because of their to-hit curve. Personally, I would use them only at ranges 1 or 0, where I can be confident they will hit and score a substantial amount of damage."
"And your Limited Particle Torpedo?"
"Ah, that is the game changer. It is the only weapon I have that comes close to the Tri-Expansion's Limited Tachyon Guns. I see two choices. Launch the Limited Particle Torpedo as I close so that I can follow it in. Or wait until I am at range 8 or less and then launch it in combination with my other weapons as an alpha strike. That much power should be enough to collapse one of my adversary's shields."
The Triple Bot rotated to a new plastic face. "And what of your enemy's Limited Tachyon Missile?" the C-Bot asked.
"I would watch out for its launch, but it should pose no grave threat. The standard Limited Tachyon Missile is destroyed after six points of damage, something I can easily achieve with my Limited Particle Phaser 1's and Phaser 3's. The danger would be if I expended my Phasers early and had nothing left to deal with the Limited Tachyon Missile. So when it is launched in the conflict is crucial."
"Why is it important to anticipate your opponent's moves and plans, Cadet?"
"Know your enemy. Every seasoned Captain follows that rule."
"Excellent Cadet. And how would you utilize your Spectral Cells?"
"Well, my Spectral Cells are limited, so they must not be wasted. Each one can turn the tide of the battle, if it is used at the proper moment. I would probably burn one Spectral Cell to reinforce a shield if I knew for certain he was going to fire his Limited Tachyon Guns at it. I could also discharge one Spectral Cell to boost my speed by six in order to catch him right after he has fired his weapons. Another option would be to launch a Plasma-D in unison with my Limited Particle Torpedo to increase the force of my alpha strike."
"And how do you anticipate the Tri-Expansion Heavy Cruiser using its own Spectral Cells?"
The Cadet thought for a moment. "If the Tri-Expansion Heavy Cruiser goes for an overrun, he could discharge a Spectral Cell in order to raise a three-point ESG. That would be a powerful alpha strike in combation with his Limited Tachyon Guns and his Limited Wide Phasers. Versus my Limited Particle Torpedo, he might burn a Spectral Cell to release a three-point Defensive Ionic Wave or to gain three points of ECM. The Tri-Expansion Heavy Cruiser might also discharge a Spectral Cell in order to perform instant Damage Control on internals or shields."
There was a long period of silence. The holographic displays turned off. Then all three plastic faces on the Triple Bot said in unison,
"WELL DONE, CADET. YOU ARE DISMISSED."
By Norman Dizon (Ichaborn) on Saturday, February 18, 2023 - 12:40 pm: Edit |
COLLABORATION NOMAD HEAVY CRUISER SSD
Link to the Collaboration Nomad Heavy Cruiser SSD
THE HIDDEN ENCLAVE
NOMAD SHIPS
(HER3.1) HEAVY CRUISER (CA):
The Nomad Heavy Cruiser played a crucial role in the Collaboration. Normally committed to staying away from the affairs of other empires, the Nomads quickly realized the need for mutual cooperation in order to survive in the Hidden Enclave. Being natural miners, the Nomads took it upon themselves to become one of the driving forces behind Spectral Harvesting.
The Nomad Heavy Cruiser was a typical Asteroid Ship with massive amounts of Armor, huge Storage Areas, and plenty of Shuttles. But the Nomad Heavy Cruiser was not without its defenses. Armed with three Limited Warp Augmented Railguns, three Heavy Prospecting Cannons, six Anti-Transporter Fields, four Limited Offensive Quantum Phasers, and two 360 degree Limited Offensive Micro Phasers, the Nomad Heavy Cruiser could match armaments with any other Heavy Cruiser in the Hidden Enclave. However, the Nomad Heavy Cruiser's real strength was its six Spectral Cells, which exceeded the normal supply carried by other Heavy Cruisers.
A special storage area called the Spectral Hold was designated to store the raw, harvested Spectral Energy. This area proved to be the Nomad Heavy Cruiser's greatest weakness, for once ruptured, the Spectral Energy released had devastating, chaotic effects on the starship...
DESIGNER NOTES:
The Nomad Heavy Cruiser was an intriguing and unique addition to the Collaboration in the Hidden Enclave. Like the starship it was based upon, the Nomad Heavy Cruiser is a hulking entity floating through space, one protected by thick layers of Armor. However, unlike its predecessor, the Nomad Heavy Cruiser possesses a plentiful supply of Spectral Cells, devices which make all the difference in a tactical confrontation.
The idea of the Spectral Hold made sense given the background of the Nomads and their work specialization. But I wanted the task of harvesting raw Spectral Energy to be a dangerous one, and storing/transporting it even more dangerous. It can be assumed that the Nomads have figured out how to transport the raw Spectral Energy without danger if left to themselves. What they were unable to account for was internal damage received during a battle, internal damage that could possibly rupture the Spectral Holding area. This mechanic gives the Nomad's adversary a decisive advantage, but destroying the Spectral Hold is not easy and it only comes after penetrating the hard outer casing of the Nomad's Asteroid Shell.
The Heavy Prospecting Cannon is a natural evolution of the Prospecting Cannon. This is one of the few, rare weapons in the Hidden Enclave that actually advanced in ability, rather than becoming limited in ability. The Heavy Prospecting Cannon was added to the Nomad Heavy Cruiser to give the Warp Augmented Railguns support fire, in addition to the Phasers. Like the original Prospecting Cannon, the Heavy Prospecting Cannon is limited by Range, Charges, and the Speed of the Target.
The installation of Limited Quantum Phasers and Limited Micro Phasers point to clues as to the origin of the Nomads before they were pulled into the Hidden Enclave.
The Nomad Heavy Cruiser retains its plentiful Shuttles (including all the Prospecting Shuttles), its Minimal Shields, and its inability to HET.
Lastly, I wanted to give the Spectral Cells aboard the Nomad Heavy Cruiser some slightly different functions. This is meant to reflect the Nomad's different approach to engineering, their advanced knowledge of Spectral Harvesting, and the unique construction of their "starships."
By Norman Dizon (Ichaborn) on Tuesday, February 21, 2023 - 02:40 am: Edit |
BLACK WOLF
STARDATE 02.21.23
YESTERDAY GALAXY
Link to previous black Wolf entries
Captain Lupinus entered the Bridge, annoyed at having been summoned at an inconvenient moment. He took his command chair and stared at the view screen. A gigantic whirling anomaly was before him. Talbot was speechless as he stared into its brilliant depths.
"Report."
Morduug, the Blind Gazer Science Officer answered quickly. "A wormhole, Captain. One that leads from our current location to the Yesterday Galaxy."
Captain Lupinus was confused. He turned and looked at his Science Officer. Morduug stared back at him with white, blind eyes.
"What do you mean, to the Yesterday Galaxy? We are already in the Yesterday Galaxy, Morduug."
Morduug paused before answering. The entire Bridge Crew seemed to be waiting for his next words.
"Talbot, it is a Temporal Wormhole. It leads to our past. But it will not remain stable for long. You must make a decision immediately."
Again, Captain Lupinus was confused. He always seemed to be a step behind and it was beginning to get frustrating. Perhaps it was because he was being forced to deal with a situation he really didn't want to deal with at the moment.
"What decision, Morduug?"
"Whether to take the Black Wolf into the Anomaly in order to travel to our past."
Talbot stroked his black goatee. He wished that Mother Bethany was here to consult, but she was sleeping back in his quarters. He would have to make this decision alone.
A black spider slowly crept up Captain Lupinus' back and onto his shoulder. It was Animus, his Changeling Advisor and Personal Guard.
"INDOMITUS cannot be stopped in this era, Captain, you know that. The machine has advanced too far. Even now, every empire in the Yesterday Galaxy has had its borders penetrated by the inhuman A.I. Our current struggle is only delaying the inevitable. But in the past, INDOMITUS is still young, still growing, still learning. If we are going to stop it, prevent it from becoming this ever expanding monstrosity, we must do it in the past, not here. You know what you have to do, Talbot."
Animus was rarely mistaken and he was right once again. Animus always saw things that Talbot had difficulty recognizing. But leaving this current time meant abandoning the Commonwealth and the Opposition. How could Talbot do that? And yet, deep inside, Captain Lupinus knew that Animus was correct. Here, the Black Wolf would only make a minor difference. But in the past, with its advanced weaponry, the Black Wolf could become a powerful force. The Commonwealth of the past could be convinced of the threat that INDOMITUS would become and then take steps to prevent it. Other empires in the Yesterday Galaxy could be convinced as well. Nothing was for certain, but the odds of making a difference and saving lives was far better in the past than it was in the present.
The Bridge Crew waited for Captain Lupinus' command.
"TAKE US INTO THE WORMHOLE."
By Norman Dizon (Ichaborn) on Wednesday, February 22, 2023 - 12:14 am: Edit |
FEUDAL FIRST CRUISER SSD
Link to the Feudal First Cruiser SSD
* Uploaded the Feudal First Cruiser SSD for Project-X to StarFleetBattlesTheGenesisProject.com. This was created back in 2016. It appears I wasn't adding Designer Notes at the time. *
PROJECT-X
FEUDAL SHIPS
(PXR4.1) FEUDAL FIRST CRUISER (FCA):
The Feudal First Cruiser was a multi-purpose cruiser with ample firepower. With four Widgets that could be configured separately, the Feudal First Cruiser was capable of serving in a variety of different capacities. All Feudal starships use Energy Cannons as their standard armament.
Because of the atypical firing arcs of the Energy Cannons, the Feudal First Cruiser was able to deliver its most concentrated strike from either side. It could bring four Energy Cannons to bear at a forward oblique angle, as well as to a rear oblique angle. Surprisingly, the Feudal First Cruiser's weak zones were to the front and back; it could fire at most two Energy Cannons forward or backward.
After an initial encounter with a Feudal First Cruiser, the Republic established peaceful relations. The Republic began an extensive study of the modular Widgets employed on all Feudal starships. After a significant amount of research, the Republic was able to incorporate Widgets into their own starship designs. Later, the Regime created their own Widgets for use in their fleet.
The Republic found the Energy Cannon used by Feudal starships to be a fascinating design with great potential. The Energy Cannon fulfilled both the function of heavy weapon and phaser. The energy output that Energy Cannons could generate was amazing to the Republic; it was far beyond what any standard Phaser was capable of. The Republic devoted a massive amount of research in order to duplicate the Energy Cannons for use on Republic starships. Unfortunately, this research ended in failure. As a result, Feudal Energy Cannons were never employed by Republic starships.
By Norman Dizon (Ichaborn) on Wednesday, February 22, 2023 - 12:21 am: Edit |
GYPSY MERCHANT CRUISER SSD
Link to the Gypsy Merchant Cruiser SSD
* Uploaded the Gypsy Merchant Cruiser SSD for Project-X to StarFleetBattlesTheGenesisProject.com. This was created back in 2016. It appears I wasn't adding Designer Notes at the time. *
PROJECT-X
GYPSY SHIPS
(PXR5.1) GYPSY MERCHANT CRUISER (MCA):
The Gypsy Merchant Cruiser was the standard trading vessel during the First Era. Because the Gypsies were primarily interested in trading and peaceful relations with all species, the Gypsy Merchant Cruiser was not armed. Gypsy Merchant Cruisers roamed all of Project-X, reaching the farthest corners, selling their wares and spreading common technology to distant empires that normally would not have access to it.
The Republic discovered the Redundant Systems used by the Gypsies, which kept their systems running on their long journeys from star system to star system. After establishing a trade agreement with the Gypsies, the Republic began a massive research and development project to introduce Redundant Systems into Republic starships.
The research was time-consuming and arduous. But in the end, the Republic was successful, creating working Redundant Systems based on technological concepts from the Gypsies.
The Republic would later discover that, while they had been pushing their own Redundant System research, the Regime had been doing the exact same thing. Both the Republic and the Regime began employing Redundant Systems on their starships at roughly the same point in history.
By Norman Dizon (Ichaborn) on Wednesday, February 22, 2023 - 12:28 am: Edit |
BLACK CATAPHRACT BATTLECRUISER SSD
Link to the Black Cataphract Battlecruiser SSD
* Uploaded the Black Cataphract Battlecruiser SSD for the Prime Sector to StarFleetBattlesTheGenesisProject.com. This was created back in 2021. *
THE PRIME SECTOR
BLACK CATAPHRACT SHIPS
(PMR3.1) BATTLECRUISER (BC):
The Black Cataphract Battlecruiser was feared for its destructive close range firepower. Armed with Two Heavy Dark Plasma Bolts, One Light Dark Plasma Bolt, Two Offensive Phasers, Six Defense Phasers, and one Dark Plasma Drone Rack the Black Cataphract Battlecruiser was a dangerous adversary. This heavily armed Battlecruiser was also lined with Charged Armor, a special type of defensive system that was highly efficient at energy distribution and absorption. To make matters worse, Dark Plasma Drones were more devastating than any other type of Drone ever seen before in the Prime Sector, especially when charged with Dark Plasma Energy. Ultimately, those who encountered the Black Cataphract Battlecruiser were faced with a grim battle of life and death.
DESIGNER NOTES:
The Black Cataphract Battlecruiser started with the idea of a Plasma Bolt that scored Full Damage instead of being Halved. From this idea, the concept of Dark Plasma evolved, a unique technology whose secrets were carefully guarded by the Black Cataphract. The weapon, dubbed the Dark Plasma Bolt, was split into a Light and Heavy Version for Balance Reasons.
The idea of a Heavy Armored Ship charging straight at you to get close enough to hit with its Deadly Plasma Bolts then came to mind. From this idea sprang the idea of Charged Armor. Charged Armor acts as Shields when charged, but acts as Standard Directional Armor when not charged. The cost to charge the armor is minimal, but there is an added benefit: any energy applied as Reinforcement to the Charged Armor is treated as General Reinforcement, not Specific. So there is a great savings in energy cost with a tactical bonus as well.
To facilitate the charging motion, the Black Cataphract Battlecruiser was given more warp than the standard Prime Sector Heavy Cruiser, making it a faster ship overall. But a key advantage was given to the Black Cataphract Battlecruiser in the form of a Warp Reserve Matrix. This dedicated source of Reserve Power can only be used for Warp. During the turn, the Warp Reserve Matrix can provide additional energy on the fly to accelerate and change speeds mid-turn. However, in order to fully take advantage of the benefits of the Warp Reserve Matrix, Experienced Captains had to plan ahead, wisely charging the Warp Reserve Matrix ahead of time, so that the energy would be available on future turns for use.
Lastly, a Supplemental Weapon was given to the Black Cataphract Battlecruiser so that it would not rely solely on closing on the enemy as its only tactic. This Supplemental Weapon was the Dark Plasma Drone: a Large, Deadly Drone that could be charged with Dark Plasma Energy. This fearsome seeking weapon is hard to kill and devastating if it scores a hit. The Black Cataphract Battlecruiser starts with a Standard Rack that can just launch one Dark Plasma Drone at a time, but in the future, Advanced Racks may be able to launch more than one Dark Plasma Drone and there may even be the possibility for something like a Scatterpack to be developed.
In order to balance the awesome firepower of the Dark Plasma Bolts, the number of PH-1’s were reduced and the number of PH-3’s increased. Again, this reinforces the tactic of closing with the enemy to ravage them with PH-3’s, similar to Kzinti Tactics. The lack of PH-1’s means the Black Cataphract Battlecruiser will be deficient at fighting at mid-range to long range. This will force the Black Cataphract player to become creative, utilizing its Dark Plasma Drones from afar to setup the perfect opportunity to close and deliver the Alpha Dark Plasma Bolt Strike.
By Norman Dizon (Ichaborn) on Wednesday, February 22, 2023 - 12:33 am: Edit |
SEER HEAVY CRUISER SSD
Link to the Seer Heavy Cruiser SSD
* Uploaded the Seer Heavy Cruiser SSD for the Prime Sector to StarFleetBattlesTheGenesisProject.com. This was created back in 2021. *
THE PRIME SECTOR
SEER SHIPS
(PMR4.1) HEAVY CRUISER (CA):
The Seer Heavy Cruiser was noted for its Fast Moving Skip Plasmas, Unique Energy Absorbers, and Cumbersome Maneuverability. The Starship was armed with a Multitude of Offensive Phasers, more than the Standard Prime Sector Heavy Cruiser. Also of note were the Strong Forward Shields of the Seer Heavy Cruiser and conversely, the Weak Rear Shields. The Ultra Quick Movement of the Skip Plasmas made it extremely difficult for adversaries to employ Wild Weasels as a Defensive Tactic. Damage that was converted by the Energy Absorbers was rapidly used to feed the Power Hungry Skip Plasmas.
DESIGNER NOTES:
The Skip Plasmas employed by the Seer Heavy Cruiser can be thought of as either a very fast seeking weapon or a very slow direct fire weapon. Although they are a seeking weapon, for balance, they have been compared against the Photon Torpedo and the Disruptor Bolt.
Skip Plasmas move twice as fast, employing Nicozian Skip Warp Movement. This means they skip every other hex, not just move fast like a SABOT. Tactically, this presents new challenges, not just for Webs, but for Defensive Phaser Fire and the Timing of Wild Weasels.
Because Skip Plasmas have the advantage of Fast Movement, their Damage has been Halved. This had the unintended consequence of seriously reducing the Seer’s Crunch Power. Arming over Three Turns would never do in actual gamaplay, only to result in a weapon that lacks Crunch Power. Therefore, the decision was made to allow Skip Plasmas to arm over Two Turns instead of Three Turns. This puts the weapon more in-line with a Photon Torpedo, although the Skip Plasma has to travel to meet its target whereas the Photon Torpedo can instantly hit it. The Type SG Skip Plasma scores damage on par with an Overloaded Disruptor Bolt, although it takes Two Turns to Arm and must travel to meet its target. Of course, the Range Brackets for Skip Plasmas are the same as Plasma Torpedo Range Brackets, so the weapon does differ from the Photon Torpedo and the Disruptor Bolt in terms of the Range used when calculating Damage.
Energy Absorbers are a new Defensive Device that protects the ship from Internal Damage. That Internal Damage is converted into Temporary Battery Power, but only for a limited time. Each Energy Absorber is extremely limited in the power it can hold. This means the Seer Heavy Cruiser can avert some Internal Damage on the First Volley, but not a Full Alpha Strike or Repeated Volleys. Energy Absorbers are easily destroyed on the DAC. This interesting device creates some New Tactical Possibilities, as the Seer Captain can calculate a point in the battle when it will be able to absorb some extra Internal Damage and plan their engagement accordingly.
By Norman Dizon (Ichaborn) on Wednesday, February 22, 2023 - 12:38 am: Edit |
DEATH CULT BATTLECRUISER SSD
Link to the Death Cult Battlecruiser SSD
* Uploaded the Death Cult Battlecruiser SSD for the Prime Sector to StarFleetBattlesTheGenesisProject.com. This was created back in 2021. *
THE PRIME SECTOR
DEATH CULT SHIPS
(PMR5.1) BATTLECRUISER (BC):
The Death Cult Battlecruiser was an aggressive, determined, and calculating opponent in the Prime Sector. Armed with Two Disruptor Bolts, Five Offensive Quantum Phasers, One Drone Rack, and One Rear Plasma-E Torpedo, the Death Cult Battlecruiser was known for its speed, maneuverability and Saber Dancing Tactics. But it was the Distortion Field Generator that made the Death Cult Battlecruiser such a Feared Adversary. This Key Device would give the Death Cult Battlecruiser a Distinct Advantage in Battle, whether it be to Disrupt the Enemy’s Return Fire or whether it be to Escape from a Situation where the Death Cult Battlecruiser was outmatched by an Overwhelming Number of Opponents.
DESIGNER NOTES:
Every New Galaxy needs a Bad Guy. In the Prime Sector, this takes the form of the Death Cult. This is but the first of many Bad Guys in the Prime Sector.
The Death Cult Battlecruiser is based on the Klingon D7 Battlecruiser. The first question I asked is, “How can Improve on this Simple, Effective, and Efficient Classic Design.” And the answer is “I can’t.” However, I can change the Tactics used in battle, by changing the Technology available to the ship.
I wanted to make Saber Dancing the Prime Combat Tactic employed by the Death Cult Battlecruiser. Several factors were incorporated into the Death Cult Battlecruiser to make this happen.
The first factor was the addition of a Plasma-E with an Aft Plasma Firing Arc. The Plasma-E is different than standard Plasmas in that they can launch every two turns and score less damage. This quicker cycling period will be of great benefit to the Death Cult Battlecruiser. The lower amount of damage matches the constant hammering of the Disruptor, which also scores low amounts of damage repeatedly. The Aft Plasma Firing Arc is essential to ensure that the Death Cult Battlecruiser must Maneuver in order to bring its Rear Plasma-E into Arc. This not only encourages Saber Dancing, but makes it Necessary.
The second factor is the conversion of Phaser-2’s into Quantum Phaser-1’s. This gives the Death Cult Battlecruiser a slight edge (another point in damage), but it’s still a key factor when every point counts. For the sake of balance, the Range Brackets on the Quantum Phaser-1 had to be Revised to match Alpha Sector Standards. It has been dubbed the Revised Quantum Phaser-1.
The third factor are the Phaser Firing Arcs. The original D7 Battlecruiser had FX Phasers along with Wing Phasers. In order to ensure Saber Dancing, these Firing Arcs had to be incorporated into the Death Cult Battlecruiser. It was only when I stared at the RF+R+RR for awhile that I realized this was simply RS. I don’t know why it was spelled out in three separate parts on the original D7 SSD, but I used RS and LS for simplicity.
In order to balance the addition of the Plasma-E, I had to reduce the number of Disruptors and Drones available to the Death Cult Battlecruiser. This was a dangerous modification , because it would seriously reduce the Death Cult’s Crunch Power. But I had to ensure that Saber Dancing (and the use of the Rear Plasma-E Torpedo) was necessary to in order to be victorious. Therefore, the Death Cult Battlecruiser was given only Two Disruptors (versus the Alliance of Lords Three Photon Torpedoes) and One Drone Rack (versus the Alliance of Lords One Ultra Warp Missile).
The Single Drone Rack still allows for the use of a Scatterpack, which must be used by the Death Cult Battlecruiser in order to win.
So we have a sleek, fast battlecruiser which must saber dance in order to constantly pummel its opponent with Drones, Disruptors, Quantum Phasers, and Plasma-E’s. But something else was needed. A Device which would add to the Tactical Combativeness of the Death Cult Battlecruiser.
This device became the Distortion Field Generator from the Magellanic Rulebook. The Cloaking Device was considered, but that will be given to Future Prime Sector Empires. The Distortion Field Generator generates from 1-3 Penalty Hexes, which can be used in an Offensive or Defensive Manner, depending on the Tactical Situation. This Device was perfect for the Death Cult Battlecruiser, because it would compliment its set of weaponry and its Saber Dancing Tactics.
However, I didn’t like some parts of the Rules for the Distortion Field Generator. First, the Tuning Crystals had to go. They put a cap on how long the Distortion Field Generator could be left running, but added a level of complexity to the device that I felt was unnecessary for my needs. Simplicity works best for the Prime Sector whenever possible. So I simply said the Distortion Field Generator could only last 1 turn, but could be turned on and off any time during the turn by the Death Cult Player. I also changed the Arming Costs in relation to the Penalty Hexes generated. This made more sense to me. I kept the rest of the Rules, including Passive Fire, the Requirement for Warp Power to activate the Distortion Field Generator, Voiding the Distortion Field Generator, and More.
In conclusion, the Death Cult Battlecruiser possesses a vast array of technology which it must make full use of in order to win. The Death Cult Battlecruiser cannot simply charge to Close Range, unload an Alpha Strike, and be Victorious. It just does not have the Crunch Power for that. Instead, more finesse and patience must be utilized, with the Death Cult Battlecruiser Saber Dancing just out of range, frustrating the opponent, wearing them down, and looking for the perfect opportunity to close in for the kill. The Distortion Field Generator adds to the Tactics, expanding the possibilities many fold.
For balance, the Death Cult Battlecruiser was compared against the Alliance of Lords Heavy Cruiser, its Primary Opponent. This is a Good Matchup. The Short Range Cannons of the Alliance of Lords Heavy Cruiser are the perfect defense for the Death Cult Battlecruiser’s Drones.
Ultimately, the Death Cult Battlecruiser is something never seen before in Star Fleet Battles…which was my Goal. It is reminiscent of the Klingon D7 Battlecruiser and yet, strangely different. It has elements of Magellanic and Omega, but is neither of them. The Death Cult Battlecruiser is its own Brand New Beast.
By Norman Dizon (Ichaborn) on Wednesday, February 22, 2023 - 12:43 am: Edit |
* Uploaded Merlin Stardate 07.04.21 to StarFleetBattlesTheGenesisProject.com. This was written back in 2021. *
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 Ken Kazinski (Kjkazinski) on Thursday, February 23, 2023 - 12:13 am: Edit |
The ship description for the Feudal First Cruiser, talks about the Republic. Should not those references be for the Feudal empire? There is a separate empire, (PXR1.0) Republic.
After an initial encounter with a Feudal First Cruiser, the Republic established peaceful relations. The Republic began an extensive study of the modular widgets employed on all Feudal starships. After a significant amount of research, the Republic was able to incorporate widgets into their own starship designs. Later, the Regime created their own widgets for use in their fleet.
By Norman Dizon (Ichaborn) on Thursday, February 23, 2023 - 09:06 am: Edit |
Hi Ken. I'm not sure what you mean.
Feudal is a Minor Empire in Project-X. The Republic and the Regime are Major Empires. They are Three Separate Empires.
The description is talking about the interaction between the Republic and Feudal. And later, the interaction between the Regime and Feudal. Specifically, it is talking about the Modular Widgets and the research that was done on them.
Do you mean that this information should be listed under the Republic's General R-Section (PXR1.0) and not under the Feudal Ship Description? Or do you mean that every instance of the Republic in the Ship Description should be replaced by the word Feudal?
Please clarify, sorry for the confusion, and thanks for the inquiry.
By Norman Dizon (Ichaborn) on Saturday, February 25, 2023 - 01:43 am: Edit |
DEATH CULT DRONE BATTLECRUISER SSD
Link to the Death Cult Drone Battlecruiser SSD
THE PRIME SECTOR
DEATH CULT SHIPS
(PMR5.2) DRONE BATTLECRUISER (DBC):
The Death Cult Drone Battlecruiser was a common variant of the Battlecruiser that was rarely seen outside of fleet engagements. The two Disruptor Bolts were replaced with Drone Racks, resulting in Three Drone Racks total carried by the Death Cult Drone Battlecruiser. In battle, the Death Cult Drone Battlecruiser could launch three Drones at once, which was three times as fast as a standard Death Cult Battlecruiser. Within two full launchings, the Death Cult Drone Battlecruiser could reach the maximum amount of Drones it could control.
The Death Cult quickly realized the vulnerability of the Death Cult Drone Battlecruiser during one on one conflicts. In such a situation, the Death Cult Drone Battlecruiser found itself without Disruptor Bolts to keep the enemy at bay. Its Drones were easily dealt with and adversaries closed on the Death Cult Drone Battlecruiser to deliver punishing strikes at close range. For this reason, Death Cult Drone Battlecruisers were always deployed in fleet formations and never traveled without escort.
DESIGNER NOTES:
The Death Cult Drone Battlecruiser is an obvious variant of the Death Cult Battlecruiser. The two Disruptor Bolts have been replaced by two more Drone Racks. However, this change, while seemingly minor on the SSD, is essential for the Death Cult in Fleet Formations. In other words, they need the Death Cult Drone Battlecruiser for sustained, long range Drone Bombardment.
It also makes sense that, after going through the time, effort, and expense to convert a standard Battlecruiser into a Drone Battlecruiser, the Death Cult would go to great lengths to protect such valuable resources.
The Death Cult Drone Battlecruiser retains its rear launching Plasma-E and its Distortion Field Generator.
By Ken Kazinski (Kjkazinski) on Saturday, February 25, 2023 - 02:46 pm: Edit |
Norman,
The rule is discussing the Feudal heavy cruiser and I would think should be from the viewpoint of the Feudal empire, but as I read the rule, it seems mixed.
I would put the information about what the Republic and Regime did into those rule sections after they encountered the Feudal CA.
By Norman Dizon (Ichaborn) on Saturday, February 25, 2023 - 04:24 pm: Edit |
Thanks for the clarification, Ken. You make a good argument.
I'll give it some thought.
For now, the R-Sections will stay as is.
By Norman Dizon (Ichaborn) on Saturday, February 25, 2023 - 10:47 pm: Edit |
REVISED BRITTANI HEAVY CRUISER SSD
Link to the Revised Brittani Heavy Cruiser SSD
* This SSD was created back in 2016. Not sure what my train of thought was back then, but for some reason the Brittani had 16 Warp (with 1/2 Move Cost) while all the other Mitosis Heavy Cruisers had 12 Warp (with 1/2 Move Cost). This has now been corrected. At some point, there will be technological advancements in Mitosis leading to 16 Warp (with 1/2 Move Cost), but when it happens, all Mitosis Empires will see this upgrade at the same time. *
MITOSIS
BRITTANI SHIPS
(MR1.1) BRITTANI HEAVY CRUISER (CA)
The workhorse of the Brittani fleet. The Brittani Heavy Cruiser featured four Photon Torpedoes, four Phaser-1’s, and four Phaser-3’s. The Brittani Heavy Cruiser possessed limited power, so Brittani captains learned to use that power wisely in battle. Reserve Power was notoriously lacking. Because of the wide firing arcs, the Brittani Heavy Cruiser was able to focus all four Photon Torpedoes to either the port or starboard side of the vessel.
By Norman Dizon (Ichaborn) on Saturday, February 25, 2023 - 10:53 pm: Edit |
REVISED BRITTANI HEAVY CRUISER II SSD
Link to the Revised Brittani Heavy Cruiser II SSD
* This SSD was created back in 2016. Not sure what my train of thought was back then, but for some reason the Brittani had 16 Warp (with 1/2 Move Cost) while all the other Mitosis Heavy Cruisers had 12 Warp (with 1/2 Move Cost). This has now been corrected. At some point, there will be technological advancements in Mitosis leading to 16 Warp (with 1/2 Move Cost), but when it happens, all Mitosis Empires will see this upgrade at the same time. *
MITOSIS
BRITTANI SHIPS
(MR1.2) BRITTANI HEAVY CRUISER II (CA2)
The Brittani Heavy Cruiser II was a common variant of the Brittani Heavy Cruiser. Strategists theorized that since the Photon Torpedoes could focus their fire to the port and starboard sides of the craft, the Phaser-1's should also fire in these directions in an effort to combine firepower. After the first prototype was developed, it performed admirably during test battles. The Brittani Heavy Cruiser II became a standardized variant of the Brittani Heavy Cruiser, with both being endlessly compared against each other by tacticians since then. As opponents to the Brittani Heavy Cruiser II pointed out, the variant cruiser was lacking in long range phaser fire to the bow and stern.
By Norman Dizon (Ichaborn) on Friday, March 03, 2023 - 03:15 am: Edit |
DEPARTMENT OF TACTICS AND STRATEGY
STARDATE 03.03.23
BRITTANI CA VS GALLIA CA
MITOSIS
Link to the Brittani Heavy Cruiser SSD
Link to the Gallia Heavy Cruiser SSD
A young Cadet entered a dark room with multiple holographic projections and took a seat. Opposite to him was mounted the dreaded Quantum A.I. Triple Bot. This intimidating Super Advanced A.I. featured three plastic faces, each of which faced in a different direction. As each one spoke, the plastic faces rotated to face the Cadet. The rest of the Quantum A.I. Triple Bot was an entanglement of wires, cords, hoses, cables, flashing lights, gears, bolts, circuits, and belts, all encased within a cylindrical alloy frame. The Cadet was being tested on an ancient terran boardgame whose designers have been long dead for over a millennia. However, it is rumored that their consciousness lives on, for each one has been downloaded into one of the three plastic faces on the Quantum A.I. Triple Bot.
"Welcome Cadet," the C-Bot said in a cold voice. "Today we examine a battle between a Brittani Heavy Cruiser and a Gallia Heavy Cruiser. Your role is the Captain of the Gallia Heavy Cruiser."
"I understand," the Cadet said. "I am ready."
The Triple Bot rotated to a new plastic face. "How will you approach the Britanni Heavy Cruiser, Captain?" the P-Bot asked in an intimidating tone.
"I would swoop straight at the Brittani Heavy Cruiser," the Cadet answered confidently. "Given that my ship starts at Weapon Status Two, all four of my Plasma-F's should be on the last turn of arming. Completing the arming cycle for all four of them will seriously slow my ship, but they need to be ready...all of them. I would proceed with what power remains for movement, but I would allocate two points of specific reinforcement to Shield #1 to protect against sniping fire. WIth a Half Movement Cost, even a few points of movement will move my ship a significant distance."
"Do you not want to protect your Shield #1 at all costs, Cadet? Why would you fly straight at your enemy?"
"Normally that would be the case, which is why many prefer to use an oblique approach, to preserve their Shield #1 for later in the engagement. But Mitosis is different. Since Heavy Weapons in Mitosis fire off to both sides instead of forward, it is the two pairs of Side Shields, Shield #2, Shield #3, Shield #5, Shield #6 respectively, that are essential, not Shield #1. Of course, Shield #1 is still important because of turning and maneuvering, but its importance is secondary to the Side Shields in Mitosis."
The Triple Bot rotated to a new plastic face. "And what other preparations would you make for your approach, Captain?" the J-Bot asked in a feminine voice.
"Well, I can have one Special Shuttle prepared, so I would choose to ready a Suicide Shuttle as the Brittani Heavy Cruiser does not possess any seeking weapons, thereby negating the need for readying a Wild Weasel. I would also certainly prep for a High Energy Turn."
"I see," the J-Bot said, absorbing the response from the Cadet. "What advantages do you possess over the Brittani Heavy Cruiser?"
The Cadet thought for a moment. "The most obvious advantage is the number of Shuttles that I possess. Six Shuttles versus Two Shuttles on the Brittani Heavy Cruiser is a tremendous difference. Of course, it matters how the Shuttles are used. I also possess a Phaser-1 that can fire to each side of my ship, while the Brittani Heavy Cruiser only has two Phaser-3's that can fire off to its sides. That gives me a distance advantage in striking range in regards to side firing Phasers. Lastly, I have twenty-two Shield Boxes for my Side Shields, while the Brittani Heavy Cruiser only has twenty Shield Boxes on both sides. This is a minor advantage, but every box counts in the end."
The Triple Bot rotated to a new plastic face. "And what advantages does the Brittani Heavy Cruiser hold over the Gallia Heavy Cruiser?" the C-Bot asked intensely.
"An inherent aspect of Photon Torpedoes is that their damage output does not degrade with distance. So I will have to be careful about getting hit with his Heavy Weapons. Luckily, the Photon Torpedo is a hit or miss weapon and does not possess the best probabilities for striking its target."
"What else?"
"The Brittani Heavy Cruiser's Photon Torpedoes are FX and RX, while my Plasma-F's are FP and AP. This is a minor difference, but there is a small slice of degrees where the Brittani Heavy Cruiser has a firing arc advantage over me. His Heavy Weapons can overlap, while mine cannot."
"And...?"
"The Brittani Heavy Cruiser possesses two Phaser-3's which can fire off to each side, as opposed to my single Phsaer-1 which can fire off to each of my sides. While limited in distance, these Phaser-3's can be critical in reducing the strength of my incoming Plasma Torpedoes. They can also be devastating at close range."
The Triple Bot rotated to a new plastic face. The P-Bot stared menacingly at the Cadet, who sat up straight and stood his ground.
"Very well, Captain. You have closed the gap and are now within striking range. What combat factors are you taking into consideration?"
"Range, first and foremost. His Photon Torpedoes have good chances to hit at range four or less, although they cannot fire at ranges one or zero. At ranges five to eight, he has a fifty fifty chance to hit me with them. So I want to launch my Plasma-F's beyond range 4, to keep him from closing and to keep his hit probabilities as low as possible."
The P-Bot was silent as it waited for the Cadet to continue.
"My Phaser-1's can score significant damage at range 5, so that is a range where I might want to fire outside of his range 4 potential. Ranges 6-8 is another option, but the damage scale is less significant."
The P-Bot was silent as it waited for the Cadet to continue.
"For maximum damage potential, I should launch my Plasma-F's at range ten or less. If any of them strike their target, combined with my Phasers, it should be enough to bring down one of his Side Shields."
"And when would you Bolt your Plasma-F's?" the P-Bot asked in a sly tone.
"In Mitosis, Plasma-F's cannot Bolt...at least not in the beginning of the Timeline."
The Triple Bot rotated to a new plastic face. "What other strategies would you employ in this conflict, Captain?" the J-Bot asked with enlarged, glowing eyes.
"The implementation of my Pseudo Plasma Torpedoes is critical. Any one of them can easily change the balance of the conflict in my favor. As I am expecting my opponent to time my arming cycles, I would need to launch one or more Pseudo Plasma Torpedoes at a time when he is expecting a real Plasma Torpedo to be launched. The goal here is to fool him into wasting Phaser fire on them. I can then follow-up with my real Plasma Torpedoes."
The J-Bot listened intently.
"My High Energy Turn is invaluable. I would use it to protect one of my Side Shields that has been penetrated or significantly reduced. Alternatively, if the timing is right on my offensive, I can employ the High Energy Turn to rotate my ship 180 degrees, allowing the Heavy Weapons on the other side of my ship to launch."
"Go on, Captain."
"If I manage to get close enough, I can attach a Gorn Anchor. This would allow me to employ my Suicide Shuttle to its highest portential. I could also launch the Suicide Shuttle as a surprise 'fifth seeking weapon' when the enemy believes I have expended all of my seeking weapons. But I would have to be close since the Suicide Shuttle moves so slowly. Most likely this would be the case after we are both heavily damaged."
"What sort of defense do you expect the Brittani Heavy Cruiser to employ against your Plasma Torpedoes?" the J-Bot asked.
"Wild Weasels. He can only have two of them, since the Brittani Heavy Cruiser only has two Shuttles. But if he launches one, his speed has to slow dramatically. That gives me the initiative. I will need to act quickly, using my speed to get to a superior position, most likely where I will be able to fire on a weakened or down Shield."
The Triple Bot rotated to a new plastic face. "Anything else to add, Cadet?" the C-Bot said.
"Just a couple of things. FIrst, both the Gallia Heavy Cruiser and the Brittani Heavy Cruiser have the same Turn Mode, Type E. So we will be equal in maneuvering. Secondly, Mitosis Ships in general have very few internals. This means that if even one of my Plasma-F's scores internals through a Down Shield, it will wreak havoc on his starship. The same goes for me, if his Photon Torpedoes score internals past my Shields."
There was a long period of silence. The holographic displays turned off. Then all three plastic faces on the Triple Bot said in unison,
"WELL DONE, CADET. YOU ARE DISMISSED."
By Norman Dizon (Ichaborn) on Friday, March 03, 2023 - 09:41 am: Edit |
* FICTION MASTER LISTING FOR THE GENESIS GALAXIES AS OF 03.03.23
FUTURE GALAXIES WILL FEATURE NEW FICTION AND SOME FICTION/GALAXIES HAVEN'T BEEN UPLOADED YET TO StarFleetBattlesTheGenesisProject.com *
HIGH GUARD - WHITE WOLF
YOUNG KINGDOMS - ???
HIDDEN ENCLAVE - ???
ULTIMATE SECTOR - BEOWULF
PRIME SECTOR - MERLIN
YESTERDAY GALAXY - BLACK WOLF
PRE-HISTORY YEARS - COLUMBIAD
GRAW PROJECT - ZEN
X-SECTOR - HEIRS TO FATE (GREAT OWL, SHEPHERD, VENUS, BANE)
ELDER EPOCH - HODDMIMIS HOLT
HOURGLASS DOMAIN - IRON OAK
MITRAX GALAXY - NEW GALAXY
CORE WORLDS - ???
PROJECT-X - ???
SECTOR 50 - OLD GUARD
MITOSIS - ???
PROTO SECTOR - ???
GARGANTUA - ???
LINE OF BATTLE - ???
TRIUNE SYSTEM - THE BARD
ICHABORN - THIRD CONFLAGRATION
By Norman Dizon (Ichaborn) on Sunday, March 05, 2023 - 07:55 am: Edit |
THE BURNSIDE TERRITORIES
DESIGNER NOTES
Link to the Burnside Territories
* THE BURNSIDE TERRITORIES WERE CREATED IN 2020 *
The Burnside Territories are named after the Space Pioneer who discovered them. This derivative galaxy is dedicated to Ken Burnside.
In my opinion (and there are those who disagree with me, that is perfectly fine), there are several factors that limit how much Module C5: The Magellanic Cloud is played. They are:
1) The Inner / Outer Shields
2) The Sensors / Scanners
3) The Volley Reduction Factor
4) The Warp Tuned Lasers
5) The BANK System
6) Strange Species that are Difficult to Relate To (based on Familiarity with Species from TOS)
7) The History and Geographic Layout of the LMC (meaning the Map)
8) The Different Range Brackets employed by Empires of the LMC
However, despite these factors, I believe there is a lot of Potential for Magnificent, Tactical SFB Games based on LMC Technology.
It is the Goal of the Burnside Territories, therefore, to Extract these Useful Technologies and overlay them onto an Alpha Sector Template. This will make the Empires of the Burnside Territories more approachable, more familiar, much easier to balance against Alpha Sector Empires, and ultimately, More Playable.
In particular, the Burnside Territories will make use of the following LMC Technologies (which I believe have Great Tactical Potential):
1) Mass Driver Missiles
2) Plasma-E Torpedoes
3) Distortion Generators
4) Charged Particle Accelerators
5) Variable Focus Neutron Beams
6) Tachyon Beams
7) Positron Lancets
8) Boson Drills
Each of these Technologies will have to be carefully examined for Play Balance (comparative to the Alpha Sector) and Modified Accordingly. This is no simple task. Yet it is essential if the Burnside Territories are to be Functional.
There will be opportunities for New Technologies to be created that Enhance an Empire's Tactics. I have no problem doing this as long as the Development of the New Technology Makes Sense and Improves the Empire's Tactical Game.
The Limiting Factors mentioned above will be discarded in the Burnside Territories and replaced with a more Alpha Sector Approach. Many would argue that the unique LMC flavor will be lost by doing this. I would say they are partially correct (for not all the flavor would be lost), but that what is Gained in the Bargain is Far More Important (Tactical Playability, Player Approachability, and Alpha Sector Balance).
The Initial SSD Designs are Critical, because they will form the basis for Future SSD's for that Empire. It must be possible (and natural) for these SSD's to evolve into Multiple Ship Types, Fast Ships, Dreadnoughts, Battleships, Carriers, Tenders, Base Stations, Starbases, Early Years, X-Technology, and More. In other words, the SSD is not just a One-Time Design, but rather, the Foundation for What Is To Come.
By Norman Dizon (Ichaborn) on Sunday, March 05, 2023 - 08:02 am: Edit |
ORIGINAL NEUTRON BEAM ANALYSIS - DESIGNER NOTES
Link to the Burnside Territories
* THIS ANALYSIS WAS CREATED IN 2020 *
VARIABLE FOCUS NEUTRON BEAM ANALYSIS
These are My Opinions regarding the Neutron Beam. Your Opinion may be Different, and that is Perfectly Fine. This Analysis was done with the specific intent to Optimize the Burnside Territories.
As always, Direct-Fire Weapons should be compared to the Photon and the Disruptor, while paying careful attention to the 2:1 Damage to Energy Ratio. The same holds true for the Neutron Beam.
Immediately, you see something odd going on with the Damage to Energy Ratio. For 5 Points of Energy, the Wide Neutron Beam yields from 2-12 Points of Damage at Ranges 1-12. There is no specific 10 Points of Damage, but instead 2, 4, 6, 8, and 12.
For 5 Points of Energy, the Narrow Neutron Beam yields from 6-12 Points of Damage at Ranges 1-12. Again, this is odd because there is no specific 10 Points of Damage. The Damage listed is either clearly Below 2:1 (in the case of 6 Points of Damage, almost 1:1) or clearly Above 2:1 (in the case of 12 Points of Damage, which is 2 Points higher than 10 Points of Damage).
I find this Very Strange. For 5 Points of Damage, on Average, you are getting either 4, 8, or 12 Points of Damage (Wide) or 6 or 12 Points of Damage (Narrow). This means you get either Close to 1:1 (on a Bad/Mediocre Roll) or you get slightly above 2:1 (on a Good Roll).
So Why would you choose Wide or Narrow to begin with? Well, the Wide Neutron Beam guarantees More of a Hit (like a Phaser), while the Narrow Neutron Beam provides More Damage for a Greater Chance to Miss. Is this particularly Advantageous (to be able to choose one or the other)? I would say Slightly, but Not Really.
What stands out in both Wide and Narrow Mode for the Neutron Beam is the Damage at Longer Ranges. At Ranges 13-30, the Wide Neutron Beam can score 2-6 Points of Damage on a Roll of 1-5. At Ranges 13-30, the Narrow Neutron Beam can score 4-6 Points of Damage on a Roll of 1-3. This is distinctly better than the Disruptor, which hits from 1-4, 1-3, and 1-2 at Ranges 13-30, scoring from 2-3 Points of Damage. Of course, the Photon hits for 8 Points of Damage at Ranges 13-30, but only hits on a Roll of 1. So it appears the Neutron Beam is best used at distance, which is questionable tactically, for how long will it be before the enemy closes in on you?
In terms of Overloads, the Neutron Beam is lacking when compared to the Photon. The Neutron Beam can generate at most 12 Points of Damage at Close Range, while the Overloaded Photon can generate up to 16 Points of Damage. The Neutron Beam's 12 Points of Damage is comparable to the Overloaded Disruptor's 10 Points of Damage at Close Range, but the Disruptor fires more often.
Which brings up to the Cooling Period required by the Neutron Beam. Since the Neutron Beam must be Cooled for 1 Turn after Firing, it is actually a Two-Turn Weapon. This means it should be comparable to the Photon in Energy, Damage, To-Hit, and Ratio. The Neutron Beam falls short in this aspect, although it does have a better To-Hit Chance over the Photon. With a Two-Turn Cycle, the Neutron Beam is clearly inferior to the Disruptor (which can potentially generate 20 Points of Damage at Close Range versus the Neutron Beam's 12 Points of Damage at Close Range).
Clearly, the Main Advantage of the Neutron Beam over the Photon and Disruptor is the ability to Choose the Mode (Wide or Narrow) at the Moment of Firing. But is this ability really worth the trade-off in terms of other deficiencies?
For the Burnside Territories, the First Thing I did was change the Range Brackets to make them more compatible with the Alpha Sector. This means that 5-8 is the Main Overload Range and should be respected as such. The old Neutron Beam Chart would have had players firing at Range 12 or Range 6 instead. This difference in Ranges changes Tactics drastically.
One of the main problems that I see with the Neutron Beam is that you are basically Always Firing an Overloaded Shot. I base this on the fact that the Neutron Beam requires a whopping 5 Points of Energy to fire each time. An Overloaded Disruptor costs 4 Points of Energy. An Overloaded Photon costs 8 Points of Energy (at max). A Standard Disruptor costs 2 Points of Energy. A Standard Photon costs 4 Points of Energy. So the 5 Points of Energy required by the Neutron Beam is clearly in the Overload Bracket.
The question for the Player becomes, what if I don't want to spend that much Energy to Fire? Consider that 4 Neutron Beams costs a Titanic 20 Points of Energy to fire during a single turn. This is tremendous. There is no alternative, you either pay for it or you don't fire them all.
So one thing I would like to change about the Neutron Beam is the Ability to Fire at a Lower Cost. But this could potentially require Additional Damage Charts, which cannot happen because there are already Two Charts (Wide and Narrow). Perhaps one solution is to Revise the Two Charts for a Downgraded Firing (Lower Energy) and then simply state that Overloaded will yield Double the Amount. At least that way, the Player can choose between a Standard and Overload Shot (and therefore control their Energy Spendage better).
The Strange 1:1 and 2:1 Ratio of the Neutron Beam might also need Revising and the Increased Damage at Long Range. I'm not sure if the Higher Damage at Long Range can potentially be Abused by a Clever Player, but the Possibility is there. If I stated that a weapon requires 5 Points of Energy (which is questionable by itself), then for certain, somewhere in the Damage Table I would have 10 Points of Damage (2:1 Ratio) listed. This is not the case with the Neutron Beam. There is No 10 Points of Damage listed in either the Wide or Narrow Charts.
And so, in my Opinion, we have an Odd Weapon from the LMC with Great Tactical Potential. It most certainly will need to be Revised (in More Ways than One) to be Playable, Tactically Interesting, and Fun. I'm sure that when the Neutron Beam was originally developed, it was done so in comparison against other LMC Empires, which makes sense. Unfortunately, that Design won't work for the Burnside Territories, which are slanted more toward an Alpha Sector Design Paradigm.
More on the Neutron Beam Revision when I create Version 2.0 of the Owlian Heavy Cruiser.
By Norman Dizon (Ichaborn) on Sunday, March 05, 2023 - 08:05 am: Edit |
REVISED NEUTRON BEAMS - DESIGNER NOTES
Link to the Burnside Territories
* THESE REVISION NOTES WERE CREATED IN 2020 *
I decided that the best way to balance the Neutron Beams against the Alpha Sector was to cut the charts in half, providing a one-turn downloaded ability. For overloads, the damage charts would simply be doubled.
This will solve several things at once. First of all, it allows the player of the Owlian CA to use a lower amount of power for the Neutron Beams, rather than being forced to use the full 5 points of power like the original Magellanic rules state. Flexibility in power usage is very important for every battle.
Secondly, it allowed me to revise the damage charts where necessary. There were some oddities that I noticed about the original damage charts that struck me as strange. One main item that I revised was the Range Brackets. They now match Alpha Sector Overload Ranges.
Third, the Revised Neutron Beam can now fire either every turn or every two turns. You can look at this as a two turn weapon that now has a downgraded option, or you can look at it as a one turn weapon that can be overloaded by waiting two turns. The result is the same. A quick fire one turn weapon on par with the Disruptor, or a two turn weapon that is comparable to the Photon.
There were some strange things going on with the Narrow Neutron Beam Chart at Ranges 1-4 and 5-8. At both of these Ranges, the Max Damage (Double the Energy required to Arm) is indicated. However, when you compare this to the Disruptor at Range 5-8, you find the Disruptor is causing significantly Less Damage (either as Standard or Overloaded). While the Photon remains consistent with Damage (8-16) at these Ranges (1-8), the Photon's To-Hit is much Worse than the Revised Neutron Beam. If it were me, I would have laid out the Neutron Beam's Damage Distribution a bit differently on the Damage Charts, but that is how Ken originally laid them out, so I tried to stay true to that original vision as much as possible.
In comparison to the Photon and the Disruptor, I thought that it was Too Advantageous for the Neutron Beam to be able to always choose between a Phaser-like Chart and a Hit-or-Miss Chart each time it was fired. So I considered adding an Additional Point of Energy to pay for this advantage over the Photon and the Disruptor. However, upon examining the Damage-to-Energy Ratio, I decided against adding this Additional Point of Energy. The Neutron Beam simply has the Advantage of Choosing its Mode, whereas the Photon and the Disruptor Do Not. That will have to be That.
So the Revised Neutron Beam requires 3 Points of Energy to Arm during a Single Turn. Those 3 Points of Energy can yield from 1-6 Points of Damage on Wide Mode and from 2-6 Points of Damage on Narrow Mode. This 2:1 Damage to Energy Ratio is on par with the Alpha Sector. For 6 Points of Energy (3 Points on the First Turn and 3 Points on the Second Turn), the Revised Neutron Beam can be "Overloaded", allowing it to score from 2-12 Points of Damage on Wide Mode and from 4-12 Points of Damage on Narrow Mode. Again, this 2:1 Damage Ratio matches the Alpha Sector, making the "Overload" comparable. It should be noted that while a Max Overloaded Photon requires 4+4 Points of Energy and can score 16 Points of Damage, an "Overloaded" Revised Neutron Beam requires 3+3 Points of Energy and can score 12 Points of Damage. This Ratio of 12:16 or 6:8 is Correct.
The Revised Neutron Beam retains the Advantage of being able to choose between a Narrow Mode or a Wide Mode at the moment of firing, whereas the Photon and the Disruptor have no such choice. So, in my opinion, the Neutron Beam still comes out on top, even though the Damage-to-Energy Ratios have been Balanced.
With all the Chart Calculations having been done, it was a simple matter to update the SSD.
By Norman Dizon (Ichaborn) on Sunday, March 05, 2023 - 08:10 am: Edit |
OWLIAN HEAVY CRUISER VERSION 2.0 SSD
THE OWLIAN PARLIAMENT
Link to the Owlian Heavy Cruiser Version 2.0 SSD
* THIS SSD WAS CREATED IN 2020 *
THE BURNSIDE TERRITORIES
OWLIAN SHIPS
(BTR1.1) HEAVY CRUISER (CA):
The Owlian Heavy Cruiser was a sleek, fast predator known for its tenacious ferocity. Armed with Four Neutron Beams, Two Mass Drivers, and a Wide Variety of Phasers, the Owlian Heavy Cruiser was best at keeping constant pressure against enemy vessels. Its wide firing arcs favored angular approaches to combat. The Owlian Heavy Cruiser came with an ample supply of energy and powerful shields. But the most distinguishing trait of the Owlian Heavy Cruiser was its extreme maneuverability, a trait that it used to maximum effect on the battlefield.
By Garth L. Getgen (Sgt_G) on Sunday, March 05, 2023 - 06:48 pm: Edit |
Norman, do you happen to have a copy of the Chaff rules I posted to your topic eons ago? My copy has been lost to the Gods of Dead Hard Drive.
Garth L. Getgen
By Norman Dizon (Ichaborn) on Sunday, March 05, 2023 - 11:19 pm: Edit |
Hi Garth. Yes, I still have your Chaff rules.
I was going to incorporate them into a future galaxy.
Did you want me to e-mail them to you? Or were you just asking if I still had it?
By Garth L. Getgen (Sgt_G) on Monday, March 06, 2023 - 12:16 am: Edit |
Yes, please do email them. And I look forward to seeing them included in your works.
Garth L. Getgen
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