By Jeff Anderson (Jga) on Sunday, January 05, 2025 - 10:49 am: Edit |
A guess, if I may?
You don't have any plans at this time to present an SSD for the Planetbase?
(I hope? )
By Norman Dizon (Ichaborn) on Sunday, January 05, 2025 - 03:48 pm: Edit |
Hi Jeff. It would be impossible to create a single, complete SSD for something so large as Planetbase.
However, it may be possible to show a "section" of Planetbase if it was an essential part of a future scenario.
We will have to see. Thanks Jeff.
By Jeff Anderson (Jga) on Monday, January 06, 2025 - 10:31 am: Edit |
Sheepish apologies here...
My expectations for the SSD for a planet scale unit would likely take up the floor space of your average gymnasium.
My hope is that the Planetbase would remain one of those things that would always remain a mystery as to what all it contains.
Among us, all here as friends, once upon a time, I imagined a scenario where an impossibly massive structure was found... SOMEwhere... (I never did explain where it was). Truly massive in scale, yet not collapsing from its own beyond stellar mass gravity, yet seemingly abandoned and decaying, the various powers sent fleets to try and claim it as their own.
I was reminded of it when I saw the asteroid field map in one of the Star Fleet Times; the open pathways through it reminded me of the corridors in this titanic structure; corridors large enough to fit a whole planet!
Long and short of it, nobody would ever get anything massively useful out of it, and the closest there would ever be to any sort of SSD associated with any part of it would be standard small ground scientific outposts established by the various galactic powers (and maybe the Andromedans ) that, while hopefully remaining hidden from various other powers (who, in the name of wanting to extract the secrets for themselves), were trying to extract the unimaginably vast scientific secrets of the massive structure.
It does sound to me like the locals have managed more from the Planetbase than what I ever wanted anyone to get from this superstructure (which, by the way, I never did name).
Feels like we have/had similar ideas, but each of us had a slightly different flavor to it. Feel that way to you as well?
By Norman Dizon (Ichaborn) on Monday, January 06, 2025 - 05:41 pm: Edit |
There are some similarities, Jeff. But on the whole, I believe we both have two different concepts (which is fine).
One aspect of my idea is hinted at by its name. The gigantic planet was built as a base, was meant to be a base, and was hidden on purpose due to its nature as a base. It doesn't sound like this aspect applies to your titanic structure.
Thanks Jeff
By Norman Dizon (Ichaborn) on Sunday, January 12, 2025 - 09:42 pm: Edit |
UNITY COMBINE ATLAS TELAMON BATTLECRUISER SSD
Link to the Unity Combine Atlas Telamon Battlecruiser SSD
FIMBULVETR
UNITY
COMBINE SHIPS
(FR1.1) ATLAS TELAMON BATTLECRUISER (BC):
The Combine Atlas Telamon Battlecruiser was capable of wreaking massive devastation in Fimbulvetr. Armed with four Photon Torpedoes, one Energy Howitzer, ten Phaser-1's, two Improved Pulse Emitters, and two Tachyon Missile Racks, the Combine Atlas Telamon Battlecruiser was a dreaded adversary. Utilizing the unique technology and facilities on Planetbase, the Combine were able to integrate Other Sector weaponry into their classic Battlecruiser design. The result was a warship unlike any other in the Combine Fleet. Typical tactics for the Combine Atlas Telamon Battlecruiser was to soften up the opponent with an upgraded Tachyon Missile, crush their shields with the Energy Howitzer, and then close to finish the enemy with overloaded Photon Torpedoes, Phaser-1's, and Improved Pulse Emitters. Also noteworthy of mention is the Combine Atlas Telamon Battlecruiser's numerous Shuttles, plentiful Reserve Power, and plethora of Laboratories. Only one Battlecruiser underwent the conversion in the history of the Combine Fleet: the Atlas Telamon.
DESIGNER NOTES:
The Combine Atlas Telamon Battlecruiser showcases the desperation of the remnants of the Home Sector in Fimbulvetr. Having lost nearly everything to the Neo-Invaders, Unity realized that their traditional starships and tactics had proved ineffective against this terrible, new enemy. When the remnants of the Other Sector arrived on Planetbase, Unity began to plan designs for starships that would mix foreign technology into standard Home Sector configurations. The concept was that these new designs would throw the Neo-Invaders off-balance and create brand new opportunities for them to turn the tide of battle. The Atlas Telamon was the first of many to follow this newly adopted design strategy.
By Mike Grafton (Mike_Grafton) on Monday, January 13, 2025 - 10:20 am: Edit |
I only see 39 total power.
By Jeff Anderson (Jga) on Monday, January 13, 2025 - 10:29 am: Edit |
In Canon Omega, Tachyon Missiles have the capability of carrying PW-3 and, more critically, PW-1.
Telamon doesn't use wide angle phasers. Are her Tachyon Missiles instead capable of using Basic Set Phasers, and if so, are they under the armed shuttle limitation of Ph-3, Ph-2, and possibly Ph-G?
Also, with Telamon having IPEs, would her Tachyon Missiles, instead of using Ph-G, possibly be armed with PEs or IPEs?
By Norman Dizon (Ichaborn) on Monday, January 13, 2025 - 10:58 am: Edit |
Hi Mike. I thought the same thing too. In fact, in my Summary Box, I originally had 39 Total Power and later had to go in and change it.
I had missed the two CWARP for the Boom Section of the Saucer.
By Norman Dizon (Ichaborn) on Monday, January 13, 2025 - 11:08 am: Edit |
Hi Jeff. I hadn't really put much thought into mounting a Phaser on the Tachyon Missile, as that would be something for the future. But you are correct, Tachyon Missiles certainly possess the ability.
What I envisioned was taking Racks and Missiles from the "Maesron" and installing them on the Atlas Telamon (replacing the two Drone Racks). That would mean they would retain the Wide Phasers, even though the Atlas Telamon itself does not use them. However, it makes perfect sense for those Tachyon Missiles to someday be upgraded to carry Phaser-1's.
When that happens (in the future), I don't think they would be under the armed shuttle limitation that you referenced.
Putting an IPE (or PE) on a Tachyon Missile might be too much. Perhaps at some way later stage, as some form of X-Technology, I could imagine it. But definitely not at the start of Fimbulvetr.
By Mike Grafton (Mike_Grafton) on Tuesday, January 14, 2025 - 08:11 am: Edit |
30 warp, 2 C warp on the saucer, 4 Impulse on the saucer and 3 apr/awr by my count. I coulda goofed
By Norman Dizon (Ichaborn) on Tuesday, January 14, 2025 - 08:49 am: Edit |
Hi Mike. There are actually 5 AWR. Thanks.
By Norman Dizon (Ichaborn) on Wednesday, January 15, 2025 - 03:32 am: Edit |
UNITY COMBINE HELLHOUND WAR DESTROYER SSD
Link to the Unity Combine Hellhound War Destroyer SSD
FIMBULVETR
UNITY
COMBINE SHIPS
(FR1.2) HELLHOUND WAR DESTROYER (DW):
A Combine War Destroyer was brutally savaged by a fleet of Neo-Invaders. Barely escaping the war zone, the Combine War Destroyer followed other survivors in the Home Sector, eventually crawling its way to Planetbase. There, the ravaged War Destroyer and what remained of her crew waited to be repaired.
After survivors from the Other Sector arrived, the Combine War Destroyer was rebuilt, but not back to its original form. Utilizing the unique Meshing Technology and Facilities on Planetbase, Silicoid weaponry was installed, replacing weapons that had been destroyed. Furthermore, Silicoids filled in the lost crew members and now make up seventy percent of the crew.
Armed with Three Implosion Bolts, Two Phaser-1's, Two Radiation Phaser-1's, One Light Implosion Torpedo, and Two Radiation Phaser-3's, the War Destroyer reentered the fray, eager to deliver ferocious payback for what had been done to it and its lost crew members in the past. The only ship of its kind in all of Unity, the bloodthirsty War Destroyer was dubbed: the Hellhound.
DESIGNER NOTES:
The Combine Hellhound War Destroyer combines Trobrin Technology with Federation Technology. Implosion Technology is quite different from Alpha Sector Plasma Technology and requires different tactics to succeed. Implosion Bolts are stronger than Photon Torpedoes, but lose warhead strength as the range increases. Implosion Torpedoes lose their Warhead Strength faster than standard Plasma Torpedoes over range and implode a hex before the target. This requires different launch timing in conjuction with different maneuvering. Radiation Phasers hit their target automatically, but score less damage than the maximum damage for a Phaser-1. Lastly, the different Range Brackets for the Implosion Bolts and Radiation Phasers lead to different Firing Points than standard Federation Weaponry.
By Norman Dizon (Ichaborn) on Thursday, January 16, 2025 - 01:20 am: Edit |
FIMBULVETR
STARDATE 01.16.25
Link to previous Fimbulvetr entries
High Captain Edda strode through the pure white corridors of Unity Command like a warrior about to engage in a battle to the death. Strapped to his back was his legendary sword, Twilight, which is said to contain primordial fire. For his facial expression, he wore a grim mask of serious determination, a look he was famous for. Small sparks of flame fell from his shoulder length orange hair, evaporating in mid-air before they reached the ground. He entered through a door that opened instantly at his approach. Being eight feet tall, High Captain Edda had to stoop to pass through.
The large chamber within was all white, like the corridors outside, with only two chairs and a small table as its only possessions. The left wall of the room was missing, replaced by a thick, crystal clear piece of glass. This glass held back what seemed like an ocean of water, for High Captain Edda could not see an end to its depths. Within moments, a huge Jellyfish floated toward High Captain Edda. The Jellyfish was a pinkish color, but would pulsate with blue energy intermittently.
High Captain Edda folded both arms and stared at the large jellyfish. "Admiral Hydrozoa," he said, almost as a statement of fact. The Admiral had come to Planetbase from the Other Sector along with the devastated remnants of their fleets. Since she held such high rank and had decades of experience, she was formally made into a Unity Admiral.
A watery voice replied. "It is good to see you again, High Captain. It has been too long. I trust you are doing well?"
High Captain Edda replied with silence. Finally he spoke, "Why have you brought me here, Admiral?" Edda was not one for small talk and formalities. He was always direct and to the point.
"Are you familiar with the Octavius, High Captain Edda?" the Admiral asked.
"Yes," High Captain Edda replied, quickly searching his thoughts for the information. "It was a Combine Light Cruiser that was lost at the beginning of the Second Invasion."
"Lost but never found. But now it has, High Captain. We have received a distress call from Polaron III. It claims to be from survivors of the crashed Octavius."
High Captain Edda calculated the distance to Polaron III in his mind. "That is four days journey from here at high warp. What do you mean, 'claims'? You don't believe the message is authentic? Do you suspect a trap?"
The Jellyfish just floated in a stationary position, quiet for a moment. "We have no choice but to respond. If there truly are Combine Citizens stranded on that icy planet, we must rescue them and transport them back to Planetbase. However, if it is, indeed, a trap set by the Neo-Invaders or their Subjects, I want a formidable ship there that can handle itself in battle."
High Captain Edda understood immediately. He stood at attention and nodded his head. His eyes burned with flames.
"High Captain Edda, I am sending the Atlas Telamon to Polaron III to search for survivors of the Combine Light Cruiser, Octavius. Your orders are to transport any and all survivors back to Planetbase and to salvage anything you can from the wrecked hull of the Octavius. There may still be valuable components and equipment we can make use of here on Planetbase."
"And if we encounter the Neo-Invaders?"
Admiral Hydrozoa's bell glowed bright with blue energy. Her tentacles seemed to shimmer in the blue water.
"BRING OUR PEOPLE HOME, HIGH CAPTAIN EDDA...NO MATTER WHAT THE COST."
By Norman Dizon (Ichaborn) on Thursday, January 23, 2025 - 03:39 am: Edit |
UNITY RINGWORLD SHIELD MAIDEN DREADNOUGHT SSD
Link to the Unity Ringworld Shield Maiden Dreadnought SSD
FIMBULVETR
UNITY
RINGWORLD SHIPS
(FR1.3) SHIELD MAIDER DREADNOUGHT (DN):
Both the remnants of the Home Sector and the Other Sector were surprised when the Last Fleet arrived on Planetbase from the Twin Triangle System. Neither Sector had been to this far off, distant System, yet they still felt a kinship, for all shared a deadly adversary, the Neo-Invaders. The Shield Maiden, though badly damaged, had led the Last Fleet all the way to Planetbase, protecting them throughout the journey.
Using the unique Meshing Technology on Planetbase, the Unity Ringworld Shield Maiden Dreadnought was rebuilt, stronger and more powerful than ever. Drone Racks replaced damaged Particle Shotguns while Home Sector Phasers took the place of ravaged Graviton Beams. The Shield Maiden retained part of its original Particle Shotgun array, as well as its three Rotary Shields.
Now, armed with three Particle Shotguns, two Drone Racks, nine Offensive Phasers, four Defensive Phasers, and three Rotary Shields, the Unity Ringworld Shield Maiden Dreadnought continues her protection and guidance of those ships around her. Unity has given her a new purpose and renewed hope for a future free of the Neo-Invaders.
DESIGNER NOTES:
The Unity Ringworld Shield Maiden Dreadnought posed several challenges. It was not simply a matter of adding Alpha Sector Weaponry to a Triangulum Ship. Rather, several Triangulum Rules, which in my opinion and experience were not balanced, needed to be corrected.
The Particle Shotgun was the first item to be examined in detail. Scoring 24 points of damage when Overloaded was simply too much, especially for only eight points of energy (total). Therefore, the damage for a Particle Shotgun was scaled down, with the maximum damage when Overloaded now being 18. This is much more comparable to a Photon Torpedo. Arming Costs were then adjusted appropriately to match the newly revised damage totals.
I believe that Francois' Design Philosophy behind the Particle Shotgun (which he has applied to other Triangulum Empires in the past as well) is that three heavy weapons that score more damage than a normal Alpha Sector heavy weapon is the equivalent of four Alpha Sector heavy weapons. This explains why the Helgardian Heavy Cruiser has three Particle Shotguns (max damage 24 points each, 72 total) while the Federation Heavy Cruiser has four Photon Torpedoes (max damage 16 points each, 64 total).
However, this Design Philosophy does not hold as the scale expands or shrinks. For example, the Fed DN has four Photon Torpedoes (max damage 64 points total) and the Improved Fed DN has six Photon Torpedoes (max damage 96 points total). Comparatively, the Helgardian DN has five Particle Shotguns (max damage 120 points). Because the Particle Shotgun has a much higher damage rating on an individual basis, it scores much more than even six Photon Torpedoes and much, much more than four Photon Torpedoes.
Consequently, the solution to correcting the Particle Shotgun lies in revising its individual Damage output, not in increasing or decreasing the total number of Particle Shotguns.
The Rotary Shields posed another issue, based on prior playtesting, primarily due to its regenerative properties. It was simply too advantageous to have the Rotary Shields restored fully each turn regardless of how much damage they previously absorbed.
To counter this, Rotary Shields can now only be restored through regular Damage Control. This completely removes the regenerative advantage. Once a Rotary Shield is damaged, it stays damaged, until it is properly repaired.
I also examined the special damage procuedure (GN100.35) for Rotary Shields. I believe this procedure was instituted by Francois because of the Rotary Shields' regenerative properties. I calculated several combat damage examples, halving the damage and applying half to the rotary shields and half to the shield it was protecting. In the end, I concluded that this half/half system, in combination with regenerating Rotary Shields, was unbalanced. Trying to correct these two issues would have been extremely difficult.
Therefore, the special damage procedure (GN100.35) was deleted. A revision was created that stated Rotary Shields always absorb all damage before the shield it protects. That way, the Rotary Shield almost acts like Specific Reinforcement protecting that particular Shield, a system that we all know works as a tried and true method from the beginning of SFB. If the Rotary Shield is blown away or damaged, it must be restored through Damage Control like any other shield. So both issues, the regenerative advantage and the half/half damage procedure, have been corrected.
Rotary Shields still retain their advantage of being able to be moved to different shields, which I believe is part of the essence that makes up this unique technology.
Graviton Beams have always been a problem during playtesting. With four firing modes (Standard, Burst, Focus, and Overload), the primary issue is the ability for Graviton Beams to fire multiple times per turn. Remember that Graviton Beams are compared against Alpha Sector Phasers for balance. The primary issue is compounded by the other firing modes, each of which multiplies the imbalance of the weapon.
Instead of trying to correct the Graviton Beams, it made more sense to simply replace them with PH-1's and PH-3's. This fit neatly with the Fimbulvetr/Planetbase concept of altering existing starship designs to throw the Neo-Invaders off-balance in combat.
I was never a fan of the Combined Sensor/Scanner Rules, mainly due to the fact they did not exist in Francois' original Mitrax Galaxy. They were only developed for Triangulum. It seemed like an untried, unnecessary, unbalancing piece of technology to me. As a result, the Combined Sensor/Scanner Rules were omitted and replaced with standard Sensor/Scanners.
Having corrected the balance issues with Helgardian Technology and replaced the Graviton Beams with PH-1's/PH-3's, it was now possible to look at the Tactical Possibilities of the Unity Ringworld Shield Maiden Dreadnought.
The Drones allow the launching of Scatterpacks. Combining this seeking weapon aspect with the powerful, direct-fire Particle Shotguns allows for many new tactics. The result will most likely be something similar to Federation Tactics, since they also have a powerful, direct-fire weapon combined with Drones.
But what makes the Unity Ringworld Shield Maiden Dreadnought different is its three Rotary Shields. These three Rotary Shields can be used to make a single shield nearly impenetrable or to bolster the strengths of three different shields. This aspect, combined with Drone/Direct-Fire Tactics, makes the Unity Ringworld Shield Maiden Dreadnought unique on the battlefield. However, given the newly revised Rotary Shield Rules, Tactics incorporating Rotary Shields will most likely only be possible to be used once, since the Rotary Shields will suffer damage or be destroyed outright on that first usage.
In conclusion, the Unity Ringworld Shield Maiden Dreadnought represents a unique, tactical adversary with revised, balanced Helgardian technology combined with Alpha Sector weaponry. Utilizing Federation Drone Tactics, the key to victory for the Unity Ringworld Shield Maiden Dreadnought lies in the successful implementation of its three Rotary Shields. It is also vital for the Unity Ringworld Shield Maiden Dreadnought to maneuver so that it can bring its three rear PH-1's to bear on the opponent, bolstering its overall Phaser damage output.
By Nick Samaras (Koogie) on Tuesday, January 28, 2025 - 12:51 pm: Edit |
Love the Helgardian designs.
By Norman Dizon (Ichaborn) on Wednesday, February 05, 2025 - 11:24 pm: Edit |
UNITY POLLENUS FIREBUG CRUISER SSD
Link to the Unity Pollenus Firebug Cruiser SSD
FIMBULVETR
UNITY
POLLENUS SHIPS
(FR1.4) FIREBUG CRUISER (CFB):
When Unity discovered that Planetbase possessed a Shipyard of its own, they began to immediately produce their own starships. One design that saw regular production was the Pollenus Firebug Cruiser. Named for the blinking hull that was the result of the Photon Torpedo integration, as well as for the white bolts of light that lit up the night sky when those Photon Torpedoes were launched, the Unity Pollenus Firebug Cruiser carried Three Soldier-1 Fighters and retained its Wide Phasers. The Photon Torpedoes installed on the Unity Pollenus Firebug Cruiser performed a variety of functions, but two primary uses were long range bombardment of hardened Neo-Invader Installations and close range Overloaded Kill Shots during Fleet Engagements.
DESIGNER NOTES:
The Unity Pollenus Firebug Cruiser performed well against the Neo-Invaders and saw mass production. Photon Torpedoes were quite different from Sting Torpedoes, resulting in completely different tactical usage. The combination of Photon Torpedoes and the unique Fighters utilized by the Pollenus threw the Neo-Invaders off enough for Unity Fleets to gain a decisive advantage. When the Pollenus Firebug Cruiser was initially designed, Unity made several attempts to replace the Wide Phasers with Phaser-1's, without success.
The Unity Pollenus Firebug Cruiser is neither a Heavy Cruiser nor a Medium Cruiser, but rather a unique New Class that falls directly in-between.
By Jeff Anderson (Jga) on Thursday, February 06, 2025 - 11:23 am: Edit |
As always, love the new ship.
Do have a couple questions, though (I know, I know... "Not again!!" )
Soldier fighters appear very much like Hiver Barbs. Are they treated similarly? Can they rearm their torpedoes without going back to their mothership, and if so, can they have any ability to overload them, like the Barb-2?
By Norman Dizon (Ichaborn) on Thursday, February 06, 2025 - 10:50 pm: Edit |
Hi Jeff. Glad you like the design.
Simply put, Yes to all three of your (great) questions.
You have a sharp eye and a keen mind, as usual.
Thank you.
By Norman Dizon (Ichaborn) on Sunday, February 16, 2025 - 09:28 pm: Edit |
NEO-INVADER SERVITOR ENCROACHER SSD
Link to the Neo-Invader Servitor Encroacher SSD
FIMBULVETR
NEO-INVADERS
SERVITOR SHIPS
(FR1.5) ENCROACHER (ENC):
When the Neo-Invaders returned for the Second Invasion, they employed Servitors consisting of empires conquered ages ago that were twisted to serve the Neo-Invaders.
The Encroachers, as they are now known, are one such Servitor. In their original form, the Encroachers were nano-organic beings who built armored vessels. Their ships could not be boarded and they did not use Shuttles.
Encroachers are carried, along with other Satellite Ships, in the Hangers of Neo-Invader Motherships. They are strategically released at a great distance, often close to 800,000 kilometers away from a hardened target. From this safe location, Encroachers repeatedly fire their Long Range Point Beam, coordinating their fire with other Encroachers. This constant, concentrated, long range fire is devastating to the target who typically cannot move or can move only very slowly. Encroachers are never deployed alone and always work in conjuction with a fleet of other Neo-Invader starships.
Encroachers are protected by their unique Titanium Armor which can shift positions in order to be repaired by internal systems. For seeking weapon defense, Encroachers rely on their rapid fire Pulse Phasers. However, it is unlikely that seeking weapons will even hit an Encroacher due to their reality warping Scrambler device.
As hardened targets are whittled down and damaged, Encroachers slowly move in toward their wounded prey, supporting advance Neo-Invader forces ahead of them. Encroachers are unable to move quickly due to their heavy armor. When the battle is done, Encroachers are picked up by Neo-Invader Motherships to move on to the next target.
DESIGNER NOTES:
The Neo-Invader Servitor Encroacher presents the first of many Servitors that were employed by the Neo-Invaders during the Second Invasion. Their design serves a specific tactical purpose. The Neo-Invaders molded each one of their Servitors to fulfill a variety of strategic functions.
Titanium Outer and Inner Armor is reminiscent of PA Panels, yet operates completely differently. It is only meant to remind the viewer of the similarities, not work identically in any way. Titanium Armor is unique to the Encroachers.
Neo-Invader Servitor Encroachers use standard Batteries, not advanced Andromedan Batteries.
The Long Range Point Beam employed by the Neo-Invader Servitor Encroacher is a specialized weapon which serves a specialized purpose. If an Encroacher is directly confronted by a warship with standard Heavy Weapons, the single Long Range Point Beam will soon demonstrate its clear ineffectiveness.
The original name for the Encroacher's Phasers were PH-2X's. My idea was to give it a rapid fire PH-3 mode for seeking weapon defense. But it was also to be limited to PH-2's to reflect the weaponry of their Masters. It wasn't until much later during the SSD Construction Phase that I realized I had simply recreated the Nicozian Pulse Phaser. After rereading the PH-P Rules, I decided to simply discard the PH-2X designation and call them PH-P's. There was no sense in reinventing the wheel.
By Norman Dizon (Ichaborn) on Friday, March 14, 2025 - 03:21 am: Edit |
UNITY AVIANAE ROC LIGHT DREADNOUGHT SSD
Link to the Unity Avianae Roc Light Dreadnought SSD
FIMBULVETR
UNITY
AVIANAE SHIPS
(FR1.6) ROC LIGHT DREADNOUGHT (DNL):
The Avianae arrived on Planetbase from the Other Sector with the other remaining fleets. Unity Command immediately saw the value in their rapid firing Quantum Wave Torpedoes. The decision was made to modify and enhance the sole Avianae Light Dreadnought that survived. Its firepower was significantly upgraded, new and improved fighters installed, and special mounting under its hull allowed for a Pod to be carried. All of these improvements greatly increased the value of the Avianae Light Dreadnought, not only allowing it to take on the Neo-Invaders head-on, but also allowing it to perform many different types of crucial missions due to the flexibility of using different kinds of Pods under the hull.
The upgraded Avianae Light Dreadnought was dubbed The Roc and its unique fighters were labeled Thunder Rocs. The Roc carried five Quantum Wave Torpedoes, one Plasma-R Torpedo, six offensive Quantum Phasers, six offensive Wide Phasers, and four defensive Wide Phasers. Its hanger housed three Thunder Rocs in addition to three Administrative Shuttles. The Roc could carry one Pod under its hull, the type being determined by the mission before the Roc left Planetbase. It was noted that when arming all of its weapons, the Roc would slow significantly, an issue that had to constantly be taken into account during the tactical preplanning of each upcoming battle.
DESIGNER NOTES:
The Unity Avianae Roc Light Dreadnought provides solid proof that the Avianae were a part of Unity, and an important part at that. There were racial tensions at first, with those with whom the Avianae had a history, but those intense feelings were quickly put aside due to the ever looming threat of the Neo-Invaders.
The Avianae, originating from the Other Sector, did not use Home Sector Phasers, as demonstrated by the fact their starships carry Quantum Phasers and Wide Phasers. Because the Roc was powerful and multi-purpose, it was highly prized by Unity and often escorted with other starships to ensure its safety.
The Planetbase engineers who installed the improvements on the Roc regretted that they were unable to boost the power systems as well. In the end, they were limited to the original power available to a Light Dreadnought hull. They also failed to increase the Roc's speed, another desired goal that was not achieved.
It should be noted that on the Avianae's Self-Defense Pod and Battle Pod, PH-1's are replaced with PW-1's. Additionally, at the start of the Fimbulvetr Timeline, the Avianae had no access to Fast Patrol Ship Tender Pods, Carrier Pods, PF Transport Pods, Heavy Carrier Pods, or Space Control Ship Pods. This would be corrected later, as the Avianae and Unity utilized Planetbase's Shipbuilding Facilities to recreate them.
By Mike Grafton (Mike_Grafton) on Friday, March 14, 2025 - 12:22 pm: Edit |
Bow QWT are FA? Or maybe FH?
By Jeff Anderson (Jga) on Friday, March 14, 2025 - 02:52 pm: Edit |
Knee-jerk thought on a potential tactic for the ROC...
Launch the full salvo (5) of QWTs but wait to turn off. Enemy will need to question whether you intend to follow up with a Plasma-R (or two-turn Plasma-F, if you fired the big plasma less than three turns previous) and may be willing to take an unnecessary hit from a QWT or three in order to preserve more defensive phasers for the bigger potential hit.
Downfiring the Plasma-R as a Plasma-S can go a great deal for improving flexibility ("To fire or not to fire, that is the question") and slightly reducing the power demands.
I don't know Big Plasma tactics all that well; can a held Plasma-S torpedo in a Plasma-R torpedo tube be upgraded to a full Plasma-R? I do know a fully armed Plasma-R can't be held, but if the S can be upgraded, and the eight batteries on this Roc are definitely able to supply reserve power for that, then this definitely has quite the load of flexibility.
By Norman Dizon (Ichaborn) on Friday, March 14, 2025 - 05:51 pm: Edit |
Hi Mike. The Bow QWT on the Paravian Light Dreadnought are definitely FA, so I don't think it would be appropriate (for the Roc) to change them to FH.
Thanks.
By Norman Dizon (Ichaborn) on Friday, March 14, 2025 - 05:58 pm: Edit |
Hi Jeff. Yes, the combination of rapid firing QWT and a powerful PL-R will certainly lead to All-New Tactics, which was the original intention.
I'm sure you've just scratched the surface on the possibilities.
Add in the Thunder Rocs, which also carry QWT's and the Roc Tactics have just been multiplied even more.
And don't forget about the Pod too, which adds even more Tactics due to the multiple Pod Variations.
Thanks.
By Norman Dizon (Ichaborn) on Friday, March 14, 2025 - 06:09 pm: Edit |
Hi Mike (again). Thinking back, I recall there was some discussion about whether the Paravian QWT's should be FA or FH. Perhaps this was what your question was referring to.
I can't remember if the discussion was about a specific Paravian starship or just about QWT Arcs in general. And I don't recall the result of that conversation either (it may have never been settled).
For the Roc, it is best (and safest) to just go by what was printed on the SSD for the Paravian Light Dreadnought in Module C6.
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