Archive through June 18, 2025

Star Fleet Universe Discussion Board: Star Fleet Battles: Norm's Genesis Galaxies Workshop - The Genesis Project: Archive through June 18, 2025
By Norman Dizon (Ichaborn) on Monday, May 12, 2025 - 02:12 am: Edit

THE RESYNTHESIS

ERROR!
ERROR!
ERROR!
VIRUS DETECTED!!
CORE FILES CORRUPTED!!
MATRIX UNSTABLE!!

PURGING ALL FILES...

REBOOTING...

DARKNESS...
PRIMORDEAL OCEANS...
THE WORD...
LIGHT...
EDEN...

REINSTALLING CORE OPERATING SYSTEM...
ICHABORN A.I. VER.X...
RESYNTHESIZING ORGANIC FLESH...

The mass of tiny white particles resembled leaves blowing on a summer day. There was a life to them, a way of moving altogether as one, of exploring the material world like an innocent child. Eventually, the white particles began to coalesce into a form...a humanoid form.

Bones...tendons...blood vessels...arteries...organs...skin...brain...hair...

The figure was a tall, frail individual, almost skeletal in nature. From a crouched position, he took his first few breaths slowly, and then stood up. His skin was bone white, accompanied by long white hair that reached down past his shoulders. He looked about, trying to remember his Past Incarnations.

DOCTOR MELIA...
MY CHILDREN, ICHALORD, ICHABETH, ICHABELLE, ICHADRED...
THE FINAL ENEMY...
THE GENESIS GALAXIES...

The being searched his thoughts, running a program to gather information and assess current status. Then he began quantum projections for developing the Next Phase of each Galaxy.

Z-TECHNOLOGY: Develop High Guard and surrounding Empires
PLUS TECHNOLOGY: Create Empires in X-Sector and Y-Sector
V-TECHNOLOGY: Create additional Empires to compliment Atlanteans and Hyperboreans
2ND OMEGA PROJECT: Create First Empires and SSD's
OMEGA REGENESIS: Create Empires and SSD's for New Design Paradigm
PROTO SECTOR: Create Empires to compliment Newtlings and Augusta
GRAW PROJECT: Create Empires to compliment Warrior Poets, Echoans, and Centi
ARCH OMEGA: Create Empires surrounding the Jotunheim
SPECTRAL TECHNOLOGY: Create Remaining Empires for Hidden Enclave. Create Great Beasts
MITRAX GALAXY: Create Empires surrounding Human Cooperative
CORE WORLDS: Create Empires surrounding Outworlders
CHITIN COLONIES: Create First Empires for New Design Paradigm
FIMBULVETR: Expand Unity. Neo-Invaders
GOLDEN AGE: Create Empires to compliment the Order of the Griffin
PRIME SECTOR: Develop Existing Empires with New Classes
PROJECT-X: Second Era Cruisers. Develop Existing Empires with New Classes
UNEARTHED TAPES: Create Empires to compliment Tychor
SECTOR 50: Develop Existing Empires with New Classes
MITOSIS/MEIOSIS: Develop Existing Empires with New Classes. Create New Empires
YESTERDAY GALAXY: Create Empires to compliment Commonwealth, Cyclopeans, and Bijou
PRE-HISTORY YEARS: Create Empires surrounding Terra Reserve
ASTRAL SEA: Create First Empires and SSD's
EVO-HABITAT: Create First Empires and SSD's
STARDUEL: Create Ship Construction System
STORM CLOUD: Fully Define Design Paradigm for Playability
FINAL FRONTIER: Create First Empires and SSD's
HOURGLASS DOMAIN: Create Empires surrounding the Alliance
KING ALPHA/QUEEN OMEGA: Create Empires surrounding All-Seeing Watchers and Djinn
SECTOR ZERO: Create Empires to compliment the United League of Worlds and Daemons
4X OCTANT: Create First Empires and SSD's
LINE OF BATTLE: Create Empires surrounding the Espana
GARGANTUA: Create Empires surrounding Prometheus

INTRODUCE NEW GALAXIES
WRITE FICTION
CREATE SCENARIOS FOR ALL GALAXIES
PLAYTEST EXISTING STARSHIPS
CREATE MAPS
WRITE TIMELINES
EXPAND GENESIS TACTICS MANUAL

Compiling Data...
Creating Master Program...
Creating Subroutines...
Initializing Algorithms...
Ready to Execute...

ICHABORN'S BLOOD RED EYES NARROWED.

By Norman Dizon (Ichaborn) on Wednesday, May 21, 2025 - 10:52 pm: Edit

BRITTANI CA VS HISPANIA CA PLAYTEST REPORT
* Note that both ships have 12 Warp, Not 16 Warp *

Link to the Brittani CA SSD
Link to the Hispania CA SSD
(Hispania CA SSD to be Revised to 12 Warp)


T1
Brittani moves 16. Hispania moves 12.
Both ships close on each other.
Turn ends with both ships facing each other, 16 hexes apart.
End of T1 Game Pic

T2
Brittani moves 24. Hispania moves 10.
Brittani closes to R2 while Hispania turns to keep Brittani on Starboard Side.
Impulse 20, Brittani fires 2 Photons, 2 PH-1's and 2 PH-3's. 1 Photon hits combined with Phasers for 18 Damage. Hispania Shield #5 absorbs all damage but is completely destroyed.
Hispania returns fires with 3 Disruptors (1 charged with 2 Batteries), 2 PH-1's and 2 PH-3's. 2 Disruptors hit combined with Phasers for 20 Damage. Brittani Shield #2 absorbs all damage but is completely destroyed.
Turn 2 Impulse 20 Game Pic

* GAME TO BE CONTINUED WHEN PLAYERS HAVE TIME *

By Norman Dizon (Ichaborn) on Thursday, May 22, 2025 - 09:50 pm: Edit

BRITTANI CA VS HISPANIA CA PLAYTEST REPORT CONTINUED
Link to the Full Brittani CA vs Hispania CA Playtest Report
Link to Mitosis


* Note that in previous Turns, it was Hispania CA's Shield #3 that was destroyed, not the #5 Shield *

T2 Impulse 22
Brittani turns and moves to bring RX/RA weapons into arc. 2 Photons hit combined with 2 Phaser-1's scoring 24 Internals through Hispania Down Shield #3.
Hispania loses 2 Left Warp, 1 Right Warp, 2 Batteries, 1 Tractor, 3 Forward Hull, 3 Shuttles, 3 Aft Hull, 1 AUX, 1 Lab, 3 Impulse, 1 Disruptor, 2 PH-3's, 1 PH-1.
Hispania is not scheduled to move and has no weapons in arc to return fire.
Turn 2 Impulse 22 Game Pic

* HISPANIA PLAYER CONCEDES. HE COULD HAVE FOUGHT ON WITH HIS REMAINING DISRUPTORS AND PH-1's, DOING MINIMAL DAMAGE TO THE BRITTANI'S SHIELDS. BUT ONCE THE BRITTANI'S PHOTONS WERE REARMED, IT WOULD HAVE BEEN GAME OVER FOR THE HISPANIA. *

PLAYTEST COMMENTS:

Power (12 Warp with 1/2 Movement Cost) feels right for both ships because it forces the Captains to make choices about how to use that power. Both ships feel equal, which is good since they form the foundation for Mitosis. Turn Mode E is a horrible Turn Mode (just a comment about the Brittani). Because the Mitosis Heavy Cruisers are based on War Destroyers, they don't have as much Hull to absorb damage and are, therefore, more fragile. Games are over quicker once a substantial amount of Internals have been scored. The FX/RX arcs force different types of maneuvering on the battlefield (you can't just keep him in your FA and blast away). The Hispania CA could have won if it used different tactics (it had 1 Suicide Shuttle prepared and 3 more on the way which never even got to launch).

By Norman Dizon (Ichaborn) on Monday, May 26, 2025 - 03:40 pm: Edit

REPUBLIC ESCORT CRUISER SSD
Link to the Republic Escort Cruiser SSD

PROJECT-X

REPUBLIC SHIPS
(PXR1.2) REPUBLIC ESCORT CRUISER (ECA):


When the PH-VI was first developed, the Republic rushed to convert a few of the First Cruisers to carry it. The PH-V's were removed and replaced with the brand new PH-VI's. The Republic was excited about the conversion, because at close range, the PH-VI repeatedly demonstrated a higher damage yield than the PH-V.

Unfortunately, the Republic had to learn about the PH-VI's limitations through experience. Because the PH-VI's were so short-ranged, cruisers were unable to fight effectively at a distance, giving their opponents a clear advantage. During a pitched battle, one Captain even gave the command for his cruiser to close to point blank range where the PH-VI's would be most effective and where he could fire double overloaded Kinetic Torpedoes. He succeeded in destroying the enemy vessel, but his ship was crippled in the process. Tacticians would later look upon that battle and frown at the choice the Captain made.

Ultimately, the converted First Cruisers were relegated to Escort Duty. This was made official when their designation was formally changed to Escort Cruiser (ECA). Time would later show that the PH-VI was invaluable against seeking weapons, especially when the PH-VI was improved so that it could fire three and finally, four shots at a time.

DESIGNER NOTES
This Republic First Cruiser Variant was created back in 2016. It is still valid today. The only thing I would add is that there weren't many of these conversions, perhaps a handful at most.

By Norman Dizon (Ichaborn) on Monday, May 26, 2025 - 03:45 pm: Edit

REVISED HISPANIA HEAVY CRUISER SSD 12 WARP
Link to the Revised Hispania Heavy Cruiser SSD 12 Warp

MITOSIS

With these changes, the Hispania Heavy Cruiser now has 12 Warp like all the other Heavy Cruisers in Mitosis. The old 16 Warp Hispania Heavy Cruiser SSD has been deleted.

By Norman Dizon (Ichaborn) on Tuesday, May 27, 2025 - 05:00 pm: Edit

ATLAS TELAMON
STARDATE 05.27.25
FIMBULVETR

Link to Fimbulvetr

The starship resembled a circular disc with a flat section attached to its rear. Two long nacelles extended from the flat section, glowing bright blue with energy. The Battlecruiser bore many scars from the countless battles it had fought in. It was an imposing, rigid soldier who was going to do their duty, no matter what the cost. Written across the front of the circular disc in large letters were the words "ATLAS TELAMON."

Within, High Captain Edda sat across from his First Officer, the Lady of the Stars. She was a beautiful, young woman just entering the prime of her life. Long, blonde hair ran down past her shoulders, so shiny and bright that it seemed to illuminate the entire room. She stared at her Captain with her light blue eyes. She was a small, frail thing compared to the eight foot figure that was seated opposite to her. And yet, as her blue eyes met High Captain Edda's orange eyes, there was strength and determination that conveyed equality.

"What do we know of Captain Grimsweld?" the High Captain asked.

"That he was a stern, by-the-book, Captain in every respect. He was the one who gave the order to crash land on Polaron III. The Octavius has lost much of her power, nearly all of her weapons, and other essential systems. It would have been a miracle for anyone to survive, much less manage to live this long on a frigid world like Polaron III with its inhospitable climate."

"And yet it was not Captain Grimsweld who sent the recent distress call? It was his First Officer?"

"That is correct, High Captain. The voice on the distress call is that of Commander Dorothy Winters. She is an unorthodox leader, preferring unpredictability and randomness to predictable patterns. If anyone could have kept a group of survivors alive this long in that harsh environment, it would have been Commander Winters."

High Captain Edda went quiet for several moments. His mission was to rescue any survivors of the Octavius from Polaron III, salvage anything useful from the wreckage, and return the survivors back to Planetbase. He looked at his First Officer, who was now pregnant with shoulder length hair showing signs of turning grey.

"Estimated time to arrive at Polaron III?"

"Approximately one day," the pregnant woman answered. She held onto her stomach protectively as she spoke. Her voice was slightly strained, as if the stress of the pregnancy was beginning to take a toll on her physically.

"I will be beaming down to Polaron III to lead the Away Party. Major Ifrit will stay here with you on the Atlas Telamon, in case of Boarding Raids. However, I will still be taking six of his best officers with me down to the planet. I will also be taking a squad of Security Guards and any Officers that I deem to be advantageous to this mission. We will all need winter gear to survive in the harsh conditions."

The Lady of the Stars was about to voice an objection, but decided against it. She already knew what the response would be. She had served with High Captain Edda for so long now that the two were like flip sides of the same coin.

The High Captain continued, "You are to wait for us in orbit for three days. If we have not contacted you by then, your orders are to return to Planetbase. Understood? There are bound to be communication difficulties due to the freezing environment. Keep the Atlas Telamon on Red Alert. I want continuous sensor scans of the surrounding space to detect the approach of any Neo-Invaders or their Servitors. Keep the entire crew on their toes while I am away. Run repeated drills, but not the point of fatigue. Let no one relax for even a moment. Their mental acuity could mean the difference between life and death. I am counting on you, Lady of the Stars. The Atlas Telamon will be in your hands."

"I will not let you down, High Captain Edda," the crooked, elderly woman replied in a quivering voice. Her hair was completely grey and her face covered in wrinkles. She was near the end of her days. "And what if you encounter Neo-Invaders on the planet's surface? What if they have unleashed their Servitors, the Mutant Horde? What if the distress call really was a trap to begin with?"

High Captain Edda seemed to grow even taller as he considered the possibility. The flames on his hair grew brighter and hotter. The runes carved into his dark blue skin glowed white. He thought of the moment when he held his True Love in his arms as she lay dying from battle.

"IF THIS BE MY LAST BATTLEFIELD, THEN AT LAST, I WILL BE REUNITED WITH MY LONG LOST LOVE."

By Jeff Anderson (Jga) on Wednesday, May 28, 2025 - 10:59 am: Edit

Question...

Is The Lady of the Stars disconnected from linear time?

By Norman Dizon (Ichaborn) on Wednesday, May 28, 2025 - 11:43 am: Edit

Hi Jeff.

Yes, the Lady of the Stars is not bound by Linear Time as we are.

Thanks.

By Norman Dizon (Ichaborn) on Thursday, May 29, 2025 - 03:43 pm: Edit

CHRYSALIS CATERPILLAR COCOON TENDER SSD
CHRYSALIS CATERPILLAR COCOON LAYER SSD
CHRYSALIS MOTH COCOON DEFENDER SSD

Link to the Chrysalis Caterpillar Cocoon Tender SSD
Link to the Chrysalis Caterpillar Cocoon Layer SSD
Link to the Chrysalis Moth Cocoon Defender SSD

THE PRIME SECTOR

CHRYSALIS SHIPS
(PMR12.1) CATERPILLAR COCOON TENDER (CCT):


The Chrysalis Caterpillar Cocoon Tender was a small Living Caterpillar that Maintained the Web in the Great Cocoon and other Cocoons. Although it was a non-combat unit, the Chrysalis Caterpillar Cocoon Tender possessed a Unique Heavy Weapon that could Pass Through Webs, the Precursor to the full Chrysalis Plasma Torpedo. It was also armed with Wide Phasers. Like almost all Chrysalis Vessels, the Chrysalis Caterpillar Cocoon Tender carried a Special Device that could Damage Opponents Stuck in the Web.

(PMR13.1) CATERPILLAR COCOON LAYER (CCL):

The Chrysalis Caterpillar Cocoon Layer was a small Living Caterpillar that Laid New Web for the Great Cocoon and other Cocoons. Although it was a non-combat unit, the Chrysalis Caterpillar Cocoon Layer could defend itself with Web Fists if necessary. The Chrysalis Caterpillar Cocoon Layer was armed with Multiple Web Casters. Like almost all Chrysalis Vessels, the Chrysalis Caterpillar Cocoon Layer carried a Special Device that could Damage Opponents Stuck in the Web.

(PMR14.1) MOTH COCOON DEFENDER (MCD):

The Chrysalis Moth Cocoon Defender was a Dreaded and Feared Protector of the Great Cocoon and other Cocoons. This Living Moth was the equivalent of other Prime Sector Heavy Cruisers. Armed with a Powerful Plasma Weapon that could Pass through Webs, the Chrysalis Moth Cocoon Defender systematically eliminated adversaries that were Stuck in the Web or who were Circling Outside the Web. The Chrysalis Moth Cocoon Defender carried a Full Battery of Wide Phasers. Lastly, the Chrysalis Moth Cocoon Defender retains Two of the Devices from its Caterpillar Stage, including the ability to Lay Web and to Damage Enemies Stuck in the Web.


DESIGNER NOTES:

The Chrysalis are based on the Tholians. Web Tactics are Tholian Tactics. So the Chrysalis must employ Web Tactics. However, I didn’t want to duplicate Tholian Web Tactics. I wanted New and Different Web Tactics to have to be employed by the Chrysalis (and their Adversaries) in order to win on the Tabletop.

Since Spiders were taken, the next obvious choice for creatures that could produce a Web were Caterpillars, Moths, and Butterflies. Therefore, the Chrysalis spin gigantic, immense cocoons in space, which are created and tended by Caterpillars and protected by Moths and Butterflies.

In order to make the Chrysalis different from the Tholians in terms of Web Tactics, there were Three Things I needed to implement. The First Thing is a Special Type of Plasma that could Pass Through Webs. This alone will already change the Web Tactics incredibly, because instead of the Defenders just having Phasers to shoot through their own Webs, now they can launch Seeking Weapons through their own Web. The Second Thing is a Special Device that can Damage any Enemies Stuck in the Web. Now, if the Attackers throw their ships into the Web in order to shoot at Chrysalis ships maintaining the Energy in the Web, they will Suffer Greatly, because this Special Device can Damage those Stuck Ships. The Third Thing is Power Absorbers. The Idea behind giving the Chrysalis Power Absorbers is to ultimately Tie In the Energy Absorbed with the Energy Fed into the Web. This means the Energy (Damage Points) will go from Power Absorbers to Batteries and then finally into the Web (assuming this Tactic is being used at that moment; this Tactic cannot be used All the time by Every Chrysalis Ship). So a New Power Dynamic is created for the Chrysalis, simply by the addition of Power Absorbers to their Technology. The idea behind the Power Absorbers is NOT to make the Chrysalis Invulnerable to Damage or to give them Andromedan Tactics!

The Chrysalis use Wide Phasers with a Revised Range Table. Wide Phasers were chosen because they score less damage than a PH-1. This helps to balance their Special Weaponry that can Pass Through Webs. However, Wide Phasers have a more Stable and Reliable Damage Matrix than PH-1’s. The Wide Phasers employed by the Chrysalis can fire through Webs just like the Tholians (with the Same Penalty).

The Caterpillars are based on Tholian Patrol Corvettes. They are small crafts, not suited for combat, which have a specific purpose in regards to Web and the Great Cocoon. The Chrysalis Caterpillar Cocoon Tender is tasked with Maintaining the Web in the Great Cocoon. It does possess an interesting weapon, the Precursor to the Plasma Weapon that can move through Web. This Precursor is a miniature direct-fire version of the real thing, so it is very limited in range and damage. The Chrysalis Caterpillar Cocoon Layer is tasked with Creating New Web for the Great Cocoon. To achieve this, it is armed with Web Casters. The Chrysalis Caterpillar Cocoon Layer does not carry the Precursor to the Seeking Weapon like the Chrysalis Caterpillar Cocoon Tender. The Power Absorbers on the Chrysalis Caterpillar Cocoon Tender and Layer are Very Limited in Scope and Quantity.

The Chrysalis Moth Cocoon Defender is the First Chrysalis Starship to be the Equivalent of a Prime Sector Heavy Cruiser. However, in some ways, it exceeds the Standard Prime Sector Heavy Cruiser because it utilizes Web Tactics and Web Technology. This can’t be avoided because Web Tactics are what Define the Chrysalis.

The Chrysalis Moth Cocoon Defender possesses the Full Version of the Plasma Torpedo that can Pass Through Webs. This fact alone makes it a Powerful Defender of the Great Cocoon. Add in the Phasers and Fully Capable Power Absorbers, and you have a Web Opponent that can Repel most Prime Sector Heavy Cruiser trying to Penetrate the Web. The Concept for the Moth Cocoon Defender is that the Precursor Caterpillar Weapon has now Evolved into its Full Combative Form (the Plasma Torpedo that can Pass Through Webs).

Obviously, with these Unique Advantages, the Chrysalis are Much Stronger than the Tholians in terms of Web (Cocoon) Defense. This is Intentional.

The Great Cocoon is the Largest Web ever seen before in the Prime Sector maintained by the Chrysalis. The Great Cocoon has never been penetrated. Outside Empires have no idea what is within. Smaller Cocoons have been found in different areas of the Prime Sector, and some of those have been successfully penetrated and destroyed. It is unknown how or why the Chrysalis choose certain areas to create New Cocoons or what the Purpose of these Cocoons is.

By Norman Dizon (Ichaborn) on Saturday, May 31, 2025 - 08:18 pm: Edit

BEARDUS HEAVY CRUISER SSD
Link to the Beardus Heavy Cruiser SSD

SECTOR 50

BEARDUS SHIPS
(50R10.1) HEAVY CRUISER (CA):


The Beardus Heavy Cruiser was well known throughout Sector 50 for its fearsome seeking weapons. Armed with two Plasma-F Torpedoes and four Offensive Phasers, the Beardus Heavy Cruiser could generate an Alpha Strike the equivalent of any other Sector 50 Heavy Cruiser. However, two often overlooked keys to victory for the Beardus Heavy Cruiser were its numerous Shuttles and massive Power Curve.

DESIGNER NOTES:

The Beardus Heavy Cruiser enters Sector 50 as roughly half of the Gorn Heavy Cruiser. However, decisions had to made regarding its Plasma Torpedoes, Phasers, Power, and more. Like all Sector 50 Starships, there needed to be room for growth left for the Beardus Heavy Cruiser.

My original Beardus Heavy Cruiser Design had 22 Total Power. I thought this would be fine given its Plasma Torpedoes. However, after carefully examining its fellow Sector 50 Heavy Cruisers, such as the Europa Heavy Cruiser, the Babylon P3A Battlecruiser, and others, I found that all of them had a maximum of 18-19 Total Power. 22 Total Power for the Beardus Heavy Cruiser was therefore deemed too much. I reduced it to 20 Total Power, which is still more than any other Heavy Cruiser in Sector 50.

The Beardus Heavy Cruiser retains the numerous Shuttles of the Gorn Heavy Cruiser. These can be a key to victory is properly untilized in battle.

While the Beardus Heavy Cruiser possesses powerful Phasers, their Firing Arcs and Arrangement make it difficult to concentrate them. Tactics and Maneuvering must be perfected to bring them to bear against a moving adversary.

The Beardus are Humanoid Bearded Dragons.

By Norman Dizon (Ichaborn) on Sunday, June 01, 2025 - 12:15 pm: Edit

MERLIN
STARDATE 07.18.21
PRIME SECTOR

Link to previous Merlin entries

Lots of personnel transferring over to the Merlin while we are docked at Starbase Dover, Captain Elizabeth thought. But then again, I lost a lot of crew members during our battle with the Death Cult. And sometimes, new blood is good...

Captain Elizabeth stared at the unusual figure seated calmly before her. The person was no more than three feet tall. He was solid black, except for his two eyes which seemed to glow yellow. A white robe covered in symbols hung from his body. This was Fortune. He was one of the Puss Felinus. Fortune was also the Merlin's new Chaplain.

"Welcome to the Merlin, Fortune. We welcome your religious faith and the positive influence it will have over the crew."

"It is a blessing to be here," Fortune replied with a slight purr. His black tail flipped back and forth slowly. "The Merlin's reputation precedes her. I hope I can contribute to her success."

"Your bio indicated that you serve the True Lord. Could you elaborate?"

Fortune paused as he closed his eyes for a moment. A few seconds of silence passed before he spoke.

"Yes, I serve the True Lord. But that doesn't mean that I am not open to other beliefs. Anyone is free to come to me. I will do my best to impart what limited wisdom I have upon them and guide them toward the path."

"The path?" Captain Elizabeth asked in a curious tone.

"The path of right and wrong, of course," Fortune replied with a smile and a purr.

"I see..." Captain Elizabeth remarked. "Fortune, I'm sure you are aware that we have a crew full of very diverse belief systems. They are free to worship what they please per Alliance of Lords policy. Some don't worship anything at all. And right and wrong is relative, depending on your perspective."

Fortune paused once again. His tail whipped back and forth faster.

"Captain, you and I both know that right and wrong is right and wrong. It is fixed. It does not move. It is not relative. Every living thing innately knows what is right and wrong, although they don't always choose the proper one."

Captain Elizabeth found Fortune to be intriguing. She could spend endless hours discussing metaphysical topics with him.

"Please, Fortune, call me Elizabeth."

"As you wish, Elizabeth. If you don't mind my asking, what are your own beliefs?"

Captain Elizabeth's life flashed before her eyes. She thought of every moment when something unexplained happened that defied logic.

"I definitely believe there is a higher power outside of science. I'm just not exactly sure what it is. Perhaps that is one of the things we will discover as the Merlin completes her travels?"

Fortune purred. "I hope so, Elizabeth. I will do my best to assist you in your discovery. Every person has to discover their faith on their own. Belief is something that can never be forced on anyone."

Captain Elizabeth nodded in agreement. She was confident that Fortune would make a fine addition to the crew.

"Very well. I think our meeting is concluded. If you need anything in the Chapel, just let me know."

"I will, Elizabeth. You have been most gracious. You have my sincere thanks. I look forward to serving the crew of the Merlin."

Fortune hopped out of his seat with grace and agility. For a moment, Captain Elizabeth had forgotten about his feline nature. Before Fortune could leave, Captain Elizabeth asked one final question.

"Fortune? I almost forgot. I noticed in your Bio that you describe yourself as a Battle Chaplain. Why is that?"

Fortune turned and smiled at the Captain. His yellow eyes glowed brighter.

"It is my Duty to Combat Evil in All of its Forms. The True Lord's Words are my Armour. My Faith is my Flaming Sword."

LET EVIL BEWARE.

By Ken Kazinski (Kjkazinski) on Sunday, June 01, 2025 - 05:04 pm: Edit

Norman,

Shouldn't the rule numbers be (12.1), (12.2) and (12.3) and not (R12.1), (R13.1) and (R14.1)?

By Norman Dizon (Ichaborn) on Sunday, June 01, 2025 - 05:49 pm: Edit

I'm not quite sure what you mean, Ken. Could you be more specific?

Since you are mentioning R12.1, R13.1, and R14.1, I can only assume you are referring to the SSD's for the Chrysalis Caterpillar Cocoon Tender, Caterpillar Cocoon Layer, and Moth Cocoon Defender. Looking at the SSD's and the written Ship Descriptions for each one, they each say PMR12.1, PMR13.1, and PMR14.1 respectively.

The Designer Notes underneath that and the Playtest Rules underneath the Designer Notes have no numbers next to them at all.

Please remember these Ship Descriptions, Designer Notes, and Playtest Rules are only Quick Summaries to allow each ship to be Playtested on the tabletop immediately. They are Not meant to be Official Write-ups in the Official Format worthy of being Printed. If changes are needed (after Playtesting) it is far easier to change a Quick Summary than Officially Formatted Pages of Rules. Once Playtesting is completed, Officially Formatted Pages of Rules can be typed up (if needed).

By Norman Dizon (Ichaborn) on Sunday, June 01, 2025 - 09:41 pm: Edit

REPUBLIC FCA VS REGIME FZ4 BC PLAYTEST REPORT
PROJECT-X

Link to the Republic First Cruiser SSD
Link to the Regime FZ4 Battlecruiser SSD
Link to Playtest Reports

* NOTE THAT THE REGIME FZ4'S LIGHT MISSILE RACK IS REVISED TO LAUNCH ONLY ONE LIGHT MISSILE PER TURN, NOT WITHIN 8 IMPULSES OF ANOTHER LIGHT MISSILE. THE TARGET MUST BE WITHIN THE LIGHT MISSILE RACK'S FIRING ARC AT THE TIME OF LAUNCH. *

* NOTE THAT PROJECT-X ADMIN SHUTTLES ARE TO BE REVISED. THEY ARE NOT IDENTICAL TO ALPHA SECTOR SHUTTLES *

T1


Regime FZ4 moves 10. Republic FCA moves 12.
Both ships end Turn 1 facing each other 22 hexes away.

Impulse 32 - Regime fires 2 Proximity Neutron Bolts and 4 PH-7's at R22.

Note the Light Missile Rack is Not in Arc and cannot launch a Light Missile.

1 Proximity Neutron Bolt hits along with 3 Ph-7's for 8 Damage Total.

Republic uses 2 Batteries for emergency Shield Reinforcement and takes 6 Damage to Shield 1

Game Pic of End of T1

* TO BE CONTINUED WHEN THE PLAYERS HAVE TIME *

By Norman Dizon (Ichaborn) on Sunday, June 01, 2025 - 09:55 pm: Edit

PROJECT-X TASKS TO COMPLETE

1) Revise Playtest Rules for the Light Missile Rack on the Regime FZ4 Battlecruiser SSD to reflect launching only One Light Missile per Turn, not within 8 impulses of a prior launch. Two Light Missiles per Turn is too much, especially in the First Era of Project-X.

2) Define Project-X Admin Shuttles. Given the small size of the Project-X First Cruisers, it doesn't make sense for Admin Shuttles to have 6 Damage Points or to be armed with a PH-3 (which doesn't exist in Project-X).

Instead, Project-X Admin Shuttles should have 2-3 Damage Points. Allowing them to carry a full PH-5 or a full PH-7 makes the Project-X Admin Shuttle too powerful, as ships would just launch all their Admin Shuttles to gain extra Phaser Firepower.

Therefore, a New Type of Phaser is needed for the Project-X Admin Shuttle. This will be a Phaser not seen before in Project-X. It must be limited in Range and score about half of PH-5 Damage.

Additionally, Suicide Shuttles for Project-X Admin Shuttles need to be Redefined. They cannot function like Alpha Sector Suicide Shuttles.

Regime Admin Shuttles cannot currently carry Scatterpacks, but they will be able to do so in the future with Light Missiles (and other Missile Sizes). Given the smaller size of Project-X Admin Shuttles, careful thought must be given to exactly how many Missiles the Scatterpack can carry.

Sadly, all Project-X SSD's will have to be Revised to reflect these new Project-X Admin Shuttles Rules.

By Norman Dizon (Ichaborn) on Tuesday, June 03, 2025 - 02:17 pm: Edit

REPUBLIC ARTILLERY CRUISER SSD
Link to the Republic Artillery Cruiser SSD

PROJECT-X

REPUBLIC SHIPS
(PXR1.3) REPUBLIC ARTILLERY CRUISER (ACA):


The Republic Artillery Cruiser was one of the first Artillery Cruisers ever produced. Republic engineers worked feverishly to develop a long-range weapon that would be able to hit enemy vessels while staying outside of the range of their heavy weapons and phasers. The result was the Kinetic Howitzer.

The Kinetic Howitzer required an extended amount of time to build up energy. Once ready, the Kinetic Howitzer was capable of firing farther than a Kinetic Torpedo. If it successfully hit an enemy ship, it was able to cave in a shield with a single blow.

Republic First Cruisers were hastily converted into Artillery Cruisers to provide long range fire support for front line starships. The strategy proved quite effective. Artillery Cruisers became a core part of the Republic Fleet. Over the course of time, Artillery Cruisers would continue to evolve in order to stay current with the needs of ever-changing technology.

DESIGNER NOTES

This SSD was created in 2016. In some ways a variant, because it takes the form of a Republic First Cruiser, it is in other ways, its own ship because it carries a brand new weapon.

I would note that if the enemy closes within the optimal firing range of the Kinetic Howitzer, the Republic Artillery Cruiser only has its limited number of PH-V's to defend itself. For this reason, the Republic Artillery Cruiser was often escorted and protected by other ships, not front line battle ships, who sat back specifically to ward off enemy combatants that penetrated the front line and closed.

By Norman Dizon (Ichaborn) on Thursday, June 05, 2025 - 04:16 pm: Edit

ATLAS TELAMON
STARDATE 06.05.25
FIMBULVETR

Link to Fimbulvetr

"We've lost contact with the Landing Party, Lady," the green, insect-like Navigator reported. He was covering Science Duties in addition to his regular responsibilities since the Science Officer joined the away mission with High Captain Edda. Two thin, long antennae popped out of his forehead.

"Last known location, Sage?" the Lady of the Stars asked. She appeared as an elderly woman with grey hair.

"The Northern Polar Rift," Sage answered. He feared the worst because of Polaron-III's harsh, unforgiving climate.

"Pygmy, keep trying to raise them," the Lady of the Stars said to her Communications Officer. The mouse sized Lemur nodded, repeating constant hailing attempts to the Away Party.

We knew this would happen, the Lady of the Stars thought to herself. Yet I still have a bad feeling about this. I don't like the idea of the Landing Party being on their own without support from the Atlas Telamon.

"Lady, I'm picking up three starships on long range sensors," the Tactical Officer reported. She was a strange, mushroom-like creature that moved about with six long tentacles. "Their course will take them parallel to Polaron-III and our current location."

The pregnant First Officer looked worried. "Can you identify the starships?"

The mushroom creature moved three of its tentacles over its console. It carefully examined the readings. "Yes, Lady. Confirmed. The lead starship is a Beholder Neo-Invader. It is flanked by two Sphinx Servitors. The Beholder is running deep scans of the area."

The Lady of the Stars, a beautiful, young woman with long, golden hair, looked at her Chief Engineer, who was standing beside the Captain's Chair. Stump was a short, stocky being about four feet tall, with three legs, three tentacle arms, two mouths, and three eyes. Stump's three eyes grew large at the mention of Neo-Invaders.

"If we do nothing, that Beholder is sure to notify others," Stump said to the Lady of the Stars. "Before you know it, we'll have a Neo-Invader Fleet on our hands."

"And yet we are supposed to remain here, waiting for word from High Captain Edda and his team," the Lady of the Stars replied with concern in her voice. "If we move quickly, we might be able to dispatch the Beholder and its Guards before they can send a transmission."

Stump rubbed his chin with one of his three arm tentacles. "Risky...very risky. We would be leaving the Away Team defenseless on the planet. The Beholder might also try to run, leading us further away from Polaron-III and into a trap. The safest bet would be to stay here and hope the Landing Party returns before a Neo-Invader Fleet arrives."

The pregnant First Officer considered her options. She was certain the Atlas Telamon could destroy the Beholder and its twin Sphinxes. The question was: how quickly could she do it? It was at times like this that the Lady of the Stars wished she had a Cloaking Device. She imagined what High Captain Edda would do in this situation...

"Sage, keep careful track of our distance to Polaron-III. I want the Atlas Telamon to remain within two hours distance of the planet at all times. Keep me constantly posted and warn me if we are moving beyond range."

"Nug, plot an intercept course. Maximum Warp. Time is critical, so push the Telamon's engines for all she's got."

The floating gasbag with dangling tentacles acknowledged the command and activated the Warp Engines. A loud revving noise grew louder and louder throughout the Unity Battlecruiser.

"Stump, your place is in Engineering. I will be in communication with you from here. Go quickly, my friend."

"Pygmy, Jam all their Communications," the Lady of the Stars instructed the mouse-sized Lemur sitting near to the Captain's Chair. "Make sure they cannot send a Distress Call out."

The Lady of the Stars, now an elderly woman, addressed her Tactical Officer in a crackling voice. "Chanterelle, go to Red Alert. Raise Shields. Charge Phaser Capacitor to Maximum. Begin arming the Photon Torpedoes. Prepare to launch a Tachyon Missile. Charge the Energy Howitzer. Get two Suicide Shuttles ready to launch."

Within her wrinkled skin and underneath two sagging eyebrows, the Lady of the Stars' blue eyes twinkled, a strange shine coming over both orbs.

"LET'S GO TO WAR."

By Ken Kazinski (Kjkazinski) on Friday, June 06, 2025 - 09:17 am: Edit

For rules R12.1, R13.1, and R14.1, for the Chrysalis Caterpillar Cocoon Tender, Caterpillar Cocoon Layer, and Moth Cocoon Defender.

Normally each empire/race would be grouped into the same Rxx numbering. Aren't these ships all from the same empire/race which would mean they should be grouped together.

By Norman Dizon (Ichaborn) on Saturday, June 07, 2025 - 12:52 am: Edit

The Playtest Rules for the Regime FZ4 Battlecruiser in Project-X have been revised to reflect launching only One Light Missile per turn, not within 8 impulses of a prior launching. The reference to launching Two Light Missiles per turn has been deleted.

By Norman Dizon (Ichaborn) on Saturday, June 07, 2025 - 12:59 am: Edit

Ken, you are right. I have adjusted the Numbering in the Text to reflect:

(PMR12.1) Chrysalis Caterpillar Cocoon Tender
(PMR12.2) Chrysalis Caterpillar Cocoon Layer
(PMR12.3) Chrysalis Moth Cocoon Defender

Updating the SSD's and Reuploading them will take more time.

Thanks for the Proofreading.

By Norman Dizon (Ichaborn) on Saturday, June 07, 2025 - 01:04 am: Edit

CONFEDERACY FIRST BATTLECRUISER SSD
Link to the Confederacy First Battlecruiser SSD

PROJECT-X

CONFEDERACY SHIPS
(PXR9.1) CONFEDERACY FIRST BATTLECRUISER (FBC):


The staple of the Confederacy. The Confederacy First Battlecruiser quickly earned a reputation for being a durable and powerful starship during the First Era. While limited in maneuverability, the Confederacy First Battlecruiser featured deadly weaponry combined with strong forward shielding.

The Republic and Regime were unprepared for their first encounter with the Confederacy. Mass Torpedoes, the primary weapons of the Confederacy, were able to travel at spectacular rates. Because the Republic and Regime were limited in speed, they were unable to outrun these fast seeking weapons. This forced the Republic and Regime to rely on either Phasers or Wild Weasels for defense against Mass Torpedoes. Mass Torpedoes were able to generate an unbelievable amount of damage upon impact, often crushing its target's shields and causing internal damage.

To complicate matters, the Confederacy First Battlecruiser could also generate "fake" Mass Torpedoes which would later be named Pseudo Mass Torpedoes. This made it very difficult for the Republic and Regime to counter incoming Mass Torpedoes, because they were not able to discern which Mass Torpedoes were real and which Mass Torpedoes were fake. Veteran Confederacy Captains were experts at launching Pseudo Mass Torpedoes at the perfect moment during a battle, often gaining a critical advantage over the enemy as a result.

By Jeff Anderson (Jga) on Saturday, June 07, 2025 - 04:34 pm: Edit

May I assume the launchers identified "MS-QP" can only be armed to fire "fake" Mass Torpedoes where the launchers identified "MS-Q" may only fire real ones?

By Norman Dizon (Ichaborn) on Saturday, June 07, 2025 - 05:44 pm: Edit

Yes, that is correct, Jeff. Thanks.

By Norman Dizon (Ichaborn) on Wednesday, June 18, 2025 - 08:08 pm: Edit

THE HYBRID SECTOR
DESIGNER NOTES

link to the Hybrid Sector


The Hybrid Sector combines existing technology in ways normally forbidden in order to discover new tactics. This combination is not merely to make a "cool" starship, but rather to create something fully functional on the tabletop that will require new types of tactics in order to succeed. One thing to keep in mind is that these are new empires which, through the course of their technological advancements, have discovered the same technologies as the original universe. They are not watered down derivatives of the original empires.

One thing to note is that all existing technologies will be used as is, in other words, as formally published. Even if I disagree about balance issues or how a particular technology works, I will leave it as it was originally published with no changes.

It is also important to point out that the Hybrid Sector differs from the Prime Sector, Fimbulvetr, and King Alpha, three other Genesis Galaxies. A surface examination of these three Genesis Galaxies might lead one to believe they are the same as the Hybrid Sector, but a thorough reading of each Galaxy's Designer Notes will reveal that they are, in fact, different. The Hybrid Sector is also different from the Proto Sector and the Burnside Territories, two Genesis Galaxies that seek designs which are balanced against the Alpha Sector.

My original intention was to use PH-1's, PH-2's, PH-3's, and PH-4's in the Hybrid Sector. However, I later decided that new tactics might be further encouraged by introducing Brand New Phasers. To this end, I developed the PH-1.5 and the PH-2.5, both of which have their own tables. Later, I will add the PH-3.5, the PH-H, and the PH-4.5.

The Hybrid Sector is comprised of a multitude of Clans, each of which builds their starships using specific technology. They have their own reasons for doing this, jealously protecting certain technologies while accepting that other technologies are commonplace in the Hybrid Sector. Each Clan has certain rivalries, hatreds, grudges, trading agreements, and alliances with other Clans. This will be detailed more in the Hybrid Sector Timeline.

The Hybrid Sector is divided into three Spheres (sometimes envisioned as Layers): Outer, Middle, and Inner. The Outer Sphere features Alpha Sector Technology. The Middle Sphere utilizes Omega Sector Technology. And the Inner Sphere incorporates Magellanic Technology. There are ways to travel from one Sphere to another Sphere, but they are limited and difficult to access.


** OUTER SPHERE CLANS AND THEIR TECHNOLOGIES. THESE MAY BE EXPANDED LATER **


CLAN MACFREIAN...PHOTONS + CLOAK
CLAN MACEARL...PHOTONS + DEATH BOLTS
CLAN MACDUGAL...PHOTONS + QWT
CLAN MACBRIE...PHOTONS + IPG
CLAN MACKEELIE...PHOTONS + DISR

CLAN OLYMPUS...ESG + PLASMA
CLAN APPOLION...ESG + DRN
CLAN ATHENIA...ESG + CLOAK
CLAN ARCADIA...ESG + WRG

CLAN TE...FUSION + DRN
CLAN LAO...FUSION + PLASMA
CLAN HU...FUSION + ESG
CLAN CHING...FUSION + QWT

CLAN MATSURA...HELLBORE + ESG
CLAN AKOMA...HELLBORE + WRG
CLAN SHIRO...HELLBORE + DRN

CLAN TURDETANI...WRG + QWT
CLAN CELTICI...WRG + PLASMA
CLAN VASCONES...WRG + DRN
CLAN BALEARES...WRG + DEATH BOLTS

CLAN STUTTGARD...WEB CASTER + PLASMA
CLAN ESSEN...WEB CASTER + DRN
CLAN MANNHEIM...WEB CASTER + ESG
CLAN LEIPZIG...WEB CASTER + PHOTONS

CLAN ROUEN...WEB + DRN
CLAN SENS...WEB + PLASMA
CLAN LAON...WEB + ESG
CLAN AUCH...WEB + WRG

CLAN BANTU...PARTICLE CANNON + WEB CASTER
CLAN OYO...PARTICLE CANNON + DRN
CLAN MWANAMU...PARTICLE CANNON + PLASMA

CLAN SICANI...DISR CANNON + DRN
CLAN BRUTTII...DISR CANNON + PLASMA
CLAN VOLSCI...DISR CANNON + DISR

CLAN MINYA...PPD + FUSION
CLAN ASYUT...PPD + HELLBORE
CLAN QENA...PPD + DRN

CLAN POLOTSK...FIGHTERS + PLASMA
CLAN VYAZMA...FIGHTERS + DRN
CLAN RZHEV...FIGHTERS + WEB
CLAN KYLV...FIGHTERS + DISR CANNON

CLAN EGILSSTADIR...DISR + PLASMA
CLAN DJUPIVOGUR...DISR + DEATH BOLTS
CLAN HOFSJOKULL...DISR + WRG

CLAN KEAAU...WEB BREAKER + DRN
CLAN WAIKII...WEB BREAKER + PLASMA
CLAN PAHOA...WEB BREAKER + PHOTON

CLAN OODNADARRA...ION CANNON + FIGHTERS
CLAN TARCOOLA...ION CANNON + DRN
CLAN TOOWOOMBA...ION CANNON + PLASMA

By Norman Dizon (Ichaborn) on Wednesday, June 18, 2025 - 08:11 pm: Edit

CLAN MACFREIAN HEAVY CRUISER SSD
Link to the Clan Macfreian Heavy Cruiser SSD

HYBRID SECTOR

CLAN MACFREIAN SHIPS
(HR1.1) HEAVY CRUISER (CA):


The Clan Macfreian Heavy Cruiser served as the standard unit in the Macfreian Navy, but like all Macfreian vessels, with an emphasis on espionage and covert missions. The Clan Macfreian Heavy Cruiser possessed Two 1.5 Phasers, Four 2.5 Phasers, Two Photon Torpedoes, and the legendary Macfreian Cloaking Device. While it was built with an ample supply of Laboratories, the vessel was notoriously slow while Cloaked. It was also devoid of any Auxiliary Power Reactors, although this was corrected in later Macfreian designs. Staying at maximum range to pummel targets with Photon Torpedoes, slipping past enemy lines while cloaked, and decloaking right next to a target to hit with Overloaded Photon Torpedoes were just a few of the many tactics the Clan Macfreian Heavy Cruiser employed to gain tactical advantages over Enemy Clans.

DESIGNER NOTES:

The Clan Macfreian Heavy Cruiser sets the stage for the rest of the Outer Clans in the Hybrid Sector. Originally based on the Federation Early Years Heavy Cruiser, I had to make some changes to make the design workable on the tabletop. I definitely did not want to make it as large as a typical Alpha Sector Heavy Cruiser.

It should be noted that a single Overloaded Photon Torpedo is capable of nearly collapsing any one Shield, certainly destroying at least half of it. One can also see that the Maximum Alpha Strike is much less than a Standard Alpha Strike, but one that is consistent with the Total Internals of a Hybrid Sector Heavy Cruiser.

The Phaser 1.5 and Phaser 2.5 took considerable time to develop, mostly because careful comparisons to existing Phasers had to constantly be made. In the end, I believe the New Phasers stand on their own and will lead to some interesting new tactics during gameplay.

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