Archive through August 23, 2025

Star Fleet Universe Discussion Board: Star Fleet Battles: Norm's Genesis Galaxies Workshop - The Genesis Project: Archive through August 23, 2025
By Norman Dizon (Ichaborn) on Thursday, June 19, 2025 - 06:41 pm: Edit

THE OLD GUARD
STARDATE 06.19.25
SECTOR 50

Link to previous Old Guard entries


Like a wounded wolf trapped in its lair, Captain Stephanos Severick positioned his Anti-Grav Wheelchair protectively in front of his former love, Captain Melina Dequest. She had been injured in battle and now lay unconscious. Captain Severick had instructed his Chief Engineer, Pavlos Freeman, to transport Captain Dequest to the Bridge as enemy Boarding Parties closed in on Engineering. Now, Mr. Freeman was sealed inside of Engineering, defending it with only a handful of other Officers.

Captain Severick had successfully saved Captain Dequest, but not without great cost. The Old Guard was battered and beaten, like a boxer who has made it to the last round. Their broken Shields had left them open to Boarding Parties, which have now infested the Old Guard. His Security Chief, Angelica Ursinus, fought a valiant battle against the invaders, making them fight for every inch of the Old Guard. Sadly, there were just too many invaders. Ms. Ursinus and what remains of her team were now holed up in the Bridge, ready to make their last stand.

The double doors leading to the Bridge of the Old Guard melted like lava from enemy Phaser fire. Through the opening poured dark bird-like figures, the Black Flock, who resembled humanoid Crows. A barrage of defensive Phaser fire disintegrated the first of the Black Flock to enter the Bridge, but others followed and soon, the battle came down to hand to hand combat.

Ms. Ursinus, who was as big as a bear, took on two of the Black Flock invaders by herself. She grabbed one by the wing, spun around and then threw it hard into a computer console. The other humanoid Crow tried to grapple with Angelica, but this was a big mistake. The bird-like being was unprepared for her great strength. She lifted the bird man above her head with both hands and then slammed him down hard onto the floor, knocking him unconscious.

The Old Guard's Tactical Officer, William Schuler, took a more refined approach to combat. A side kick sent a Black Flock invader flying backward ten feet. Mr. Schuler grabbed another Black Flock combatant by the head and performed a circular Aikido like motion, flipping the humanoid Crow into several of his crewmates. A bird man wrapped both wings around Mr. Schuler in an attempt to restrain him, but a backward head butt from the Tactical Officer cracked the enemy's beak, sending broken fragments into its eyes.

Mister Iblis, the Old Guard's Science Officer, used one of his abilities which was rarely seen. He opened his mouth wide, sending a cone of deadly fire toward three of the Black Flock invaders. They screamed in agony as they were burned alive. Not only did Mister Iblis look like a Devil, but he possessed some of his traits as well.

Abel Symski, the Communications Officer, Garret Catharnaigh, the Navigator, and Piers Bacchia, the Helmsman, huddled together in one corner of the Bridge, each firing Phasers at any available targets. They were not specialized in hand to hand combat like some of their fellow crew members.

Captain Severick fired his Phaser repeatedly at the enemy Crow invaders, vaporizing one, two, three...four, before he finally missed. Two of the humanoid birds rushed toward him, taking advantage of his inaccuracy. Although physically confined to his Anti-Grav Wheelchair, Captain Severick was more than willing to give his life to shield his old love, Captain Dequest from harm. A blade nearly the length of his arm appeared out of seemingly nowhere. He promised himself it would taste Black Flock blood before this battle was over. And, if that failed, he reminded himself of the Photon Grenade that was hidden under his Anti-Grav Wheelchair for No-Win Situations. He and his Love would enter the Afterlife together...

That was the last thing that Captain Severick remembered before he saw the huge creature on the Old Guard's View Screen. It was massive, definitely the size of a Dreadnought and possibly even a Battleship. He remembers seeing Plasma-like Whips lashing out, destroying all nearby enemy ships. Then multiple columns of light appeared on the Bridge of the Old Guard.

Transporters.

Reinforcements had arrived at last from an unexpected source.

ANGELS SENT FROM HEAVEN TO SAVE THEM ALL FROM THE JAWS OF DEATH...

By Norman Dizon (Ichaborn) on Saturday, June 28, 2025 - 10:51 pm: Edit

THE ORDER OF ULTIMATE TRUTH INQUISITION HEAVY CRUISER SSD
Link to the Order of the Ultimate Truth Inquisition Heavy Cruiser SSD

THE MITRAX GALAXY

THE ORDER OF ULTIMATE TRUTH SHIPS
(MXR2.1) INQUISITION HEAVY CRUISER (CA):


The Order of Ultimate Truth Inquisition Heavy Cruiser was a heavily armored vessel in the Mitrax Galaxy outfitted with powerful weaponry. Well known for its fearsome Heavy Holy Cannons, whose slow build-up and release of energy could be detected by enemy starships, the Order of Ultimate Truth Inquisition Heavy Cruiser also possessed a vast array of Proton Dischargers. Surprisingly, the Order of Ultimate Truth never developed Neutronium Armor, opting instead for the implementation of Hemisphere Armor on their starships.

What differentiated the Order of Ultimate Truth Inquisition Heavy Cruiser from enemy starships was a strange device called the Shield of Truth. When activated, the Shield of Truth absorbed and stored power from incoming energy fire. When enough energy was stored, after repeated enemy assaults, the Spear of Judgement was activated. This short ranged, directionally limited, mauler-like weapon caused massive devastation to its target. The combination of the Shield of Truth and the Spear of Judgement generated widespread fear in all of the enemies of the Order of Ultimate Truth.

DESIGNER NOTES:

The original Order of the Ultimate Truth Heavy Cruiser designed by Francois Angers was armed with Large Gauss Cannons. In order to avoid confusion with Qixa armaments, I changed the name of their heavy weapons to Heavy Holy Cannons.

As noted in the Human Cooperative's Designer Notes, the Proton Pulse Emitters have been changed to Proton Dischargers to avoid confusion with Sigvirion Pulse Emitters.

The Heavy Holy Cannons needed revision to bring them more into Alpha Sector Standards. Francois favored three Powerful Heavy Weapons instead of the Alpha Sector's four Heavy Weapons. But, as noted in the Human Cooperative's Designer Notes, this poses a number of problems. So the Order of Ultimate Truth Inquisition Heavy Cruiser received four Heavy Holy Cannons, but with revised damage tables and arming costs.

Francois designed the Energy Absorber to act as a Battery which can store multiple points. But this poses a number of issues. In particular, one hit on the DAC and the ship no longer has any Reserve Power. Furthermore, the very name of Energy Absorber is misleading, as it could potentially lead one to believe it somehow absorbs energy damage. For this reason, the Energy Absorber was renamed to the Energy Cell.

The Proton Pulse Emitter Type C (now the Proton Discharger Type C) had a damage table similar to a Phaser-2. I thought this was fine and left it as is.

The Proton Pulse Emitter Type A (now the Proton Discharger Type A), however, raises some questions. Its damage table is similar to a PH-3, but with more limited range and higher damage output. Curiously, Francois designed the original Order of Ultimate Truth Inquisition Heavy Cruiser with eight Type A Phasers. The limited range of such a high number of Phasers could cause issues during Playtesting. I highly suspect they will, but I left them as originally designed for now. We will see how Playtesting goes and then adjust as necessary.

I'm not sure why Francois separated the Shuttles into two separate Bays, but I left his original design as is.

Even with the hemisphere armor, I found Francois' original design of the Order of Ultimate Truth Inquisition Heavy Cruiser to be tactically limited. Other than its powerful Heavy Weapons, the starship simply had a suite of Phasers (with many of them very limited in range). This doesn't give a Captain many tactical choices in battle.

To solve this and to add to the tactical complexity of the Order of Ultimate Truth Inquisition Heavy Cruiser, I developed the Shield of Truth and the Spear of Judgement. Both devices require tactical planning in order to be used successfully. And they make the Order of Ultimate Truth Inquisition Heavy Cruiser far more interesting to fly. The Shield of Truth absorbs partial energy from incoming damage and stores it for later use as the mauler-like Spear of Judgement.

All in all, the Order of Ultimate Truth Inquisition Heavy Cruiser is a valuable addition to the Mitrax Galaxy. The ship has been developed beyond what Francois originally created. It will require plenty of Playtesting. Per the Mitrax Galaxy Designer Notes, the Goals of Playtesting are: to be Balanced against Alpha Sector starships (of the same type) and to be Balanced against other Mitrax Galaxy starships (of the same type). Time will tell what changes need to occur (if any).

There is plenty of room for growth for the Order of Ultimate Truth. The Heavy Holy Cannons possess no overload, proximity, fastload, or underload abilities. These could be developed either as technology tests or as the development of X-Technology is approached. The power stored by the Shield of Truth cannot be used for other purposes, but this can change as technology advances for the Order of Ultimate Truth. The Order of Ultimate Truth might learn the limitations of the Proton Discharger Type A and make decisions to upgrade them. They might also realize the vulnerabilities of the Energy Cell and institute changes to better protect their Reserve Power.

By Norman Dizon (Ichaborn) on Monday, June 30, 2025 - 03:29 pm: Edit

CONSTRUCTION OF THE PROJECT-X TIMELINE
Link to Project-X
Link to the Republic
Link to the Regime
Link to the Confederacy
Link to the Legion


The Timeline of any galaxy is essential because it sets the dates for Technological Advancements, Ship Availability, and Major Historical Events. A proper Timeline creates the foundation necessary for writing future Scenarios. A Timeline also gives the Player an overall understanding of the state of the galaxy at any given moment, along with the status of the empires within it. Unfortunately, creating a Timeline for a galaxy is a massive task not completed in a single sitting. Like any huge undertaking, the Construction of a Timeline must be taken in small steps, piece by piece at a time.

The Construction of the Project-X Timeline is no different. However, Project-X does contain some peculiarities that need to be specially addressed. Here is a list of the current Project-X Directives while constructing its Timeline:

* Project-X is divided into Ten Eras. Each Era will feature different technological advancements on a galaxy-wide scale.
* In order to make Project-X different from existing, published galaxies, specific years are noted on the Timeline with an X instead of a Y. This can be explained by stating the Project-X Calendar System is governed by an alien term starting with an X (to be defined later).
* Project-X is divided into Major Empires and a multitude of Minor Empires. Early work on the Project-X Timeline will focus only on Major Empires.
* In particular, the Republic and the Regime will take center stage in the Timeline. Other Major Empires will also be highlighted, but not to the same extent. Minor Empires are the lowest priority in the early construction phase.
* Technological Advancements are to be noted. Specifically, weapon and device creation.
* Specific Ship Type Availability is to be noted.
* For Project-X, space terrain is of vital importance. Discoveries, usages, and incidents regarding critical strategic terrain in Project-X is to be noted.
* Interaction between Empires is to be noted, although it will be minimal in the earliest Eras of Project-X.
* Named Ships of importance are to be noted, along with historical incidents and achievements.
* Wars are to be noted, although they will most likely not occur in the opening Eras of Project-X.
* Battles, Skirmishes, Surprise Attacks, and the like are to be noted.
* Political Negotiations (treaties, ceasefires, etc.) and Discussions are to be noted, along with all governing bodies involved.
* Scenario Historical Events are to be noted.
* Important Monster Encounters are to be noted.
* Specific Locations and Areas in Project-X are to be noted as events unfold there.
* The State of each Empire (economy, production, fleets, bases, planets, etc.) is to be discussed from time to time (not too often).
* Specify names of planets, especially Homeworlds, as they become relevant.
* Note how and what each empire thinks of other empires at specific times. Describe their perspective, emotions, and inner thoughts.

I realized that there must be a time period before the First Era, where developments were taking place before First Cruisers came into being. This Pre-First Era period became known as the Zero Era.

In order to make Project-X History cyclical and different from formally published galaxies, I added the Final War in the Tenth Era, wherein all empires of Project-X would be so devastated they would be reset in Technology and Knowledge to Zero Era levels. The Cycle of History would then repeat.


** PROJECT-X TIMELINE AS OF 063035. UNDER ONGOING CONSTRUCTION **


ZERO ERA -X300 TO -X1



-X300
The Gypsy are already roaming about all of Project-X, trading and transferring products and technology, along with vital information. They are a peaceful, non-organized people whose starships are not armed.

-X88
The Senate begins the design stage for the Shroud Device. The Shroud Device will give the Senate, what they believe to be, an unbeatable tactical advantage in combat. However, making sure the device will work properly, resolving errors and malfunctions, and building a working copy proves to be more daunting than anticipated. Work continues on it.

-X79
The Republic is formed from multiple member planets. Theirs is a benevolent mission of peace and exploration.

-X74
The Regime is officially announced to various subject worlds. Theirs is a mission of conquest and domination through superior force.

-X70
The Republic develops the Phaser-V. They begin setting up logistics for mass production. A Phaser Capacitor has not been engineered yet.

-X68
The Senate discovers the Phaser-VI. This short range, rapid fire Phaser would also be discovered later by the Republic, although the two discoveries are unrelated and completely separate.

-X66
The Regime creates the Phaser-VII. The Phaser-VII is purposely designed to hit from afar to compliment the Regime's high speed tactics during combat. A Phaser Capacitor has not been engineered yet.

-X59
The Republic designs the Kinetic Torpedo. The initial design has no ability to overload or double overload.

-X57
The Legion develops the Phaser-X. Once deployed by the Legion, the Phaser-X would see widespread use throughout Project-X.

-X55
The Regime constructs the Neutron Bolt. The first Neutron Bolts cannot overload and have no proximity feature.

-X52
The Confederacy designs the Mass Torpedo. Early testing indicates that it is almost always guaranteed to hit its target due to its extremely fast rate of travel.

-X48
The Regime develops the Light Missile Rack. The seeking weapon causes minimal damage and launches at a slow rate, but moves at an accelerated speed.

-X39
The Confederacy successfully creates Pseudo Mass Torpedoes. Confederacy Engineers nicknamed them Ghost Torpedoes because of their ability to look real and yet not be real.

-X34
The Legion engineers a type of variable torpedo, where the damage yield is scaled depending on how much energy is fed into it. The Hyper Torpedo is born.

-X29
The Republic improves the Kinetic Torpedo so that it can overload, causing increased damage to its target.

-X28
The Senate successfully engineers a Mass Torpedo which is larger and much deadlier than the Mass Torpedoes employed by the Confederacy. Because of its power requirements, the Mass Torpedo, dubbed the Type P Mass Torpedo, will likely only be installed one at a time on future starships.

-X26
The Democracy designs the Light Kinetic Sphere. Engineers have ideas on how to improve the seeking weapon, but need more time to properly research and engineer the weapon.

-X23
The Regime develops an overload feature for their Neutron Bolts. This allows the Regime to choose between fighting at range or closing to fire overloaded weapons.

-X22
The Legion completes construction of the first Centurion Missile. Test results on an uninhabited world are devastating. Due to its size, only one Centurion Missile can be carried at a time.

-X16
The Republic discovers a method to double overload the Kinetic Torpedo, causing massive damage but severely limiting the weapon's range.

-X12
The Democracy successfully creates the Heavy Kinetic Sphere, an improved and more powerful version of the Light Kinetic Sphere. Both weapons are kept, intended for use on future Democracy starships.

-X8
In an effort to make their Neutron Bolts more accurate at a distance, the Regime designs a Proximity Feature. This allows the Neutron Bolts to accurately hit targets at range, but at a reduced cost in damage output.

-X5
The Senate builds its first working Shroud Device. The system must be completely integrated with the starship carrying it. In effect, it will become part of the systems on the vessel. Construction of a starship capable of carrying the Shroud Device begins.

-X3
The Democracy integrates its Kinetic Sphere technology into its Probes, creating a strange type of weapon never seen before in Project-X.


FIRST ERA X1 TO X264


X1
The Republic launches its First Cruiser from space dock. Many more would follow, allowing the Republic to explore its surrounding regions in an efficient, organized manner. The Republic First Cruiser is a sturdy vessel carrying two powerful Kinetic Torpedoes and a host of Phaser-V's.

X3
The Khan sends out its First Horseman Scouts to begin exploring and mapping Project-X. Identifying potential adversaries and assessing their combat capabilities is one of their main objectives.

X4
The Regime begins mass production of the FZ4 Battlecruiser. The Battlecruiser will be armed with Neutron Bolts, PH-VII's, and the newly developed Light Missile Rack. It will be a swift moving vessel with excellent maneuverability.

X7
The Confederacy fields its First Battlecruiser. The Battlecruiser carries both Mass Torpedoes and Pseudo Mass Torpedoes, supplemented by a suite of Phaser-V's. The Confederacy can't imagine any other starship being able to stand up to the First Battlecruiser in battle. Time would teach them otherwise.

X15
The Repubic encounters an Eater of Worlds for the first time. A lone Republic First Cruiser tries desperately to save a planet from the monster's ravenous appetite. It fails, the starship is destroyed, and Petrickon IV is consumed by the Eater of Worlds. The Republic could never have imagined that other Eater of Worlds exist.

X26
The Senate sends out its First Raider. The First Raider carries a powerful Type P Mass Torpedo and possesses a Shroud Device seamlessly integrated as part of the ship. The Senate First Raider would long become the bane of both Republic and Regime starships.

X30
The Legion launches its First Cruiser. Armed with the variable Hyper Torpedo and PH-X's, it is an impressive vessel. The Legion First Cruiser carries one Centurion Missile.

X69
The Republic discovers the Rose Petal Current. They begin to follow and fully map the major Subspace Current.

X78
A Republic First Cruiser encounters a Regime FZ4 Battlecruiser for the first time. The Regime pretends to seek peaceful contact in order to lull the Republic First Cruiser into a vulnerable position. The ruse works. When the Republic First Cruiser is at close range with its shields down, the Regime FZ4 Battlecruiser opens fire, revealing its duplicitous nature. The Republic First Cruiser is instantly crippled. The complete destruction of the Republic First Cruiser would soon follow, but not before an emergency subspace message was sent to Republic Command with details about the Regime FZ4 Battlecruiser and what occurred.

X80
The Democracy deploys its First Cruiser. The First Cruiser is armed with Light and Heavy Kinetic Spheres, backed by multiple Phaser-V's.

X122
The Republic develops the Phaser-VI. They rush to convert two First Cruisers, swapping out the PH-V's for the brand new Phaser-VI's. A Captain engages in combat using the converted First Cruiser and is forced to close to 10,000 kilometers just to make the Phaser-VI's effective. Republic Command is extremely disappointed with the combat performance. The two converted First Cruisers are redesignated as (First) Escort Cruisers, whose primary purpose is now to provide anti-missile support against enemy seeking weapons.

X135
The monstrous Subspace Waterfall which will later be known as Victoria Falls is found by the Republic. Early talks begin about the strategic advantage of building a (star) base atop of the Subspace Waterfall. Such a construction project would be a huge undertaking. The Republic does not currently have the resources or finances to create such a (star) base.

X144
The Republic designs the Kinetic Howitzer for implementation on a First Cruiser Hull. The long range weapon goes into the testing phase. Results are extremely positive.

X146
Dark Matter Mountains are encountered by the Republic at the top of the monstrous Subspace Waterfall that will later be known as Victoria Falls. Efforts begin to catalog and chart the Dark Matter Mountains. Locations for a possible future (star) base are noted.

X149
Construction of Starbase Dover begins. A massive shift in resources is required to make this possible.

X156
The Republic launches the First Artillery Cruiser. The starship engages in real combat (not simulated) and is a resounding success. The Republic wholeheartedly approves production of the First Artillery Cruiser on a mass scale.

X213
The Khan sends out a horde of First Cavalry. Typically working in trios, the First Cavalry units perform lightning fast hit-and-run raids on every empire in Project-X. They do not engage directly except in rare circumstances where they are sure to win. The empires of Project-X are thrown into disarray by the unpredictable attacks, as supply lines, bases, colonies, logistics, reinforcements, and gathering fleets are disrupted. The speed and unorthodox movement patterns of the First Cavalry make it very difficult for any single empire to mount an offensive against them.

X253
The Republic finishes construction of Starbase Dover atop Victoria Falls within the Dark Matter Mountains. Starbase Dover would become a critical gathering point for all Republic forces in the future.


SECOND ERA X265 TO X419


X267
Phaser Capacitors are engineered for all types of Phasers throughout Project-X.

X270
Second Cruisers are developed. The Second Cruisers integrate shipwide Phasers with a single Phaser Capacitor.


THIRD ERA X420 TO X603

FOURTH ERA X604 TO X772

FIFTH ERA X773 TO X911

SIXTH ERA X912 TO X1085

SEVENTH ERA X1086 TO X1289

EIGHTH ERA X1290 TO X1699

NINTH ERA X1700 TO X1852


TENTH ERA X1853 TO X2000


X2000 THE FINAL WAR

All empires in Project-X suffer total apocalypse. This nearly destroys them, resetting every empire in Project-X back to Zero Era Technology and Knowledge.

By Norman Dizon (Ichaborn) on Tuesday, July 01, 2025 - 12:42 pm: Edit

WILL O WISP LANTERN CRUISER SSD
Link to the Will O Wisp Lantern Cruiser SSD

THE PRIME SECTOR


WILL O WISP SHIPS
(PMR17.1) LANTERN CRUISER (HC):



The Will O Wisp Lantern Cruiser was a mysterious vessel known for its quick transportation movement. Opponents found this strange movement to be random and unpredictable. The Will O Wisp Lantern Cruiser was equipped with 4 Transporter Collector Beams, 2 Energy Howitzers, a set of Phaser-1s, and 2 Quantum Transporter Drone Racks. The starship was protected by layers of Ceramic Composite Armor in all directions. This unusual Armor could be replenished during battle by the Transporter Collector Beams.  The Will O Wisps stayed out of conflict as much as possible, unless you tried to enter one of their protected Haunted Woods, in which case you would instantly find yourself facing a small army of Will O Wisps ships that appeared out of nowhere.


DESIGNER NOTES:


The Will O Wisps are my version of the Ryn. Most of the Ryn’s technology was sound enough to use as it was, but a few changes were still required.

Ceramic Composite Armor worked fine as it was defined, except for the fact that the Ryn used FH and RH Ceramic Composite Armor sets. This would not do for the Prime Sector version of the Ryn. Having all the CC-Armor piled together in only Two Hemispheres means that the starship can withstand a great deal of damage because each Hemisphere covers 3 Arcs. The Ryn CA has 48 Ceramic Composite Armor in its Forward Hemisphere. Compare the 48 to a Standard Alpha Sector CA with a 30 Shield #1 and you can see how much more damage the Ryn can absorb from a single blow. Having a FH/RH Defense System like this makes the Ryn very similar to the Andromedans who use the FH/RH PA Panels.

The simplest solution was to make each Ceramic Composite Armor Directional for One of the Six Arcs. This would allow me to reduce the Armor for each Arc appropriately while still allowing for each Ceramic Composite Armor to be replenished by the Transporter Collector Beams.

I had to carefully examine the Energy/Damage Output for the Transporter Collector Beams. The issue with the Transporter Collector Beams is that the First Number applies to Shields and the Second Number applies to Internals with Shields Down. This different application of damage was very important to remember when examining the energy to damage ratio. For the most part, the standard 1:2 energy/damage ratio was followed, with the Internals getting an even better ratio at times. For 1 point of energy, the TCB can damage Shields for 2 points and score Internals for 2-3 points at Ranges 9-15. For 1 point of energy, the TCB can damage Shields for 5 points and score 8 Internals at Ranges 0-1. This is Highly Efficient at Close Range. For 2 points of energy, the TCB can damage Shields for 4 points and score 6 Internals at Ranges 4-8 (Revised). For 2 points of energy, the TCB can damage Shields for 6 points and score 10 Internals at Ranges 0-1. Again, this is Highly Efficient at Close Range. For 3 points of energy, the TCB can damage Shields for 6 points and score 10 Internals at Ranges 2-3. For 3 points of energy, the TCB can damage Shields for 7 points and score 12 Internals at Ranges 0-1. Again, Very Efficient at Close Range. Lastly, for 4 points of energy, the TCB can damage Shields for 8 points and score 14 Internals at Ranges 0-1. Once again, Very Efficient at Close Range.

To summarize, the TCB Energy/Damage Ratio is Balanced, with the weapon being Highly Efficient at Close Range, especially in terms of Internals. So no changes were needed to the Transporter Collector Beam. However, I did have to Revise the Range Brackets, because the heavy weapon was still using the Odd Omega Range Brackets. I changed the Ranges to Alpha Sector Standards for the Prime Sector.

The Transporter Emitter Missiles posed a different problem. I never liked how the Missiles fired a TCB at its target. This basically made the Missile like a Swordfish Drone. Using the Quantum Transportation Movement for the Missile was great though and I wanted to keep that aspect of the Transporter Emitter Missile. And so the Quantum Transporter Drone was born. This is simply a Type-I Drone that uses Quantum Transportation for movement. Quantum Transporter Drones must strike their target; they do not possess a TCB like the Transporter Emitter Missile.

To increase the depth of the Tactics available, Quantum Transporter Drones can also be loaded into a Scatterpack. Why not? They are basically just 6 Type-I Drones that Move Ultra Fast.

Since the Transporter Collector Beams did not score as much damage against Shields as a Disruptor or Photon at Mid-Ranges, I changed the existing Phasers to PH-1s. This increases the overall damage output a little bit.

But something was still lacking. We have a ship that can move around using Quantum Transportation for movement, Transporter Collector Beams that score mediocre damage against Shields and a high amount for Internals, Directional Ceramic Composite Armor, and Quantum Transporter Drones for seeking weapons. There needed to be something to help bring down the opponent’s Shields so that the Transporter Collector Beam could do its job.

I spent a lot of time brainstorming a new weapon that could really damage Shields but not cause too many Internals. Then I realized that weapon already exists in Omega. The Energy Howitzer. The Energy Howitzer did not fit the Grove, the Prime Sector version of the Chlorophons. But the Energy Howitzer is perfect for this particular application. The Energy Howitzer damages 3 Shields at once, but scores little damage if the target’s Shields are down. This is the Perfect Compliment to the Transporter Collector Beam.

Energy Howitzers break the standard Energy/Damage Ratio, because they affect 3 Shields at once. However, this powerful attack is mitigated by their Reduced Damage when scoring Internals.

I had to once again revise the Range Brackets on the Energy Howitzer, changing them from the Odd Omega Range Brackets to the Standard Alpha Sector Range Brackets.

However, having an empire use a Combination of Transporter Collector Beams and Energy Howitzers can easily become unbalancing, so I had to strictly limit how many of each heavy weapon the ship could carry.

Add in the T-Link used by the Ryn and this New Empire is complete. The Ryn Nebula is replaced in the Prime Sector with separate, isolated Haunted Woods, the translated names for regions of space inhabited by the Will O Wisps. The Will O Wisps fiercely defend these areas as they are very Xenophobic. Oddly enough, the Will O Wisps seem to have a symbiotic relationship with both the Grove and the Fair Folk. The Grove and the Fair Folk seem to protect the Will O Wisps and their Haunted Woods.

In summary, the Will O Wisp is a powerful Direct-Fire Combatant that also uses Quantum Transporter Drones for Seeking Weapons. Energy Howitzers tear down the enemy’s Shields, allowing the Transporter Collector Beams to score a high number of Internals, thereby replenishing the Will O Wisp’s Directional Ceramic Composite Armor. Quantum Transporters allow the Will O Wisp to move in unusual and unpredictable patterns, thus creating Tactical Depth during Gameplay. The Will O Wisp is a straightforward Star Fleet Battles Empire to Play, and yet their Unorthodox Movement and Ceramic Composite Armor Replacement presents Brand New Tactics, both to Utilize and to Fight Against.

By Norman Dizon (Ichaborn) on Wednesday, July 02, 2025 - 06:54 pm: Edit

PROJECT-X TERRAIN
Link to Project-X

Project-X is home to many different kinds of terrain in space that have tactical and strategic value. What follows are just some of the many kinds of terrain in Project-X:

BOILING FENS

Boiling Fens, as they are translated from Project-X languages, slowly damage (1-3 points) all six shields every turn. This can be countered with general or specific reinforcement, but at a constant energy cost. If some of the shields go down or all of the shields go down, all remaining damage is treated as internals. This ongoing damage will continue so long as the starship remains in the Boiling Fens.

Obviously, tactics dictate to force enemy fleets to enter the Boiling Fens while having your own forces avoid it. If a Base is built next to the harmful terrain, then the Boiling Fens provide a natural defense for the Base.

TEMPLE GROUNDS

Temple Grounds, as they are translated from Project-X languages, will slowly restore damaged shields for starships every turn. This process is slow, typically rebuilding 1-2 points every turn on all shields that are damaged. The source of this process, and why it doesn't affect other kinds of defensive technologies like armor or power absorbers, is still being researched.

Clearly, having a resource like Temple Grounds right next to your base is of great benefit. Even better, some bases are just built right on top of some Temple Grounds. Adversaries seeking to lay siege to such strategic locations have long sought a way to nullify the benefits of the Temple Grounds.

EMPTY TOMBS

Empty Tombs, as they are translated from Project-X languages, are highly sought after and fought over in Project-X. Miraculously, once per month, if a dead body exists on a starship, it will be completely healed and brought back to life. If more than one dead body exists on a starship, a single body is chosen randomly. Artificial beings, mechanical constructs, and cyborgs are never raised. There is much speculation and debate that the reason why is because they never had a soul in the first place.

POISON FIELDS

Poison Fields, as they are translated from Project-X languages, are deadly areas of space that sap the energy of any starship within. On the first turn, only one point of total power (from any source) is lost. Thereafter, another point is added to the previous amount and subtracted from the starship's total power. This continues until finally, the starship is left completely without power and ultimately, no life support.

Bases are usually built next to Poison Fields. They are a deterrent to invading fleets and give a significant advantage to the Base, especially the longer the battle goes on.

CLASHING ROCKS

The Clashing Rocks, as they are translated from Project-X languages, are two hidden subspace masses so massive they exert gravitational forces that crush any starship caught within them. Unlike the Boiling Fens, the Clashing Rocks damage their targets much more rapidly, typically collapsing shields on the first turn, causing devastating internals on the second turn, and triggering the ship's explosion on the third turn.

Because of the deadly threat created by Clashing Rocks to attacking enemy fleets, Starbases usually take advantage of their existence and are built right next to them.

By Norman Dizon (Ichaborn) on Wednesday, July 02, 2025 - 06:57 pm: Edit

SENATE FIRST RAIDER SSD
Link to the Senate First Raider SSD

PROJECT-X

SENATE SHIPS
(PXR10.1) SENATE FIRST RAIDER (FRA):


The Republic and the Regime were completely unprepared for their first encounters with the Senate. Shrouded First Raiders had covertly penetrated their borders and wreaked havoc behind their front lines. The confusion and panic caused by the Senate First Raiders was on an unbelievable scale. Precious resources were destroyed, bases were crippled, and supply lines were cut.

After the Republic and Regime analyzed the sensor data, they determined that they were under attack not by hidden enemy fleets, but by lone starships hidden from sight. Adjustments were made so that these shrouded raiders could be located. Soon after, huge fleets of search vessels scoured the area to catch the Senate First Raiders.

Even once found, the Republic and Regime had great difficulty in combating the Senate First Raiders. Their Shrouding technology, combined with their powerful Type P Mass Torpedoes, made them unique and deadly adversaries. It would take many battles, years of study, and the loss of countless lives before sound tactics were developed which could counter the unorthodox method of fighting employed by the Senate.

By Norman Dizon (Ichaborn) on Thursday, July 03, 2025 - 11:43 pm: Edit

ROC
STARDATE 07.03.25
FIMBULVETR

Link to the Roc SSD


"FIRE ALL PHASERS!!!!"

The Unity Light Dreadnought tilted sixty-three degrees while following a curving flight path through the dark of space. Blue and yellow beams of light shot out of its wing sections, each one trying desperately to shoot down the incoming drones.

Just as each beam was about to strike its target, the drones disappeared as if they were never there. There was a slight shift in reality. Then the drones reappeared right next to the Roc, each drone swooping in from a different direction. The Roc shook violently from the multiple impacts.

"Our fourth shield is down!! Fifth shield down to twenty-two percent! Sixth shield down to thirty-nine percent! Third shield down to eight percent! Our first shield is still holding at forty-three percent!"

"Continue to <SQUAWK> repair shields with <SQUAWK> available power," Captain Bellafina Rainbow Freefeather said in a loud voice. The tone of her voice was desperate, but overlayed with forced calmness. "Preserve our <SQUAWK> Reserve Power for <SQUAWK> our moment of need. How are our <SQUAWK> birds doing?"

"Not good, Captain," Mister Yeren, the Roc's First Officer, answered from his nearby seat. The eight foot tall hairy simian was staring at a small screen attached to his chair. "We've lost two ThunderRocs. The third is trying to make it back to the Roc, but she's damaged."

"Turn the Roc <SQUAWK> toward her in order to..."

Suddenly, a circular craft about half the size of the Roc appeared next to the damaged ThunderRoc. A Dissection Beam shot out of it, slicing the ThunderRoc cleanly in half. A fiery explosion followed. The circular craft quickly faded away once more.

"Too late." Mister Yeren stated in a sad voice.

Curse them, Bellafina thought to herself. This was supposed to be an easy supply run to Ravin-II to collect some much needed Umbrilium. If I had known that we were going to be ambushed by a Neo-Invader Hauntling on the way back, I would have brought a Battle Pod instead of a Cargo Pod. Now, I'm not entirely certain I can get the Roc back to Planetbase in one piece...

"Quantum Torpedoes and <SQUAWK> the R Plasma?" Captain Freefeather asked. Her body was covered with beautiful feathers which displayed the full spectrum of a rainbow.

"Still unable to achieve a Lock-On," Mister Cheshire replied with a purr. The Science Officer looked like a humanoid Persian Cat. "The Neo-Invader Hauntling is using its Ethereal Device to counter our Seeking Weapons. It continues to rapidly fade in and out in order to disrupt our Lock-Ons. I am trying to compensate..."

You won't be able to achieve what countless other Home Sector Science Officers have tried to do, Bellafina stated in her mind. This is how the Neo-Invader Hauntlings destroyed so many fleets so quickly. You can't fight what you can't see...what you can't touch...

The Neo-Invader Hauntling faded into normal space right behind the Roc, where she was most vulnerable due to a down shield. Tractor-Repulsor Beams shook the Roc forward and back, starboard and port, violently shaking her to pieces. Twin Dissection Beams shot out, their deadly rays nearly cutting off the Roc's wings. The final blow was a barrage of Phaser fire. The Roc shook from multiple explosions. Crew members screamed in terror. Part of the ceiling on the Bridge collapsed. Its Warp Engines went dark.

Marengo Firecloud Wildfeather...Revered Ancestor...I come to you now...embrace me in your wings...and fly me to the Great Egg...

"Captain, two Unity starships are dropping out of Warp!!" Mister Cheshire reported, his fur covered with blood and dirt. His furry tail whipped back and forth with excitement.

"By the <SQUAWK> Sacred Beak..." Captain Bellafina Rainbow Freefeather said as she stood up from her Command Chair. She stared at the View Screen in disbelief.

"IT'S THE SHIELD MAIDEN AND THE HELLHOUND!"

By Norman Dizon (Ichaborn) on Sunday, August 03, 2025 - 06:46 pm: Edit

OUROBOROS
STARDATE 08.03.25
FIRST SECTOR

Link to other Fiction


Captain Poe quietly entered Ensign Lee's Quarters. He was not an intimidating figure. Standing only five feet five inches tall, Edgar was soft spoken, passive, and reserved. His demeanor and speech has disarmed many an individual. A light mustache and faint beard clung to his middle-aged face. But it was Captain Poe's eyes that told his true story. For those melancholy orbs revealed the fact that he was not truly alive.

"Ensign?" Captain Poe said, immediately noticing the illumination in her Quarters had been dimmed. "You did not report to your Duty Station today. They said you were ill."

Captain Poe saw the Ensign sitting on the edge of her bed weeping. She had been engaged to Ensign Sutton. Regrettably, Ensign Sutton perished recently on an away mission. A crevice had suddenly opened underneath his feet, allowing the earth to swallow him whole. The fall into darkness ended with his broken neck.

Captain Poe walked over to Ensign Lee and gently sat beside her on the bed. He reached out with one hand, comforting her with the physical touch of a fellow living being. They sat in silence for a time, the Ensign continuing to weep as her emotions dictated.

"I know it's hard, Ensign Lee. But you must summon the strength to go on. Believe me, time will heal this wound. Just very, very slowly. Patience is your ally."

Ensign Lee looked at her Captain. She was grateful for his visit. She knew he didn't have to come by at all. That the Captain took the time out of his busy schedule to do so meant a great deal to her. He must have thought that she was worth saving...

"I can't go on without him, Captain. He was my love, my life, my future. Without him, I have nothing. No reason to go on. I just don't understand how he could be taken from me like this. Just when we were about to begin our life together. It's not fair! How could Death claim him when he was so young?!?"

Captain Poe just sat quietly listening.

"Perhaps I will just end it too and join my Beloved..."

Captain Poe stood up and turned away from Ensign Lee.

"Don't say such things, Ensign. You have much to live for. You have to live your life. You want to know why I came to check on you? So that you would know that there are people who still care about you. People who still support you. People who will hold you up when you cannot stand up yourself. So that you would realize that you are not alone, Ensign Lee."

The Captain paused before continuing.

"What do you know about Death anyway? Death will come for you soon enough, when your time is nigh...there is no need to rush into her embrace. Right now, you see Death as some kind of Monstrous Beast who savagely kills its prey and drags it into the Great Beyond. But over time, you will come to see Death...differently, as I have."

"Have you invited Death to dine with you? Have you spoken with Death about her motivations, misgivings, and regrets? Have you seen Death smile? Have you felt her cold embrace? Her icy caress? When despair suffocates you in the middle of the night, do you wake to see Death's comforting face staring back at you?"

"Because I have, Ensign. I have indeed..."

"AND SO, ALL THE NIGHT-TIDE, I LIE DOWN BY THE SIDE
OF MY DARLING - MY DARLING - MY LIFE AND MY BRIDE,
IN HER SEPULCHRE THERE BY THE SEA -
IN HER TOMB BY THE SOUNDING SEA."

By Norman Dizon (Ichaborn) on Monday, August 04, 2025 - 04:13 pm: Edit

COLUMBIAD
STARDATE 12.05.21
PRE-HISTORY YEARS

Link to previous Columbiad entries


"OH AINE, MEH LASS, YEH REALLY BIT THE TAIL OFF THE DONKEY THIS TIME!!"

The Shuttlecraft bucked and veered erratically like a wild bull. Right behind it, the hungry circular jaw of the Star Lamprey followed, intent on devouring its next meal.

The Columbiad tried to follow the Monster and the Shuttle, but the larger Terra Reserve starship was not as swift as the smaller entities.

"Stay with them, Mister Wallabig," Captain Dounia said in a calm, but stern voice. Her red and yellow uniform covered her entire body. "Aine O'Clery's life depends on it."

"Oim doin' meh best, Ma'am!" the handsome Australian Navigator replied in a loud, overly stressed voice. He was covering the Helm while Aine piloted the Shuttlecraft. Walker Wallabig could fly the Columbiad, but nowhere near as well as Aine O'Clery. His eyes bulged as he gripped the controls with both hands.

"I can't get a clear shot!" Makeba Impi yelled. The African Master Gunner knew that she had to kill the Star Lamprey with the Columbiad's Photon Torpedoes. But she would only get one chance. If she missed, Aine O'Clery was as good as dead.

"Stay calm, everyone," Captain Adeena Dounia instructed in a reassuring voice. "Together we will succeed." She activated the Intercom to Engineering.

"Argus, we need all the speed we can get. Divert all available Warp Power and Reserve Power."

The Old Greek Engineer responded in an excited and overworked voice. "I'm giving her all she's got, Captain! That bloody beast drained our Shields, but good. Reserve Power is depleted, its recharging now. We'll have to make do with what we've got!"

Liling Zhao, the Columbiad's Communications Officer, watched the View Screen with concerned eyes.

The Columbiad's engines roared loudly from the strain of the chase.

"Captain, I have an idea," Makebi said as she stared at the real time results flashing on her Work Station. A huge scar ran across one of her cheeks. "If I can hit the Star Lamprey with our Phasers, it might turn around to face us. The Phasers won't do any real damage to the Monster, but I can kill it with our Photon Torpedoes while its turning around."

Captain Dounia immediately did not like the idea. With the Shuttle and Star Lamprey's turbulent movement, the Columbiad could accidentally hit Aine O'Clery with its Phasers. But if the Columbiad didn't act quickly, she was going to be eaten alive. Adeena had no choice but to trust the aim and accuracy of her Master Gunner. After all, that's why Adeena chose her for the position.

"Ms. Impi...Fire."

There were three seconds of silence that passed before Makebi activated the controls to fire the Forward Phasers. Then red beams of light shot out of the Columbiad, striking the Star Lamprey in the tail. Furious, the Creature turned around to face the Columbiad. The Shuttle carrying Aine O'Clery rushed to a safe distance.

"Well done, Makebi!" Captain Dounia exclaimed, letting her emotions out, which she rarely did. "Now Fire Photon Torpedoes!!!"

Makebi Impi activated the Photon Torpedoes, well aware of the fact that she could not miss. Not only would Aine O'Clery be killed by the Star Lamprey, but everyone on the Columbiad would be as well.

Two bolts of white light flew out of the Columbiad. They struck the Star Lamprey directly in the center of its long body. The Monster let out a screeching death cry and then perished.

After a brief cheer from the Bridge Crew, everyone breathed a sigh of relief.

"Excellent work, Ms. Impi. You just saved all of our lives, including Aine O'Clery."

The Captain pushed a button allowing her to talk to the Shuttlecraft.

"Aine, you may return to the Columbiad. You risked your life to save all of us. We are in your debt. I will be sure to enter Commendations for you and Makebi in my Starlog."

Captain Dounia looked around at everyone on the Bridge. She was overwhelmed with thankfulness that they were all alive. Adeena closed her eyes and silently uttered a prayer to Allah.

So the Columbiad survives her first challenge, Captain Dounia thought to herself. This is a true blessing. Adeena was confident, now more than ever, that their long mission of exploration would be meaningful and fruitful.

Captain Dounia activated the Intercom, allowing her to speak shipwide so that everyone in the crew could hear her.

"The Columbiad has overcome her first obstacle in deep space. But she could not have done it without the coordinated actions of her brave crew. Take a moment to praise yourselves for what you have achieved. Be thankful for everyone around you. And always remember..."

TOGETHER WE WILL SUCCEED.

By Norman Dizon (Ichaborn) on Monday, August 04, 2025 - 04:18 pm: Edit

ANARCHY FIRST CRUISER SSD
Link to the Anarchy First Cruiser SSD


PROJECT-X


ANARCHY SHIPS
(PXR11.1) ANARCHY FIRST CRUISER (FCA):


When first encountered, the Anarchy First Cruiser created havoc among the empires of Project-X. Unused to dealing with Chaotic Technology, many first cruisers fell in battle against the Anarchy First Cruiser. The Unusual Shielding, combined with the Erratic Energy Generation and Variable Warheads, led to an opponent that was nearly impossible to predict, both in individual confrontations and in fleet engagements. Later, after more data was collected from repeated encounters, chinks in the Anarchy's technical armor was revealed, allowing the empires of Project-X to successfully engage them and, if certain factors were in place, to overcome them.


DESIGNER NOTES

This SSD was created back in 2019. No changes are needed to bring it up to date in Project-X.

By Norman Dizon (Ichaborn) on Monday, August 04, 2025 - 09:33 pm: Edit

All Genesis Project SSD's will now have a cleaner, more polished look. Fonts have been standardized, text made more consistent, and logos and symbols cleaned up.

Older SSD's will remain the same until I have a chance to revise them.

By Norman Dizon (Ichaborn) on Monday, August 04, 2025 - 09:47 pm: Edit

WORLDS OF UNIONS DRAGON HEAVY CRUISER SSD
Link to the Worlds of Unions Dragon Heavy Cruiser SSD


THE MITRAX GALAXY


WORLDS OF UNIONS SHIPS
(MXR3.1) DRAGON HEAVY CRUISER (CA):



The Dragon Heavy Cruiser was a fearsome predator in the Mitrax Galaxy, particularly at close range. Armed with two power hungry, extremely flexible Hellfire Torpedoes, the Dragon Heavy Cruiser was also outfitted with four Extended Range Pulse Phasers, two Short Range Pulse Phasers, and two Light Pulse Phasers. The Hellfire Torpedoes were known for their tactical adaptability; they could adjust to dominate nearly any kind of battlefield situation. To make matters worse for adversaries, the Dragon Heavy Cruiser also carried a full compliment of Pseudo Hellfire Torpedoes which were launched precisely at critical moments in the battle to draw enemy fire. As a final symbol of superiority, all Worlds of Unions starships employed Hellwings, a special device incorporated into the starship that provided improved tactical movement for a limited time. The Dragon Heavy Cruiser is rounded out by an impressive Power Curve, a sufficient number of Shuttles, and a thick layer of Neutronium Armor.

Original description by Francois Angers: The Dragon is one of the most powerful heavy cruisers of the (Triangulum) galaxy, mounting two hellfire torpedoes with a lot of power. An "anchor" by this ship is almost always fatal to its adversary. The versatility of the hellfire torpedo permits this ship to fight in many different ways.


DESIGNER NOTES:


Ever since Playtesting began, there have been many issues with the Worlds of Unions Dragon Heavy Cruiser. The primary problems stemmed from the design and functionality of the Hellfire Torpedo. Secondary problems involved the Short Range Pulse Phaser. I knew that, in order to bring the Worlds of Unions Dragon Heavy Cruiser into balance with Alpha Sector Heavy Cruisers (and other Mitrax Heavy Cruisers), the Hellfire Torpedo would have to be fixed.

Initially, my first instinct was to get rid of the Pulse Phasers and replace them with the Proton Dischargers used by other Mitrax empires. The more you have different Phasers in a galaxy, the more unbalanced the galaxy becomes. So making Proton Dischargers the dominant Phasers throughout the Mitrax galaxy made sense. However, upon careful examination, I realized that the Pulse Phasers were, in fact, different from the Proton Dischargers and worthy of their own tactical benefits (and drawbacks). The Short Range Pulse Phaser was the most questionable, since it could generate thirteen points of damage at close range, but comparisons to the Type E Proton Discharger yielded similar damage output levels. Playtesting will determine if these damage amounts are too high (for a Phaser type weapon) or not.

Many of Francois' designs involve calculations during gameplay. This is especially true of the original Hellfire Torpedo, which required complex calculations. However, such calculations not only slow down gameplay (reducing player immersion and enjoyment), but they also increase the possibility of errors occurring (due to having to make calculations on the fly). Therefore, one of my primary goals while fixing the Hellfire Torpedo was to get rid of the need to make calculations during gameplay.

It took much analysis and examination to break down Francois' original intent with the Hellfire Torpedo calculations. The weapon is definitely a complex one. Francois wanted the Turns to Arm to be variable, the Power required to Arm to be variable, the Speed of the Hellfire Torpedo to be variable, the Warhead Strength to be variable, the Warhead Strength Lost per Hex to be variable, and the Warhead Strength Lost due to Phaser Fire to be variable. Immediately, considering all of these critical areas for Plasma Torpedoes, one can see the potential issues and problems that can arise.

Francois also included a Hellfire Blaster, which was a direct-fire application of the Hellfire Torpedo, but it too required calculations that must be made during gameplay.

In order to solve the many issues with the original Hellfire Torpedo, rather than leaving all of the possibilities open and requiring calculations, I solidified the possibilities into distinct types, each of which would have specific qualities and characteristics. These types could then be clearly defined and balanced, something which was extremely difficult to do with all of the original required calculations. Of course, there would be some possibilities that would be left out, as they could not all be included, and anything clearly unbalancing would be eliminated.

In order to achieve weapon balance (compared to Alpha Sector weaponry), I had to make some difficult choices. As no Alpha Sector Plasma could travel Speed 64, I removed the ability for Hellfire Torpedoes to move Speed 64. Sabots move at Speed 40, so I decided that Speed 40 should be the maximum limit for Hellfire Torpedoes. Moreover, the power levels of a 4-turn Plasma were simply too high to be balanced. Therefore, I removed the 4th turn for Hellfire Torpedoes, limiting them to being armed in 1-3 Turns only.

I ended up with a rather long list of Plasma Types with varying characteristics and abilities based on Francois' original intentions. Each of these Types was then carefully examined and compared against equivalent or similar Alpha Sector Plasma Torpedoes. Numerous changes had to be made, but ultimately, I streamlined the list of Types so that they would be as balanced as possible with the Alpha Sector.

Rather than employing Francois' Hellfire Blaster, which required calculations and was questionable in terms of balance, I opted for Hellfire Bolts based on Alpha Sector Plasma Bolts. Plasma Bolts are a tried and true system that has been in place for a long time, so its balance can be confidently relied upon.

Francois enabled the original Hellfire Torpedo to create Pseudo Torpedoes at will, but there needed to be limits on the amount of Pseudo Torpedoes available to a starship. Rather than limit each Hellfire Torpedo to only one Pseudo Torpedo (like the Alpha Sector), I compromised and gave the Hellfire Torpedo two Pseudo Torpedoes to use. This gives the weapon a bit more flexibility in battle and better reflected Francois' original intention, while still limiting the Pseudo Torpedoes in order to maintain balance.

Neutronium Armor remains unchanged in function, except that it is no longer FH and RH (as explained in the Human Cooperative Designer Notes). Neutronium Armor in the Mitrax Galaxy is 360 degrees.

Note that the Worlds of Unions Dragon Heavy Cruiser incorporates the Refits noted on Francois' original Dragon CA. As the Mitrax Timeline is still under construction and subject to change, it is not known if those Refits (and their corresponding dates) will still be relevant.

Even with the Hellfire Torpedo's flexible nature, I felt there was something tactically missing from the Dragon Heavy Cruiser. My intent was to make sure the Dragon Heavy Cruiser did not simply fly like a Gorn or a Romulan. I wanted the Dragon Heavy Cruiser to be something more. It needed something to give it more tactical depth during gameplay.

That additional something became Hellwings. Hellwings are incorporated into the ship itself, like a Cloaking Device. This system, named for the fiery effect that extends from the starship when activated, gives the Worlds of Unions Dragon Cruiser various movement related tactical advantages for 16 impulses. Afterward, it must cool down for 64 impulses. This results in the need for the Worlds of Unions player to tactically plan and time exactly when to employ the Hellwings during an engagement. The player knows the Hellwings are there when he needs it, but deciding exactly when that is during the battle and then successfully pulling off the plan will spell the difference between victory and defeat.

The Hellfire Torpedoes, as currently revised, leave room for growth. With X-Technology could come 4-turn Hellfire Torpedoes, Hellfire Torpedoes that move at Speed 64, or Enveloping Hellfire Torpedoes. There are a lot of possibilities for technological advancements involving Hellfire Torpedoes.

In conclusion, the Pulse Phasers have been left as is, the Hellfire Torpedoes have been heavily modified and balanced, and Neutronium Armor has suffered a minor adjustment. The Mitrax Dragon Heavy Cruiser is welcomed with open arms in the Mitrax galaxy, because from it will come all kinds of different starship types and classes. However, the Mitrax Dragon Heavy Cruiser must first be thoroughly playtested (against Alpha Sector Heavy Cruisers and other Mitrax Heavy Cruisers), and I am sure that changes will need to be made (to the Hellfire Torpedo Types or to the Short Range Pulse Phaser).

Always remember, none of this would be possible without Francois Angers' original concepts and ideas.

By Norman Dizon (Ichaborn) on Tuesday, August 05, 2025 - 09:04 pm: Edit

MITRAX GALAXY TIMELINE INITIAL CONSTRUCTION
Link to the Mitrax Galaxy


ESSENTIAL GUIDELINES AND NOTES FOR CONSTRUCTING THE MITRAX GALAXY TIMELINE

* THE MITRAX GALAXY TIMELINE GAINS ITS INITIAL FORMATION FROM ROUGH DRAFTS OF THE ORIGINAL MITRAX GALAXY AND REVERSE-INTERPRETING THE TRIANGULUM TIMELINE. CLEARLY, THE TRIANGULUM TIMELINE IS AN EVOLUTION OF THE MATERIAL AND DIFFERS FROM THE ORIGINAL MITRAX GALAXY TIMELINE.
* IN ORDER TO DIVORCE THE MITRAX GALAXY TIMELINE FROM THE ALPHA SECTOR, OMEGA SECTOR, AND THE MAGELLANIC CLOUD, THE YEAR-NUMBERS WILL BE REPRESENTED WITH AN M (FOR MITRAX), NOT A Y (FOR YEAR). IT MAKES SENSE THAT THE MITRAX GALAXY WOULD USE THEIR OWN NAMING CONVENTIONS TO TRACK YEARS. THEREFORE, A SPECIFIC M-DATE MAY NOT NECESSARILY CORRESPOND WITH A Y-DATE IN OTHER PUBLISHED MATERIAL.
* THE MITRAX GALAXY IS DIVIDED INTO A WESTERN QUADRANT AND AN EASTERN QUADRANT
* THE MITRAX GALAXY IS DIVIDED INTO YOUNG RACES AND OLD RACES
* THE STARTING POINT FOR THE FORMATION OF THE MITRAX GALAXY TIMELINE ARE THE MAJOR WARS AND CONFLICTS. THESE ARE IMPORTANT MARKERS AND SIGN POINTS FOR WHAT IS HAPPENING IN THE MITRAX GALAXY DURING ANY GIVEN TIME PERIOD.
* TECHNOLOGICAL ADVANCEMENTS AND BREAKTHROUGHS WILL BE ADDED TO THE MITRAX GALAXY TIMELINE AT A LATER DATE
* THE HELGARDIANS, WORLDS OF UNIONS, AND MALLARANS ARE FEATURED IN BOTH TRIANGULUM AND THE ORIGINAL MITRAX GALAXY. THE IMPERIUM IS COMPLETELY DIFFERENT IN THE ORIGINAL MATRIX GALAXY. MY VERSIONS OF THE HELGARDIANS, WORLDS OF UNIONS, AND MALLARANS WILL BE SUBSTANTIALLY DIFFERENT FROM WHAT WAS PRESENTED IN THE TRIANGULUM PLAYTEST MODULE.
* SOME OF THE UNPUBLISHED TRIANGULUM MATERIAL WILL BE REVERSE-CONVERTED TO FIT INTO THE MITRAX GALAXY. THIS ASSUMES THE EMPIRE HAS UNIQUE TECHNOLOGY THAT ALLOWS THEM TO STAND ON THEIR OWN AND BE WORTHY OF TACTICAL PLAY. IF AN UNPUBLISHED TRIANGULUM EMPIRE IS SIMPLY A RENAMING OR RESHUFFLING OF AN ORIGINAL MITRAX GALAXY EMPIRE, IT WILL NOT BE USED.
* THE UNPUBLISHED TRIANGULUM MATERIAL INCLUDED A VERY FAINT SIDE REFERENCE TO THE ANDROMEDANS. I DEFINITELY DO NOT WANT THE ANDROMEDANS TO INVADE THE MITRAX GALAXY AS THEY DID THE ALPHA SECTOR AND THE OMEGA SECTOR. HOWEVER, IT MAY BE POSSIBLE TO INCLUDE THIS SIDE REFERENCE AS LONG AS IT IS KEPT VAGUE.
* THE TRIANGULUM PLAYTEST MODULE ONLY INCLUDED 4 SCENARIOS WRITTEN BY FRANCOIS ANGERS. THERE IS NO RECORD OF ANY SCENARIOS WRITTEN BY HIM FOR THE ORIGINAL MITRAX GALAXY. THIS IS WOEFULLY INADEQUATE TO DESCRIBE THE ENTIRETY OF THE MITRAX GALAXY TIMELINE. A FLOOD OF MITRAX GALAXY SCENARIOS IS THEREFORE WARRANTED IN THE FUTURE. SCENARIOS ARE THE LIFEBLOOD OF STAR FLEET BATTLES AS THEY ALLOW PLAYERS TO REENACT HISTORICAL EVENTS ON A TACTICAL BATTLEFIELD.
* THE MORE I REVIEW AND EXAMINE THE ORIGINAL MITRAX GALAXY MATERIAL, THE MORE CONVINCED I AM DOING THE RIGHT THING IN TRYING TO BRING BACK FRANCOIS' ORIGINAL CREATION. FRANCOIS NOT ONLY HAD GREAT IDEAS AND CONCEPTS, BUT HE ALSO INVESTED A GREAT DEAL OF TIME AND EFFORT TO MAKE HIS GALAXY A REALIZATION. IT IS SOMETHING WORTHY OF ALL MY EFFORTS.


THE MITRAX GALAXY TIMELINE (STILL UNDER CONSTRUCTION AND SUBJECT TO HEAVY CHANGE)


*THE OLD EMPIRE ERA
-M1000 AND BEFORE

*THE PRE-WARP ERA
-M1000 TO 0


-M102 THE GREAT SCHISM
-M92-42 FIRST RELIGIOUS WAR
-M22 THE GREAT PLAGUE

*THE EARLY YEARS
M1 - 110


M6-15 SECOND RELIGIOUS WAR
M29-31 FIRST KHARTAX WAR
M32-54 THIRD RELIGIOUS WAR
M33-38 FIRST DEMONIC WAR
M36-40 SECOND KHARTAX WAR
M37-39 FIRST RETRIBUTION WAR
M41-43 LOST COLONY WAR
M42 ONE MONTH WAR
M45-48 FIRST CYBORG WAR
M56-62 FOURTH KHARTAX WAR
M60-69 TROUBLED SIXTIES
M63-66 SECOND CYBORG WAR
M67 ONE-YEAR WAR
M71-75 SECOND DEMONIC WAR
M78-81 FIFTH KHARTAX WAR
M83-87 THIRD CYBORG WAR
M88-90 SECOND RETRIBUTION WAR
M92-97 FOURTH CYBORG WAR
M98-104 SIXTH KHARTAX WAR
M100-110 SUNFIRE SUCCESSION WARS

* THE FIRST GREAT EXPANSION WAR
ASCENSION OF THE YOUNG RACES
M114-133+


M114-115 SEVENTH KHARTAX WAR
M116-Y121 THE BEGINNING
M122-123 THE BETRAYAL OF NEUTRALITY
M124-130 THE REVERSAL OF ALLIANCE
M131-133 THE END
THE AFTERMATH

M200+

FALTERING OF THE ARACHNIDS
IMPERIUM DEBACLE

THE OLD RACES WAR
M133-164 RECOVERY AND PREPARATION
M164-189 SECOND GREAT EXPANSION WAR
M189-195 BARBARIAN ONSLAUGHT
M195-? SURVIVAL WAR

By Norman Dizon (Ichaborn) on Wednesday, August 06, 2025 - 08:20 pm: Edit

HUMAN COOPERATIVE DAGGER MISSILE ESCORT SSD
Link to the Human Cooperative Dagger Missile Escort SSD


THE MITRAX GALAXY


HUMAN COOPERATIVE SHIPS
(MXR1.2) DAGGER MISSILE ESCORT (DME):



One of the earliest designs of the Human Cooperative for an escort, the Dagger Missile Escort fell somewhere in-between a Frigate and a Destroyer. Built to provide defense against seeking weapons and fighters, the Dagger Missile Escort carried four Dagger Missile Launchers, four Type B Proton Repeaters, and two Type C Proton Dischargers. Most importantly, the Dagger Missile Escort possessed Limited Aegis. The Dagger Missile Escort was a fast, maneuverable starship with limited defenses whose function was to provide support to larger starships during fleet engagements.


DESIGNER NOTES:


Creating the Human Cooperative Dagger Missile Escort was not as quick and easy as I first thought it would be. It turns out there were many things to reference and compare against, as well as decisions that needed to be made about the Mitrax Galaxy.

As a basis for comparison, I examined the Federation Destroyer Escort, Federation Escort Cruiser, Federation FFE, Federation FFR, and the Federation New Escort Cruiser. Of course, I also had to compare against the Human Cooperative Heavy Cruiser, the Order of Ultimate Truth Heavy Cruiser, and the Worlds of Unions Heavy Cruiser. I didn't want the Dagger Missile Escort to be exactly a Destroyer or a Frigate, but something in the middle. This is because the ship is something of an early attempt, a first configuration, a starting design. More refined designs and classes will come later in the Mitrax Timeline.

The Mitrax Galaxy makes no mention of Aegis, so I had to make the assumption that this technology was eventually developed. It just made sense that it eventually would have been. The Dagger Missile Escort possesses Limited Aegis, but future designs will include Full Aegis.

Gatling Phasers posed something of an issue for this design and the Mitrax Galaxy as a whole. There was nothing that exactly matched a Gatling Phaser. And yet the Gatling Phaser was so crucial to the design of Escorts in general. Some sort of equivalency was needed for the Mitrax Galaxy. This became the Proton Repeater Type B. The Proton Repeater is capable of two shots, functioning like a limited Gatling. Later, technological improvements will yield the ability to fire three shots. Finally, a Proton Gatling will be developed which can fire four shots like an Alpha Sector Gatling Phaser. Since the Dagger Missile Escort is an early design, the Proton Repeater Type B is more than sufficient for its armament.

To compliment the Proton Repeaters, the Dagger Missile Escort was given two Proton Dischargers Type C. This is important because the Human Cooperative Heavy Cruiser did not carry a Proton Discharger Type C, but the Order of Ultimate Truth Heavy Cruiser did. So the historical conclusion is that the Human Cooperative did actually develop and make use of the Proton Discharger Type C, not just the Type B and Type D. Since the Proton Dischargers Type C were not meant to serve the primary function (providing seeking weapon and fighter defense) for the Dagger Missile Escort, a Targeting Scanner was not needed for it.

The Dagger Missile is an excellent form of defense against seeking weapons and fighters. It only makes sense that the Human Cooperative would develop starships carrying multiple Dagger Missiles to serve in fleet functions. However, Dagger Missiles work quite differently than Drones and Anti-Drones, so different tactics are needed to be successful in battle with them.

Ultimately, the Dagger Missile Escort is an intriguing and fine addition to the Human Cooperative Fleet. It displays an early effort to fill a critical role in fleet engagements. The role may not have been as successful as it could have been, but it provides the foundation needed to make future improvements.

By Norman Dizon (Ichaborn) on Thursday, August 07, 2025 - 05:53 pm: Edit

THE ORDER OF ULTIMATE TRUTH INTERROGATION ARMORED CRUISER SSD
Link to the Order of Ultimate Truth Interrogation Armored Cruiser SSD


THE MITRAX GALAXY


THE ORDER OF ULTIMATE TRUTH SHIPS
(MXR2.2) INTERROGATION ARMORED CRUISER (ACA):



The Order of Ultimate Truth Interrogation Heavy Cruiser was a heavily armored cruiser that did not possess any shields. Relying completely on armor for protection, the Interrogation Heavy Cruiser carried the exact same weaponry (four Heavy Holy Cannons, four Type C Proton Dischargers, eight Type A Proton Dischargers) as the Inquisition Heavy Cruiser. It could not carry the Shield of Truth and Spear of Judgement, because it did not have shields to absorb incoming damage.

The Order of the Ultimate Truth Interrogation Armored Cruiser was an experiment based on a debate over shields and armor. One side argued that, in fact, shields were not needed in battle at all, only heavy armor was needed. They stressed the energy savings for not having to maintain shields and the tactical advantages of having an abundance of armor.

Tactically, possessing large amounts of hemisphere armor had its advantages and disadvantages. The starship was able to absorb a major blow and continue to fight. It also provided two areas of near invulnerability: the points on the sides of the vessel were the FH and RH Armor met.

Sadly, the Order of the Ultimate Truth Interrogation Armored Cruiser was ultimately deemed a failure. The three reasons for this were: Armor could not be reinforced, Vulnerability to Boarding Parties due to not having shields, and the lack of the Shield of Truth and the Spear of Judgement.

Only two Order of the Ultimate Truth Interrogation Armored Cruisers were ever launched into service.


DESIGNER NOTES:


The Order of the Ultimate Truth Interrogation Armored Cruiser provides an interesting tactical difference from the Order of the Ultimate Truth Inquisition Heavy Cruiser. If it is placed in the proper way and given a proper purpose, the Order of the Ultimate Truth Interrogation Armored Cruiser can serve a vital function in fleet battles. It could also be used for specific missions where armor is more advantageous than shields.

The Order of Ultimate Truth did not always use shields on their vessels. The Armored Cruiser harkens back to this early mindset. It displays an unwillingness to change, a reliance on what used to work in the past.

It also demonstrates that if you do not update and change with the times, you will eventually be made obsolete.

By Norman Dizon (Ichaborn) on Friday, August 08, 2025 - 06:19 pm: Edit

WORLDS OF UNIONS SWIFT FLIER SSD
Link to the Worlds of Unions Swift Flier SSD


THE MITRAX GALAXY


WORLDS OF UNIONS SHIPS
(MXR3.2) SWIFT FLIER (SF):



The Worlds of Unions Swift Flier was an ultra light, super fast, raiding vessel. Armed only with Extended Pulse Phasers and Light Pulse Phasers, the Swift Flier would quickly enter a combat zone, hit its predesignated target, and then rapidly withdraw before it could be destroyed by superior forces. If cornered or prevented from escaping, the Swift Flier would use its Hellwings to gain the tactical maneuverability needed to slip past the enemy.


DESIGNER NOTES:


With Hellwings technology, the development of the Worlds of Unions Swift Flier is a logical undertaking. A super fast unit capable of lightning strikes behind enemy lines, the Swift Flier served a specific purpose. It was not meant to participate in fleet engagements or in one on one duels. Instead, the Swift Flier, sometimes traveling in a small squadron comprised solely of other Swift Fliers, would penetrate poorly defended borders and raid essential interior targets. The proper use of their Hellwings at exactly the right moment was critical for mission success.

Given the function of the Swift Flier, it was deemed unnecessary for it to carry Hellfire Torpedoes, as they would only slow the vessel down.

By Norman Dizon (Ichaborn) on Monday, August 18, 2025 - 10:11 pm: Edit

DRAGON'S TEETH
DESIGNER NOTES

Link to Dragon's Teeth


Dragon's Teeth is a new galaxy whose technological development and empire stability mirrors that of the Alpha Sector. Its empires established clear borders which, for the most part, did not change significantly over time. Dragon's Teeth begins with Early Years, progresses to Middle Years, advances to General War levels, and ends with X-Technology.

It is important to note that Dragon's Teeth will form its foundation from the Alpha Sector (for balance), but will also incorporate some Omega Sector and Magellanic Elements. For example, there will be Living Ships in Dragon's Teeth, something not seen in the Alpha Sector.

One of the main attributes that makes Dragon's Teeth unique is, what I call, the "General Technology" available to most empires. For balance and playability, Alpha Sector Phasers (I, II, III, IV, Gatling) will be used throughout Dragon's Teeth (with a few exceptions). However, beyond Phasers, there are other (mostly seeking) weapons available to (nearly) all:


DISRUPTORS
DRONES
PLASMAS
QUANTUM WAVE TORPEDOES
TACHYON MISSILES
SHORT RANGE CANNONS
MASS DRIVERS
PLASMA-E
PLASMA DRONES (UPDATED TO GENERAL WAR LEVELS)
PLASMA-V (UPDATED TO GENERAL WAR LEVELS)
ANDORIAN DRONES (RENAMED AND UPDATED TO GENERAL WAR LEVELS)


Some Y1/Y2 Heavy Weapons will be updated to General War levels and then given to one (and only one) specific empire within Dragon's Teeth as their "specialized weapon." These include:


PLASMA BLASTER
PLASMA CANNON
PLASMA VORTEX LAUNCHER
HELLGUN
QUANTUM CANNON


The other aspect that makes Dragon's Teeth unique is the assortment of "New" Heavy Weapons. Beyond the "General Technology" (noted above) available to nearly all empires, each new empire is going to need a brand new Heavy Weapon of my own creation. These new Heavy Weapons will seek to be balanced against Alpha Sector Heavy Weapons. For Dragon's Teeth, I definitely did not want to give each new empire Alpha, Omega, or Magellanic Heavy Weapons such as Photon Torpedoes, Hellbores, Implosion Bolts, Energy Howitzers, Neutron Beams, etc. Obviously, the inclusion of brand new Heavy Weapons in Dragon's Teeth will generate new Tactics and Strategies.

The origins of Dragon's Teeth began with two beings called the Old Man and the Mad Son. Legends state that the "Good" empires of Dragon's Teeth sprang from the Old Man, while the "Evil" empires of Dragon's Teeth were formed by the Mad Son. While the Alpha Sector presents the Alliance versus the Coalition, Dragon's Teeth will feature the "Benevolent" empires versus the "Corrupt" empires. This dichotomy will be established very early in the Dragon's Teeth Timeline.

Like the Alpha Sector, there will be a Major Enemy that threatens everyone in Dragon's Teeth, both Good and Bad. This Major Enemy will use X-Technology and that will give them a decisive advantage in combat against the General War level starships of Dragon's Teeth. Only at the end of the Dragon's Teeth Timeline will every empire develop X-Technology of their own. This will allow them to match the Major Enemy blow for blow, but the empires will already have lost much of their territory and resources. It will be an uphill struggle that can only be won by working together. Finally, the Major Enemy will be defeated by the united empires of Dragon's Teeth.

In a unique and intriguing twist of fate, at the end of the Timeline, all of the Dragon's Teeth empires meet to discuss X-Technology and ultimately decide that X-Technology is simply too dangerous to be used in the galaxy. Everyone agrees to abandon X-Technology and halt any research they are conducting into X2 Technology. However, as one would expect, one or two empires secretly continue to develop X-Technology behind the scenes in top secret facilities...

By Norman Dizon (Ichaborn) on Monday, August 18, 2025 - 10:14 pm: Edit

UTOPIA HEAVY CRUISER SSD
Link to the Utopia Heavy Cruiser SSD

DRAGON'S TEETH

UTOPIA SHIPS
(DTR1.1) HEAVY CRUISER (CA):



The Utopia Heavy Cruiser formed the backbone of the Utopia fleet during its middle years. A formidable vessel for that time period, the Utopia Heavy Cruiser was armed with three Reactor Torpedoes, one Plasma Drone Rack, six Offensive Phasers, and three Defense Phasers. Due to the arming requirements for the Reactor Torpedoes, the Utopia Heavy Cruiser was laden with Auxiliary Power Reactors, combined with ample quantities of Impulse Power, Warp Power, and Reserve Power. History notes that the Utopia Heavy Cruiser did not possess the strongest Shields compared to her opponents, a disadvantage that Utopia Captains were well aware of. The Utopia Heavy Cruiser would undergo various Refits over time and several Variants of her design were later produced.

DESIGNER NOTES:

The Utopia Heavy Cruiser formed the beginning of Dragon's Teeth, so it was important to get it right. Alpha Sector Phasers provided the solid foundation needed for balance. I wanted the first heavy cruisers in Dragon's Teeth to fall somewhere in-between a Destroyer and a Light Cruiser, certainly not the size of a General War heavy cruiser. The Dragon's Teeth would consider this design to be Middle Years, because it is more advanced than Early Years but not as advanced as General War levels.

It was easy enough to implement Plasma Drones. They just needed to be updated to General War capabilities. Plasma Drones were chosen because they provide a different and intriguing tactical alternative to standard Drones.

However, per the Dragon's Teeth Design Paradigm, the Utopia Heavy Cruiser needed a brand new Heavy Weapon. I needed something as stable and balanced (in terms of gameplay) as a Photon Torpedo. The new Heavy Weapon became the Reactor Torpedo. The Reactor Torpedo combines elements of the Photon Torpedo and the Tachyon Gun. It is a flexible, powerful weapon that requires power from the Auxiliary Power Reactors during the arming process. Playtesting will ultimately determine if the Reactor Torpedo is balanced on the battlefield against other Dragon's Teeth adversaries.

All in all, the Utopia Heavy Cruiser is a great start to Dragon's Teeth. The ship design is simple to understand and use, but still requires tactical proficiency to be victorious with. In some ways, I believe the Reactor Torpedo exceeds the gameplay functionality of both the Photon Torpedo and the Tachyon Gun. Plasma Drones open the doorway to other tactical possibilities, all of which will be explored in the future. The Utopia Heavy Cruiser is the seed from which many different stems and branches will grow.

By Norman Dizon (Ichaborn) on Tuesday, August 19, 2025 - 07:14 am: Edit

DEMOCRACY FIRST CRUISER SSD
Link to the Democracy First Cruiser SSD

PROJECT-X

DEMOCRACY SHIPS
(PXR12.1) DEMOCRACY FIRST CRUISER (FCA):


In the beginning, the Democracy and the Republic were one and the same. However, as time passed, they split into two separate and distinct empires. While the Republic developed Kinetic Torpedoes, the Democracy used the same technology to develop Kinetic Spheres.

The Democracy First Cruiser was a powerful starship outfitted with two Heavy Kinetic Spheres and two Light Kinetic Spheres. While armed with four Phaser-5's, the Democracy First Cruiser was deemed deficient in Phaser defense, particularly in the aft section. Kinetic Probes were reserved for crucial moments in the battle when one of the opponent's shields were down. Comparatively, the Democracy First Cruiser had more power than the Republic First Cruiser, a fact that was necessary due to the high energy arming requirements of the Kinetic Spheres.

DESIGNER NOTES

This SSD was created back in 2019. Everything is still valid for Project-X. No updates are required.

By Norman Dizon (Ichaborn) on Tuesday, August 19, 2025 - 04:13 pm: Edit

AQUITANI HEAVY CRUISER SSD
Link to the Aquitani Heavy Cruiser SSD

MITOSIS

AQUITANI SHIPS
(MR7.1) AQUITANI HEAVY CRUISER (CA)


The Aquitani Heavy Cruiser was a maneuverable starship that bore the brunt of the Aquitani workload. Armed with Eight Offensive Phasers and Four Web Casters, the Aquitani was avoided because of its unusual Web Tactics. Opponents would find the Aquitani well fortified behind their Webs, firing a multitude of their Offensive Phasers at them while they could not return fire. Still others faced aggressive Aquitani fleet actions, where their Web Casters were used to break up enemy formations and isolate key enemy ships. But only the Aquitani themselves were aware of the some of the hidden built-in advantages of their Heavy Cruiser, such as their additional Reserve Power, their numerous Shuttles, and their increased Damage Control.

DESIGNER NOTES

This SSD was created in 2023. The Aquitani was the first New Empire for Mitosis since 2016.

Adding an empire to Mitosis that employed Web Casters was not an easy task. Comparatively speaking, the Brittani CA is able to bring 4 Non-Overloaded Photon Torpedoes (FX/RX) to bear to its Right and Left. The Web Caster's Web Fist scores damage roughly proportionate to a Non-Overloaded Photon Torpedo, so that would seem to suggest that the Aquitani should possess 4 Web Casters which can concentrate their fire to the Right and Left as well.

However, the ability to cast and generate Web must not be underestimated. This powerful ability, which can be used both for offense and defense, gives the Aquitani a tactical and strategic advantage which cannot be measured simply in terms of direct fire damage. Therefore, the decision was made to not only allow only two Web Casters to concentrate their fire to the Right and Left, but also to limit their Firing Arcs to only Right and Left (not forward or backward) as well. This gives the Aquitani roughly half the Heavy Weapon Damage of the Brittani, but also forces them to plan their Web Laying to the sides, rather than the front or rear. This fits nicely with the Design Paradigm of Mitosis, where heavy weapons are focused to the sides and not forward.

Because the Aquitani lack the Disruptor Bolts that the Tholians carry, they were given more PH-1's than any other Mitosis empire to date. This will force the Aquitani to rely on their Phasers in conjunction with Web Tactics. The PH-1's were also given strict Right and Left Firing Arcs, which was a tough decision to make, given that nearly all other Mitosis empires have Phasers that can fire forward and to the rear.

All in all, the Aquitani make a fine addition to Mitosis. They possess the powerful Web Caster, but it is limited in Number and Firing Arc. The Aquitani are at a fighting disadvantage to the front and rear, but possess the ability to lay Web, the tactical significance of which cannot be quantified solely by damage. Lastly, the Aquitani are their own unique empire, much different than the Tholians upon whom they draw their technology from.

On a side note, early concept designs for the Aquitani included both a Web Caster and a Web Generator/Snare, but given the capabilities of the Web Caster, this was later considered redundant.

By Norman Dizon (Ichaborn) on Wednesday, August 20, 2025 - 03:17 am: Edit

BETHLEHEM
STARDATE 08.20.25
DRAGON'S TEETH

Link to Dragon's Teeth


Captain Abrams sat in his dimly lit Ready Room deeply disturbed. He looked out of his window, watching the Space Fiends tear each other apart with fury. It happened year round without fail. The red destroying the blue. The blue destroying the red. They hated each other. And yet, as our astrobiologists discovered, the red Space Fiends and the blue Space Fiends were actually the same species.

Captain Abrams rubbed his eyes momentarily. He was an older man with a lengthy grey beard. His body was lean and fit, even at his age. With all his memories and experiences, he often wished he could return to his days of innocent youth. But there was no forgetting the things he had seen.

Why must the Chosen always be at constant war with the Fallen? What is the purpose of all this? Planets full of dead bodies and unbelievable suffering. Captain Abrams told himself what he always told himself. That if the Chosen did not act to stop the Fallen, matters would be much worse. The Chosen had to protect their loved ones, their families, their friends, the weak, and the innocent. Whether they wanted to or not, it was their duty to fight, simply because they had the power to do so. To stop evil on a massive scale. For them not to fight, when they had the power to do so, would be an unforgivable crime. And it would be the unprotected who would pay the ultimate price.

The legends say that we are descendants of the Old Man. That our mortal enemies are the offspring of the Mad Son. But why did the Son go mad? Why wasn't he stopped right from the beginning? Why doesn't the Old Man speak to us anymore? In exchange for following the path of righteousness, for maintaining certain values in life, we were promised peace and an expanse of space full of happiness without suffering. Where is it? All that we have now is war. And death. And misery. And at times, I wonder if the old legends were just stories we told ourselves.

Forgive me, Captain Abrams said silently. My belief falters. If anyone aboard Bethlehem needs to remain strong in their convictions, it must be I. I am the rock this starship rests upon. I must have Faith.

No matter what happens, I will do my duty. As will every soul under my command. And if that means slaying the Fallen until the end of my days, then so be it. If it means sacrificing my life to save those who cannot protect themselves, then so be it. I must not question my fate. I just need to fulfill it.

Captain Abrams stared out of his window at the endless bodies of dead Space Fiends. They destroyed each other until no one else remained. This was their final fate.

AND THE SHARP STING OF SORROW PIERCED CAPTAIN ABRAM'S HEART.

By Norman Dizon (Ichaborn) on Friday, August 22, 2025 - 06:13 pm: Edit

HALICTID HEAVY CRUISER SSD
Link to the Halictid Heavy Cruiser SSD

SECTOR 50

HALICTID SHIPS
(50R11.1) HEAVY CRUISER (CA):


The Halictid Heavy Cruiser was a quick and nimble adversary in Sector 50. While the vessel was armed with one Sting Torpedo, two Wide Offensive Phasers, and one Wide Defense Phaser, it also carried four Thorn-1 Fighters. Together, the Halictid Heavy Cruiser and its four Thorn-1 Fighters could unleash a devastating barrage of Sting Torpedoes upon its opponent. The Halictid were well known for fielding numerous units in battle, all of which were fragile in nature.

DESIGNER NOTES:

The Halictid Heavy Cruiser is exactly half of the Hiver Heavy Cruiser, with some choices being made about key systems. If the Hiver Heavy Cruiser is the size of a Destroyer, the Halictid Heavy Cruiser is roughly half of that, which lines up with the standard sizes for Heavy Cruisers in Sector 50.

A decision had to made about the fighters. Do I include two full size fighters or four half size fighters? Given the design of the Hiver Heavy Cruiser, I opted for four smaller fighters. I also reduced their weaponry down to a single Sting Torpedo to limit their firepower.

Ultimately, the Halictid Heavy Cruiser makes a fine addition to Sector 50. The ship retains the speed and maneuverability of its original design. It carries fighters like the original starship, all of which use the same simple energy allocation as the original fighters. Like the original starship, the Halictid Heavy Cruiser is a fragile vessel which relies on its fighters to make up the difference for its small size. The question is: What technological pathways will the Halictid explore that its original predecessor did not?

By Jeff Anderson (Jga) on Friday, August 22, 2025 - 09:29 pm: Edit

So Thorn have no phasers?

By Norman Dizon (Ichaborn) on Saturday, August 23, 2025 - 02:59 am: Edit

Hi Jeff. Thorn-1 Fighters do not. Later iterations will, of course. For Sector 50, this is a very early design. Note the Sting Torpedoes cannot Overload or Double Overload for the fighter.

Thanks.

By Norman Dizon (Ichaborn) on Saturday, August 23, 2025 - 03:16 am: Edit

On a side note, I was considering actually making the ship a Living Ship, not just the outline of a Living Ship. The fighters would then, too, be alive.

But first I need to research Living Ships a bit more, checking effects on combat, and whether the SSD needs to be modified in any way.

It would be an interesting divergence from the original inspiration.

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