Light Dark Plasma Bolts may be held at no cost of energy per turn.
THE PRIME SECTOR
BLACK CATAPHRACT SHIPS
(PMR3.1) BATTLECRUISER (BC):
The Black Cataphract Battlecruiser was feared for its destructive close range firepower. Armed with Two Heavy Dark Plasma Bolts, One Light Dark Plasma Bolt, Two Offensive Phasers, Six Defense Phasers, and one Dark Plasma Drone Rack the Black Cataphract Battlecruiser was a dangerous adversary. This heavily armed Battlecruiser was also lined with Charged Armor, a special type of defensive system that was highly efficient at energy distribution and absorption. To make matters worse, Dark Plasma Drones were more devastating than any other type of Drone ever seen before in the Prime Sector, especially when charged with Dark Plasma Energy. Ultimately, those who encountered the Black Cataphract Battlecruiser were faced with a grim battle of life and death.
DESIGNER NOTES:
The Black Cataphract Battlecruiser started with the idea of a Plasma Bolt that scored Full Damage instead of being Halved. From this idea, the concept of Dark Plasma evolved, a unique technology whose secrets were carefully guarded by the Black Cataphract. The weapon, dubbed the Dark Plasma Bolt, was split into a Light and Heavy Version for Balance Reasons.
The idea of a Heavy Armored Ship charging straight at you to get close enough to hit with its Deadly Plasma Bolts then came to mind. From this idea sprang the idea of Charged Armor. Charged Armor acts as Shields when charged, but acts as Standard Directional Armor when not charged. The cost to charge the armor is minimal, but there is an added benefit: any energy applied as Reinforcement to the Charged Armor is treated as General Reinforcement, not Specific. So there is a great savings in energy cost with a tactical bonus as well.
To facilitate the charging motion, the Black Cataphract Battlecruiser was given more warp than the standard Prime Sector Heavy Cruiser, making it a faster ship overall. But a key advantage was given to the Black Cataphract Battlecruiser in the form of a Warp Reserve Matrix. This dedicated source of Reserve Power can only be used for Warp. During the turn, the Warp Reserve Matrix can provide additional energy on the fly to accelerate and change speeds mid-turn. However, in order to fully take advantage of the benefits of the Warp Reserve Matrix, Experienced Captains had to plan ahead, wisely charging the Warp Reserve Matrix ahead of time, so that the energy would be available on future turns for use.
Lastly, a Supplemental Weapon was given to the Black Cataphract Battlecruiser so that it would not rely solely on closing on the enemy as its only tactic. This Supplemental Weapon was the Dark Plasma Drone: a Large, Deadly Drone that could be charged with Dark Plasma Energy. This fearsome seeking weapon is hard to kill and devastating if it scores a hit. The Black Cataphract Battlecruiser starts with a Standard Rack that can just launch one Dark Plasma Drone at a time, but in the future, Advanced Racks may be able to launch more than one Dark Plasma Drone and there may even be the possibility for something like a Scatterpack to be developed.
In order to balance the awesome firepower of the Dark Plasma Bolts, the number of PH-1’s were reduced and the number of PH-3’s increased. Again, this reinforces the tactic of closing with the enemy to ravage them with PH-3’s, similar to Kzinti Tactics. The lack of PH-1’s means the Black Cataphract Battlecruiser will be deficient at fighting at mid-range to long range. This will force the Black Cataphract player to become creative, utilizing its Dark Plasma Drones from afar to setup the perfect opportunity to close and deliver the Alpha Dark Plasma Bolt Strike.
DARK PLASMA BOLTS (HDPB/LDPB):
Dark Plasma Bolts are Direct-Fire Weapons.
Dark Plasma Bolts may not be launched as Seeking Plasma Weapons.
Light Dark Plasma Bolts are Two Turn Arming Weapons
Heavy Dark Plasma Bolts are Three Turn Arming Weapons
Light Dark Plasma Bolts require 2 points of energy on the first turn and 3 points of energy on the second turn.
Heavy Dark Plasma Bolts require 2 points of energy on the first turn, 2 points of energy on the second turn, and 3 points of energy on the third turn.
Heavy Dark Plasma Bolts may be held for 1 point of energy per turn.
If a successful Hit is scored, use the Dark Plasma Bolt Table to determine the Damage based on the Range. Do Not Halve the Damage, apply the Full Amount listed.
Dark Plasma Bolts may still be fired even if the torpedo is destroyed during the turn.
Dark Plasma Bolts are treated as Plasma Torpedoes in all other ways not noted above.
DARK PLASMA DRONES (DPD):
Dark Plasma Drones with No Energy Applied are Speed 20, Endurance 3, Warhead 16, Damage 8, Space 1.
Dark Plasma Drone Racks have Two Sets of Reloads
During Energy Allocation or from Reserve Power during the Turn, from 1-4 Points of Energy may be applied to a Dark Plasma Drone. Each Point of Energy will result in Twice the Amount of Points in Additional Damage if the Dark Plasma Drone hits its target.
Example #1: 1 point of energy is applied to a Dark Plasma Drone. When it impacts, the target suffers 16+2=18 Points of Damage.
Example #2: 2 points of energy are applied to a Dark Plasma Drone. When it impacts, the target suffers 16+4=20 Points of Damage.
Example #3: 3 points of energy are applied to a Dark Plasma Drone. When it impacts, the target suffers 16+6=22 Points of Damage.
Example #4: 4 points of energy are applied to a Dark Plasma Drone. When it impacts, the target suffers 16+8=24 Points of Damage.
Energy that is applied to a Dark Plasma Drone that is not launched by the end of the Turn is lost.
It is not required to apply energy to a Dark Plasma Drone. The Dark Plasma Drone may be launched as is without any energy.
It takes 2 ADD hits to destroy a Dark Plasma Drone.
Dark Plasma Drones may be Tractored or Distracted by Wild Weasels like Standard Drones.
Dark Plasma Drones may not be put into a Scatterpack, although this may change as technology advances.
CHARGED ARMOR (CARMOR):
Charged Armor that is not charged with energy acts as Standard Directional Armor for the turn. Note that it will not block Transporters if not charged with energy.
It costs 1 point of energy to Charge All 6 Arcs of Charged Armor for the turn.
If Charged, any Specific Reinforcement applied to the Charged Armor is treated as General Reinforcement.
Example #1: After paying 1 point of energy to Charge all of the Charged Armor, 10 points of energy is allocated to the Charged Armor as Reinforcement. These 10 points are treated as General Reinforcement for the turn (not halved or treated as 5 points of General Reinforcement).
While Charged, Charged Armor blocks Transporters as Shields.
While Charged, Charged Armor is treated as Shields for all other functions and effects.
Charged Armor may be repaired with Damage Control as Shields.
Charged Armor is treated as Shields in all other respects not noted above.
WARP RESERVE MATRIX (WRM):
These function as Batteries (Reserve Power) except that they may only be used for Warp Energy.
PHASER-1: These function as described in the Basic Set.
PHASER-3: These function as described in the Basic Set.