THE PRIME SECTOR
DEATH CULT SHIPS
(PMR5.1) BATTLECRUISER (BC):
The Death Cult Battlecruiser was an aggressive, determined, and calculating opponent in the Prime Sector. Armed with Two Disruptor Bolts, Five Offensive Quantum Phasers, One Drone Rack, and One Rear Plasma-E Torpedo, the Death Cult Battlecruiser was known for its speed, maneuverability and Saber Dancing Tactics. But it was the Distortion Field Generator that made the Death Cult Battlecruiser such a Feared Adversary. This Key Device would give the Death Cult Battlecruiser a Distinct Advantage in Battle, whether it be to Disrupt the Enemy’s Return Fire or whether it be to Escape from a Situation where the Death Cult Battlecruiser was outmatched by an Overwhelming Number of Opponents.
DESIGNER NOTES:
Every New Galaxy needs a Bad Guy. In the Prime Sector, this takes the form of the Death Cult. This is but the first of many Bad Guys in the Prime Sector.
The Death Cult Battlecruiser is based on the Klingon D7 Battlecruiser. The first question I asked is, “How can Improve on this Simple, Effective, and Efficient Classic Design.” And the answer is “I can’t.” However, I can change the Tactics used in battle, by changing the Technology available to the ship.
I wanted to make Saber Dancing the Prime Combat Tactic employed by the Death Cult Battlecruiser. Several factors were incorporated into the Death Cult Battlecruiser to make this happen.
The first factor was the addition of a Plasma-E with an Aft Plasma Firing Arc. The Plasma-E is different than standard Plasmas in that they can launch every two turns and score less damage. This quicker cycling period will be of great benefit to the Death Cult Battlecruiser. The lower amount of damage matches the constant hammering of the Disruptor, which also scores low amounts of damage repeatedly. The Aft Plasma Firing Arc is essential to ensure that the Death Cult Battlecruiser must Maneuver in order to bring its Rear Plasma-E into Arc. This not only encourages Saber Dancing, but makes it Necessary.
The second factor is the conversion of Phaser-2’s into Quantum Phaser-1’s. This gives the Death Cult Battlecruiser a slight edge (another point in damage), but it’s still a key factor when every point counts. For the sake of balance, the Range Brackets on the Quantum Phaser-1 had to be Revised to match Alpha Sector Standards. It has been dubbed the Revised Quantum Phaser-1.
The third factor are the Phaser Firing Arcs. The original D7 Battlecruiser had FX Phasers along with Wing Phasers. In order to ensure Saber Dancing, these Firing Arcs had to be incorporated into the Death Cult Battlecruiser. It was only when I stared at the RF+R+RR for awhile that I realized this was simply RS. I don’t know why it was spelled out in three separate parts on the original D7 SSD, but I used RS and LS for simplicity.
In order to balance the addition of the Plasma-E, I had to reduce the number of Disruptors and Drones available to the Death Cult Battlecruiser. This was a dangerous modification , because it would seriously reduce the Death Cult’s Crunch Power. But I had to ensure that Saber Dancing (and the use of the Rear Plasma-E Torpedo) was necessary to in order to be victorious. Therefore, the Death Cult Battlecruiser was given only Two Disruptors (versus the Alliance of Lords Three Photon Torpedoes) and One Drone Rack (versus the Alliance of Lords One Ultra Warp Missile).
The Single Drone Rack still allows for the use of a Scatterpack, which must be used by the Death Cult Battlecruiser in order to win.
So we have a sleek, fast battlecruiser which must saber dance in order to constantly pummel its opponent with Drones, Disruptors, Quantum Phasers, and Plasma-E’s. But something else was needed. A Device which would add to the Tactical Combativeness of the Death Cult Battlecruiser.
This device became the Distortion Field Generator from the Magellanic Rulebook. The Cloaking Device was considered, but that will be given to Future Prime Sector Empires. The Distortion Field Generator generates from 1-3 Penalty Hexes, which can be used in an Offensive or Defensive Manner, depending on the Tactical Situation. This Device was perfect for the Death Cult Battlecruiser, because it would compliment its set of weaponry and its Saber Dancing Tactics.
However, I didn’t like some parts of the Rules for the Distortion Field Generator. First, the Tuning Crystals had to go. They put a cap on how long the Distortion Field Generator could be left running, but added a level of complexity to the device that I felt was unnecessary for my needs. Simplicity works best for the Prime Sector whenever possible. So I simply said the Distortion Field Generator could only last 1 turn, but could be turned on and off any time during the turn by the Death Cult Player. I also changed the Arming Costs in relation to the Penalty Hexes generated. This made more sense to me. I kept the rest of the Rules, including Passive Fire, the Requirement for Warp Power to activate the Distortion Field Generator, Voiding the Distortion Field Generator, and More.
In conclusion, the Death Cult Battlecruiser possesses a vast array of technology which it must make full use of in order to win. The Death Cult Battlecruiser cannot simply charge to Close Range, unload an Alpha Strike, and be Victorious. It just does not have the Crunch Power for that. Instead, more finesse and patience must be utilized, with the Death Cult Battlecruiser Saber Dancing just out of range, frustrating the opponent, wearing them down, and looking for the perfect opportunity to close in for the kill. The Distortion Field Generator adds to the Tactics, expanding the possibilities many fold.
For balance, the Death Cult Battlecruiser was compared against the Alliance of Lords Heavy Cruiser, its Primary Opponent. This is a Good Matchup. The Short Range Cannons of the Alliance of Lords Heavy Cruiser are the perfect defense for the Death Cult Battlecruiser’s Drones.
Ultimately, the Death Cult Battlecruiser is something never seen before in Star Fleet Battles…which was my Goal. It is reminiscent of the Klingon D7 Battlecruiser and yet, strangely different. It has elements of Magellanic and Omega, but is neither of them. The Death Cult Battlecruiser is its own Brand New Beast.
DISRUPTOR BOLTS: These work as described in the Basic Set.
DRONES: These work as described in the Basic Set.
PLASMA-E TORPEDO: These work as described in the Magellanic Rulebook.
DISTORTION FIELD GENERATOR (DFG):
All references to Tuning Crystals are Deleted.
The energy to activate a Distortion Field Generator must be paid for with Warp Energy.
Once the energy cost is paid, the Distortion Field Generator may be Turned On and Turned Off during any impulse throughout the turn.
The Distortion Field Generator lasts at most One Full Turn. It cannot be Held.
Depending on the energy cost paid, 1-3 Penalty Hexes will be created. On the SSD, the First Number = 1 Penalty Hex, the Second Number = 2 Penalty Hexes, and the Third Number = 3 Penalty Hexes. For example, it might read “DFG Cost = 3/4/5”. The number of Penalty Hexes cannot be changed during the turn once the appropriate energy cost has been paid.
Distortion Field Generators are part of the ship. They cannot be destroyed on the DAC.
Distortion Field Generators act as described in the Magellanic Rulebook in all ways not described above. This includes (MG1.25) Timing, (MG1.32) Effects, (MG1.33) Weapons Fire, (MG1.34) Voiding DFGs, (MG1.35) Restrictions, and (MG1.4) Special Cases.
QUANTUM PHASER-1: These function as described in the Omega Module-1.