THE GRAW PROJECT
*** THE GRAW PROJECT IS DEDICATED TO BRUCE GRAW!! ***
THE ECHOAN REVERBERATION
BIOLOGY – LIVING SOUND
ECHOAN SHIPS
(GPR2.1) ECHOAN HEAVY CRUISER (CA):
The Echoan Heavy Cruiser was designed to go toe-to-toe with rival heavy cruisers. Featuring strong shields and an excellent turn mode, the Echoan Heavy Cruiser could choose to either snipe at long range or close with an alpha strike. In battle, the Echoan Heavy Cruiser relied primarily on seeking weapons supplemented by phaser fire.
The Pulse Waves utilized by the Echoans were rapid fire weapons that lacked crunch power. Instead, Pulse Waves were designed to launch constantly, wearing down the opponent’s shield turn after turn. Pulse Waves featured two Firing Modes which allowed the Echoan Heavy Cruiser to either fight from afar or up close.
Vibration Phasers were a unique and deadly type of Phaser that were particular to the Echoans in the Graw Project. Consecutive Waves of Vibrational Force impacted their target over and over, never missing. Because of the repeated nature of the crashing vibrations, the target was slowly ripped apart into pieces.
The Shield Amplifiers installed on the Echoan Heavy Cruiser were excellent defensive tools. The additional shield protection generated by the Shield Amplifiers could be adjusted periodically, giving the Echoan Heavy Cruiser a certain flexibility in defense as well as offense. Shield Amplifiers were typically destroyed during the battle as the Echoan Heavy Cruiser suffered internal damage.
DESIGNER NOTES:
The Original Echoan Heavy Cruiser was created and submitted back in 2016. The Echoan Heavy Cruiser was designed using the Omega Sector Design Paradigm, although the galaxy it belonged to back into 2016 wasn’t fully realized.
Now, the Echoan fits perfectly in the Graw Project. However, a minor change was needed. The Old Type of Phaser on the Echoan needed to be discarded and a New Type of Phaser Designed. This became the Vibration Phaser. Given the Echoan’s Tactical Nature, their Unique Biology, and the Technology behind their Pulse Waves and Shield Amplifiers, the Vibration Phaser was a neat fit.
PULSE WAVES
These function exactly as Plasma Torpedoes except for the following:
1) Pulse Waves can launched every turn.
2) Pulse Waves cost three points of energy to arm.
3) The Mode is chosen at the time of launching. Pulse Waves have two Modes, Short Range (SR) and Long Range (LR).
4) Pulse Waves do not have any special arming options (PPT, EPT, shotguns, bolts, etc.).
5) Pulse Waves are destroyed on Torpedo Hits on the DAC.
VIBRATION PHASERS
These function as Radiation Phasers except for the following:
1) There are Three Types of Vibration Phasers: PV-1, PV-2, and PV-3.
2) PV-1 and PV-2 Phasers cost 1 point of energy to fire.
3) PV-3 Phasers cost 0.5 point of energy to fire.
4) Vibration Phasers use a Capacitor like Standard Phasers.
5) Vibration Phasers fire over a Number of Impulses as detailed on the Vibration Phaser Table.
6) Apply the Damage to the Facing Shield on the First Impulse of Firing. Thereafter, apply the Damage again (to the Current Facing Shield) on the Following impulse until the Number of Impulses has been reached.
7) The Number of Impulses cannot be changed once the Vibration Phaser has been fired.
8) The Repeated Damage inflicted by the Vibration Phaser cannot be changed to a Different Target once the Vibration Phaser has been fired.
9) Vibration Phasers automatically hit their intended target like Radiation Phasers. Follow the Radiation Phaser Rules for Special Situations.
10) The Pulse-like Damage Effect caused by Vibration Phasers is treated like a PPD. If the Target turns, the following damage is scored on the New Facing Shield. For ambiguous situations, see the PPD Rules.
11) Vibration Phasers are treated as Standard Phasers for the purposes of damaging Drones, Plasmas, Shuttles, etc.
12) Vibration Phasers cannot be fired as a Lower Type of Vibration Phaser.
13) Treat Vibration Phasers as Standard Phasers for all other instances not noted above.
SHIELD AMPLIFIERS
1) Shield Amplifiers can be used every turn.
2) Shield Amplifiers require two points energy to charge.
3) A charged Shield Amplifier generates six boxes of Shield protection.
4) Each Shield Amplifier has a set of three Shields which define the Shields it can amplify.
5) During Energy Allocation, the owning player picks which Shield (out of the Three Shield Choices) the six additional boxes will protect for that turn. This facing cannot be changed until the following turn’s Energy Allocation.
6) Treat the six additional Shield boxes as if they were part of the Shield itself. When resolving damage, the owning player can choose which Shield box (either the standard Shield or the Shield Amplification) to mark destroyed.
7) Damaged Shield Amplification boxes are restored during each Energy Allocation.
8) Shield Amplifiers are destroyed on Drone Hits on the DAC.