THE PRIME SECTOR
NETHERWRAITH SHIPS
(PMR7.1) HEAVY CRUISER (CA):
The Netherwraith Heavy Cruiser was feared for its ability to appear out of seemingly nowhere. The Netherwraith Heavy Cruiser would then attack key targets and then leave as mysteriously as it appeared.
Armed with Three Subspace Rockets, Five Offensive Phasers, and One Subspace Plasma, the Netherwraith Heavy Cruiser could generate more damage in a single strike than almost every other Prime Sector Empire. It was a dreadful opponent. The most destabilizing, tactic disrupting feature of the Netherwraith Heavy Cruiser was its Subspace Tunnel Machine. This nefarious device would create a Tunnel in Subspace that could be traveled through. While inside of the Subspace Tunnel, ships and other objects were protected from the outside. The Netherwraith Heavy Cruiser used the Subspace Tunnel Machine with great precision to achieve tactical and strategic objectives on the battlefield. It was well known that if you wanted to defeat the Netherwraith Heavy Cruiser, you must have the appropriate tactics to counter the Subspace Tunnel Machine.
DESIGNER NOTES:
The Netherwraith Heavy Cruiser is the second “Bad Guy” for the Prime Sector. These mysterious opponents of Unknown Origin appear out of Subspace to Assault and Strike Certain Targets. They Disappear as quickly as they appear. There is much to be Discovered (and Revealed) about the Netherwraiths.
The Subspace Rocket is on par with a Photon Torpedo. The Energy/Damage Ratio is right on at 1:2. However, the Subspace Rocket can score a little bit more damage than the Photon Torpedo at Ranges 0-4. This is fine as long as the Energy/Damage Ratio is correct. The Subspace Rocket also has the Disadvantage of Delayed Time on Target, which the Photon Torpedo obviously does not have.
The Subspace Plasma was developed from the idea of the Subspace Tunnel. The concept is that a Plasma enters Subspace where it cannot be hit or distracted by a Wild Weasel. Right before it hits its target, the Subspace Plasma must reemerge into normal space, making it vulnerable once again. To balance this protective ability, the Subspace Plasma’s Speed was Reduced to 20. So the Subspace Plasma moves much slower than Standard Plasmas.
The Subspace Tunnel Machine is a Curiosity and a Great Tactical Device on the Battlefield. This Device will require Lots of Playtesting. A Linear Subspace Tunnel is Formed, through which the Netherwraith Heavy Cruiser can travel. When inside of the Subspace Tunnel, nothing from outside can affect it. However, anything else is free to use the same Subspace Tunnel while it is open, including enemy ships, fighters, seeking weapons, shuttles, PFs, monsters and more. The Drawback is that once the Subspace Tunnel closes, Anything caught inside of it is Instantly Destroyed (Lost). Subspace Tunnels do not “Block” anything and are considered to be “Under Space.” For game balance, the Length of the Subspace Tunnel is Restricted so it cannot be made Too Long.
Ultimately, the Netherwraith Heavy Cruiser is a nice fit for the Prime Sector. With Strange and Unusual Technology, this Villain will Wreak Havoc on all the Good Empires of the Prime Sector. Developing Tactics to Counter the Unorthodox Netherwraith Heavy Cruiser will be the Most Challenging and the Most Fun Part.
SUBSPACE ROCKETS: These function as described in Omega-3.
SUBSPACE PLASMAS (SSP):
The Arming Cycle and Hold is the same as a Plasma-S.
Upon launch, the Subspace Plasma enters Subspace and cannot be hit by Phasers or distracted by a Wild Weasel.
Upon launch, the owning player writes down (secretly) at what distance (in hexes) from the target the Subspace Plasma will emerge into normal space. The Minimum Distance (in hexes) from the target is 2 Hexes.
The Plasma Counter is left on the Map the Entire Time the Subspace Plasma travels to the target. Its location is known to all. However, the Subspace Plasma cannot be shot at or distracted while it is in Subspace.
Subspace Plasmas move at Speed 20.
When the Subspace Plasma emerges into normal space, it is at the beginning of the impulse, allowing direct fire and Wild Weasels to affect it that same impulse.
Subspace Plasmas have no bolt, pseudo, shotgun, or enveloping features. These advancements may be added in the future.
Subspace Plasmas can be launched on the same turn when the launcher is destroyed.
Subspace Plasmas are treated as Plasmas in all other respects not listed above.
SUBSPACE TUNNEL MACHINE (STM):
Subspace Tunnel Machines are armed over Two Turns.
Subspace Tunnel Machines require Four Points of Energy on the First Turn and Four Points of Energy on the Second Turn.
Subspace Tunnel Machines may be Held for Two Points every turn.
When activated (at the beginning of the impulse before anything else), the owning player writes down the Length of the Subspace Tunnel to be formed. The Subspace Tunnel may be anywhere from 1-6 Hexes in Length.
Subspace Tunnels are always Straight Ahead with No Curves, Turns, or Breaks. They are Straight Line (Linear) Only.
Subspace Tunnels are always formed Directly In Front of the Starship with No Gap in Hexes. Subspace Tunnels may never be formed in the #2, #3, #4, #5, or #6 Arcs. Subspace Tunnels may never be formed More than 1 Hex Away from the Ship. Technological Advancements in the Future may allow for these abilities, such as X-Technology.
Subspace Tunnels last for 8 Impulses including the Impulse of Formation.
Subspace Tunnels cannot be formed if there is Any Object or Energy or Anything Other than Empty Space along the Projected Route. This includes, but is not limited to, Fighters, Ships, PFs, Webs, Plasmas, Drones, Planets, Asteroids, Base Stations, Starbases, Moons, Suns, Monsters, etc.
Once a Subspace Tunnel is formed, it can be Entered by Any Ship, Seeking Weapon, Fighter, Shuttle, or Monster. Anything inside of the Subspace Tunnel must move in a Straight Line to reach the Exit. It is possible to HET to leave out of the Entrance as well.
While inside of the Subspace Tunnel, no Direct Fire Weapons, Seeking Weapons, or any other kind of Offensive Weaponry may be used on the target from the Outside (meaning not in the Linear Series of Hexes declared to be the Subspace Tunnel for 8 Impulses). This includes Displacement, Target Illuminators, Target Accentuators, and Similar Devices.
Anything Inside of the Subspace Tunnel (meaning in the Linear Series of Hexes declared to be the Subspace Tunnel for 8 Impulses) may fire or launch or hit its target Within the Subspace Tunnel (only).
Example #1: a Netherwraith Heavy Cruiser moves 3 Hexes into a Subspace Tunnel. An Alliance of Lords Heavy Cruiser moves 1 Hex into the same Subspace Tunnel. The Alliance of Lords Heavy Cruiser could fire Photons and Phasers Inside of the Subspace Tunnel and hit the Netherwraith Heavy Cruiser.
Example #2: a Netherwraith Heavy Cruiser moves 3 Hexes into a Subspace Tunnel. A Plasma-R follows. The Plasma-R catches up to the Netherwraith Heavy Cruiser and hits it. The Plasma-R would score the appropriate amount of damage.
Example #3: a Netherwraith Heavy Cruiser moves 3 Hexes into a Subspace Tunnel. 4 Drones follow it into the Subspace Tunnel. The 4 Drones later strike the Netherwraith Heave Cruiser while inside of the Subspace Tunnel. The 4 Drones score their normal damage.
Example #4: a Netherwraith Heavy Cruiser moves 3 Hexes into a Subspace Tunnel. A Fighter follows and moves 1 Hex into the same Subspace Tunnel. The Fighter could fire its weapons inside of the Subspace Tunnel and hit the Netherwraith Heavy Cruiser.
Anything inside of the Subspace Tunnel when it Closes (after 8 Impulses) is AUTOMATICALLY DESTROYED. There are No Exceptions. This includes the Generating (Netherwraith) Ship or any other Netherwraith Ships.
Subspace Tunnels cannot be Closed Prematurely. They must remain open for the Full 8 Impulses.
Even if the original Subspace Tunnel Machine that generated the Subspace Tunnel is Destroyed, the Subspace Tunnel it Created remains open for the full 8 Impulses.
Subspace Tunnels are not “Walls in Space.” They do not Block Anything in Any Way. Ships, Plasmas, Drones, etc. may cross Over the Subspace Tunnel Freely. This means it may be possible to have One Counter in the Subspace Tunnel and One Counter outside of the Subspace Tunnel in the Same Hex. Subspace Tunnels do not Block Direct-Fire Weapons in Any Way. Ships may fire Over the Subspace Tunnel at another target, but they cannot fire Into the Subspace Tunnel.
Subspace Tunnel Machines are destroyed on FLAG Hits on the DAC.
PHASER-1: These function as described in the Basic Set.