THE PRIME SECTOR
PHALANX SHIPS
(PMR8.1) HEAVY CRUISER (CA):
The Phalanx Heavy Cruiser was an imposing adversary to face. With a Regenerating Rotating Shield, Sturdy Thick Armor, Two Hurricane Missiles, Phaser-4’s, and the Dreaded Plasma Shear, the Phalanx Heavy Cruiser defeated many opponents in combat. Enemies quickly discovered that the Phalanx’s Plasma Shear could be used defensively to rip apart seeking weapons, shuttles, and fighters. Starships struck by the destructive Hurricane Missile experienced devastation far beyond what a simple Drone could inflict. Fortunately, a weakness was discovered in the Aft Direction of the Phalanx Heavy Cruiser, one which was exploited by experienced Captains.
DESIGNER NOTES:
The Phalanx Heavy Cruiser is based on the Juggernaut. Great care had to be taken to convert it down to Prime Sector Standards.
First of all, the Rotating Shield had to be reduced so that the ship would not be Invulnerable. Like the Guardian Knights, the Phalanx Rotating Shield, when combined with its Directional Armor, could not exceed the Standard Shield Amounts for Prime Sector Heavy Cruisers. This has been carefully calculated. Now, if the Phalanx suffers an Alpha Strike from an enemy ship, the Rotating Shield will only cover part of the damage. Another slight disadvantage that I built into the Rotating Shield is that it cannot be reinforced.
Like the Juggernaut, Phalanx starships do not have a #4 Shield. They are covered in Directional Armor everywhere else per the original.
The PH-4’s were another consideration. It was very important to keep this feature because it gives the Juggernaut a unique flavor in battle. However, the PH-4’s can easily become unbalancing. Therefore, I had to make sure the amount of damage that the PH-4’s could inflict was roughly equal to the Phaser Damage Output of a standard Prime Sector Heavy Cruiser.
Next, the Shriek Missiles were converted into Hurricane Missiles. These are the Largest Missiles yet in the Prime Sector, with the Black Cataract’s Dark Plasma Drones coming in a close second. Each Hurricane Missile can be devastating if it hits its target and they are very difficult to stop once in flight. Luckily, the Phalanx Heavy Cruiser only carries two of them. Only 1 Hurricane Missile can be on the map at any one time.
But there needed to be something else. The Phalanx Heavy Cruiser was a Phaser Boat with Big Missiles, but Tactically, there wasn’t too much challenge or uniqueness in playing it. So the Plasma Shear was developed. This device, which can be used offensively to damage enemy ships or defensively, to protect the Phalanx Heavy Cruiser against seeking weapons, is similar to an ESG that can be generated at range. A radius of plasma energy is formed around a target hex that damages anything within that radius. The Tactical Implications of this new device are numerous, limited only by the player’s ingenuity.
Now, the Phalanx Heavy Cruiser is ready to enter play. It is not too strong or invulnerable that it cannot be stopped. It retains the original flavor of the Juggernaut. And with the Plasma Shear, it is now an attractive vessel to fly with brand new and interesting tactics to be developed.
PHASER-4: These function as described in the Basic Set.
HURRICANE MISSILES (HM):
Hurricane Missiles are treated as Drones with Speed 31, Endurance 2, Warhead 24, Damage 16, Space 2
Hurricane Missiles cannot be destroyed by an ADD
Hurricane Missiles can be distracted by a Wild Weasel
Hurricane Missiles have 4 points of Negative Tractor built in
Hurricane Missiles are 360 degrees; they have no firing/launching arc
Hurricane Missiles do not have Racks. They are Extremely Limited. The Phalanx Heavy Cruiser only has 2 Hurricane Missiles.
Only 1 Hurricane Missile can be on the board (map) at any one time.
Hurricane Missiles are destroyed by DRONE Hits on the DAC if they are Unlaunched.
Treat Hurricane Missiles as Drones in all other respects not noted above.
PLASMA SHEARS (PSHR):
Plasma Shears are armed over Two Turns.
Light Plasma Shears require Two Points of Energy on the First Turn and Two Points of Energy on the Second Turn.
Heavy Plasma Shears require Four Points of Energy on the First Turn and Four Points of Energy on the Second Turn.
Light Plasma Shears can use a Rolling Delay for Two Points of Energy per Turn.
Heavy Plasma Shears can use a Rolling Delay for Four Points of Energy per Turn.
Light Plasma Shears cannot be upgraded to Heavy Plasma Shears.
Once Activated, a Target Hex is chosen that is from 2-6 Hexes away from the Phalanx Heavy Cruiser. The Target Hex must be within the Firing Arc of the Plasma Shear.
Roll a Die. If the result is 1-5, the Target Hex is successfully hit. If the result is a 6, a Random Target Hex is chosen. Roll Two Dice. The First Die determines the Direction, corresponding to A-F (=1-6) on the Map. The Second Die determines the Number of Hexes away from the Target Hex the Random Target Hex is.
Once the Target Hex (or Random Target Hex) is chosen, count 4 Impulses, not including the Impulse the Plasma Shear was Activated. On the 4th Impulse, the Plasma Shear manifests itself.
At a 1 Hex Radius all around the Target Hex (or Random Target Hex), a Circle of Plasma Energy is Formed. Anything in this 1-Hex Radius around the Target Hex will suffer the Damage listed on the Plasma Shear Chart. This Damage will hit the Facing Shield when applicable.
The Circle of Plasma will last 2 Impulses (the 4th and 5th Impulse after the Target Hex is hit) for a Light Plasma Shear. The Circle of Plasma will last 4 Impulses (the 4th, 5th, 6th, and 7th Impulse after the Target Hex is hit) for a Heavy Plasma Shear. Damage is inflicted Every Impulse that a Target is within the 1-Hex Radius around the Target Hex.
Interestingly, anything in the Target Hex itself (Radius 0) will Suffer No Damage.
The Circle of Plasma Energy does not affect Plasma Torpedoes, but it does affect Ships, Drones, Shuttles, Fighters, Monsters, etc.
The Plasma Shear can damage the Phalanx ship if the Phalanx Ship enters the 1-Hex Radius around the Target Hex while the Plasma Shear is manifested.
Plasma Shears are destroyed on TORP Hits on the DAC.
ROTATING SHIELD GENERATOR(RSG):
It costs 4 points of energy to raise the Rotating Shield each turn.
The Rotating Shield will Automatically Face whatever Direction Damage is inflicted from during an Impulse. Once that Shield Facing has been determined for the Impulse, it cannot be changed.
The Rotating Shield cannot be Manually Changed to Face a Different Direction. It will Automatically Protect from Damage from Any Direction, but it cannot be Moved Manually at the discretion of the player.
The Rotating Shield will Completely Regenerate Each Turn as long as the 4 points of energy is paid to activate it. This happens regardless of Prior Turn Damage or Destruction.
The Rotating Shield cannot be Reinforced.
The Rotating Shield Generator is destroyed on FLAG Hits on the DAC.
DIRECTIONAL ARMOR (ARMOR): This acts as described in the Basic Set except that it is Directional facing a specific Arc.
PHASER-1: These function as described in the Basic Set.