SECTOR 50
(50R.8.0) ODRIUM
(50R8.1) HEAVY CRUISER (CA):
The primary driving force behind the Odrium fleet. The Odrium Heavy Cruiser was a solid, slow moving vessel reinforced with Armor for added protection. Its Dual Light Flash Cannons could continually hit the Same Shield, even when the target starship turned to attempt to protect its Shields. With a Variety of Phasers, the Odrium Heavy Cruiser was effective at many different ranges. But the most feared aspect of this capable combatant was the Sweeping Firing Arcs employed by both its Light Flash Cannons and Phasers. This was the edge that led to many a Victory for the Odrium Heavy Cruiser.
DESIGNER NOTES:
The Odrium Heavy Cruiser is roughly Half of the Andrium Heavy Cruiser. The Andrium Kingdom was a New Empire introduced many, many years ago in the Core Worlds by Sean J. Young.
The focus of the Odruim is the Light Flash Cannon (and later the Heavy Flash Cannon). This heavy weapon fires over Two Consecutive Impulses. The question is: Is the Light Flash Cannon Balanced? To my surprise, it was remarkably well designed. The answer is: Yes.
The Light Flash Cannon is armed over two turns, requiring a total of 3 points of energy for standard mode. At Ranges 3-5, the Light Flash Cannon delivers 6 points of damage total. So the energy:damage ratio of 1:2 is correct. Overloaded Light Flash Cannons are the same. They require a total of 5 points of energy and, at Ranges 3-5, deliver a total of 10 points of damage. Obviously, at closer ranges, the Light Flash Cannon becomes more efficient in terms of energy to damage output, along the same lines as a Disruptor Bolt.
Upon my first read of the Original Light Flash Cannon Rules, I thought the Light Flash Cannon functioned similar to a PPD or Tachyosonic Beam. By this I mean that, if the target turned during the separate “pulses”, the split damage would be scored on the New Facing Shield. However, upon rereading the Original Light Flash Cannon Rules, I found that the Light Flash Cannon continues to hit the Same Shield, even if the target turns. I had mixed feelings about this.
First of all, from a “working universe” perspective, hitting the Same Shield even if the target turns didn’t make sense if it was a directed energy weapon firing over two separate impulses. If the target turns, the directed energy weapon should now hit the New facing Shield. But the Original Rules state that “it operates by manipulating energy into short flashes of unstable particles…” So perhaps it is these “unstable particles” that account for maintaining damage on the Same Shield? It’s an interesting discussion, but in the end, any kind of Technobabble can be used to explain the workings of the Light Flash Cannon.
Secondly, it seriously reduces the Effectiveness of a Single Impulse Heavy Weapon to take its Total Damage and Split It in Half. This is reminiscent of the Particle Cannon and the Particle Beam. They fire multiple times per turn, but each shot has a minimized effect. So, Tactically, this is not the best function, even if the split damage hits the Same Shield when the target has turned. The damage has still been split in half. However, this is clearly how the Original Flash Cannon was designed. I wanted to change the heavy weapon into something like a PPD, but in order to stay True to Sean J. Young’s Original Vision, the Light Flash Cannon must remain the same in terms of function.
Still, there are Three Positive Elements that result from the Dual Barrage on the Same Shield. First of all, there is Flavor. As there is no Heavy Weapon in the SFB Universe that functions like this (to my knowledge), the Light Flash Cannon becomes something Unique. It gives the Odrium a Flavor that will forever stand on its own when compared to everything else.
Next, the way the Flash Cannon works leaves room for all kinds of interesting Future Developments. Will the Number of Impulses Increase in the Future? Can the Total Damage be Split among Different Shields at the Owning Player’s Discretion? Can the Interval Between “Pulses” be Lengthened? Is it possible to simply fire One Impulse of Damage as a type of “Light Firing Mode?” All of these things are moving toward X-Technology, but they hint at curious and intriguing Future Possibilities for the Flash Cannon.
Third, having the Split Damage hit the Same Shield has an added Tactical Benefit. In terms of the DAC, it creates a Mizia Effect for Internals. This can be Crucial for gaining an Advantage in Combat. Does the Mizia Effect justify Splitting the Overall Heavy Weapon Damage? Perhaps, Perhaps Not. But it is certainly something Different.
The Andrium CA also had numerous other subtle design features built into its SSD. The starship utilized Three Different Sets of Phasers (PH-1, PH-2, PH-3), giving it a unique assortment of Phasers to draw from on the battlefield (hence giving it Unique Tactics). The ship also possessed a section of Center Armor that acted as a 360 Seventh Shield. Lastly, both the Flash Cannons and the Phasers had Wide Firing Arcs, perhaps to offset the Split Damage caused by the Flash Cannons. I felt all of these Design Elements were essential for the Flavor of the Original Andrium, so they were all retained for the Odrium.
Ultimately, the Odrium Heavy Cruiser does justice to the Original Andrium Design. The Light Flash Cannon is a Unique, Balanced Heavy Weapon that differs from the PPD and Tachyosonic Beam. The Design Elements of the Odrium CA SSD lead to Different Tactics on the Battlefield. And the Odrium has room for plenty of intriguing Future Technological Developments for the Flash Cannon. Lastly, I will have to later Design a Secondary Heavy Weapon/Device for the Odrium, perhaps something based on their “Flash” Technology.
LIGHT FLASH CANNON
⦁ Light Flash Cannons are armed over Two Turns
⦁ For Standard Mode, Light Flash Cannons require one point of energy on the first turn and two points of energy on the second turn.
⦁ For Overload Mode, Light Flash Cannon require one point of energy on the first turn and four points of energy on the second turn.
⦁ Standard Light Flash Cannons can be Held at Zero Cost.
⦁ Overloaded Light Flash Cannons can be Held for one point of energy per turn.
⦁ The Damage listed is split into Two Consecutive Impulses. The Second Impulse of Damage hits the Same Shield, even if the Target Turns.
⦁ Light Flash Cannons are destroyed on TORP Hits on the DAC.
PHASER-1
These function as described in the Basic Set
PHASER-2
These function as described in the Basic Set
PHASER-3
These function as described in the Basic Set