THE Y-SECTOR
STORMBRINGER SHIPS
(YSR1.1) HEAVY CRUISER PLUS (CA+):
The Stormbringer Plus Heavy Cruiser was a feared and dreaded opponent in the Y-Sector. Armed with three Plus Antiproton Beams, one Plus Antiproton Lance, seven Plus Antiproton Phasers, and two Short-Range Autocannons, the Stormbringer Plus Heavy Cruiser was especially deadly at close range. Like all Plus starships in the Y-Sector, the Stormbringer Plus Heavy Cruiser was equipped with Plus Batteries, a Seventh Shield Generator, Vector Drives, and a Particle Core. Noted vulnerabilities included weak Aft Shields and a limited number of Shuttles. The Stormbringer Plus Heavy Cruiser carried two Antiproton Wake Devices for defense against seeking weapons and shuttles.
DESIGNER NOTES:
Creating the Stormbringer Plus Heavy Cruiser was not an easy task. From concept designs to SSD creation to final balancing, developing the Stormbringer Plus Heavy Cruiser was time consuming and challenging. The biggest hurdle came when comparisons were made between the Stormbringer Plus Heavy Cruiser and the Protectorate Plus Heavy Cruiser. As the Protectorate Heavy Cruiser is the first starship for the X-Sector (setting the stage for everything that follows), the Stormbringer Plus Heavy Cruiser is the first starship for the Y-Sector.
Like the Omega Sector is different (in terms of the Technological Paths it chose to follow) from the Alpha Sector, so must the Y-Sector be different from the X-Sector. Omega starships were weaker in general versus their Alpha Sector counterparts, so I decided to incorporate this aspect into the Y-Sector. Plus Batteries in the Y-Sector hold 4 points of energy, while Plus Batteries in the X-Sector hold 5 points of energy. Pulse Generators in the X-Sector generate 10 points of energy, while the Particle Core in the Y-Sector generates 8 points of energy.
In terms of Slipstream Drive Technology, the Y-Sector chose a different form of implementation. The X-Sector uses the Slipstream Drive to move forward, but the Y-Sector uses its Vector Drives to move sideways. This results in a type of Sideslip Displacement, but one where the Y-Sector starship can change its facing (just as X-Sector starships can). This difference in how the Slipstream Technology is used leads to different Tactics in the Y-Sector than in the X-Sector.
The Y-Sector did not develop Shield Regenerators, instead creating the Seventh Shield Device. This Device, which could create a Seventh Shield, was used on all Plus starships in the Y-Sector. Is the Seventh Shield Device the equivalent of Shield Regenerators? Only Playtesting will tell. The two are certainly different, both functionally and tactically. To balance the incorporation of a Seventh Shield, all of the other Shields on Plus starships in the Y-Sector had to be reduced.
The X-Sector standardized Gatling Phasers to counter seeking weapons and shuttles. In the Y-Sector, the Short-Range Autocannon completed this role. Essentially a Short-Range Cannon that could fire like a Gatling, the Short-Range Autocannon was carried by all Plus starships in the Y-Sector.
Plus Phasers in the X-Sector were easy enough to implement, because everyone used the PH-1 (for the most part). But in the Omega Sector, there are many different kinds of Phasers. A decision had to be made about how Plus Technology would affect Phasers in the Y-Sector, and ultimately, I decided that each Omega Phaser had to have its own Plus variation. Therefore, the Stormbringer Plus Heavy Cruiser carries Plus Antiproton Phasers.
The Antiproton Wake Device is a simple device used to defend against seeking weapons and shuttles. However, since it has the ability to damage ships as well, other applications and tactics also exist.
The headaches began when I defined the Plus Antiproton Beams and the Plus Antiproton Lance. Originally, the Plus Antiproton Lance would Triple the Damage if the target was in the FHR. However, this resulted in an Alpha Strike of approximately 250 (at Range 0), which was too high. Also, while comparing against the Protectorate Plus Heavy Cruiser, it opened up a different can of worms because the Alpha Strike Capabilities of the Protectorate Plus Heavy Cruiser, the Reaper Plus Battlecruiser, and the Shadow Legion Plus Lord Manta did not make sense. I was forced to address this second issue separately (which took additional time and labor).
In the end, I decided that the Plus Antiproton Lance had to be toned down in order to bring down the Maximum Alpha Strike, so the Triple Damage feature was discarded. It was replaced with a rule which stated that if the target was in the FHR, Maximum Damage was used for the Plus Antiproton Beams, but the Final Damage was still only Doubled (and not Tripled). This brought the Maximum Alpha Strike down to Plasma Alpha Strike levels, which was acceptable to me since, while the Plus Antiproton Lance (and its Beams) were direct-fire weapons, the FHR was very limited in Firing Arc, making the chance of it reaching maximum potential a rare occurance.
Regardless of reducing the Plus Antiproton Lance and the Maximum Alpha Strike, the Stormbringer Plus Heavy Cruiser remains a lethal adversary (as a Plus starship should be). Between the Short-Range Autocannons, the Vector Drives, the Antiproton Wake Devices, the Seventh Shield Device, and the Plus Antiproton Lance, there are plenty of new tactics to be developed for the Stormbringer Plus Heavy Cruiser. For the Y-Sector, the stage has been set, for Plus Technology has now been defined and the road can now be paved for all future Y-Sector Plus starships to come.
PLUS STARSHIP: Gains all the benefits of Plus Starships as defined under THE X-SECTOR – PLUS STARSHIPS DESIGNER NOTES.
PLUS ANTIPROTON BEAMS (APB+): Functions as (OE18.0) Antiproton Beams except for the following:
⦁ Use the Plus Antiproton Beam Table on the SSD when determining damage.
⦁ Note the Firing Arcs on the SSD for each Plus Antiproton Beam.
PLUS ANTIPROTON LANCE (LNC+): Functions as an (OE19.0) Antiproton Lance except for the following:
⦁ The Plus Antiproton Lance has an improved Firing Arc, see SSD.
⦁ Damage within the Improved Firing Arc scored by Antiproton Beams fired on the same impulse is Doubled (OE19.33).
⦁ If the target is within the FHR Arc of the Stormbringer starship, use the Maximum Damage for the Range as determined by the Plus Antiproton Beam Table on the SSD. The Maximum Damage is calculated before the damage is Doubled for the Lance (OE19.33).
⦁ For example, three Antiproton Beams hit a target in the FHR at Range 3. The Plus Antiproton Lance is used in conjuction with the three Antiproton Beams. Looking at the Plus Antiproton Beam Table on the SSD, we see that at Range 3 the damage is 2D6+2. Since the target is in the FHR with the Lance, do not roll and simply use the Maximum Damage, which would be 14. Three Antiproton Beams at Range 3 would yield 14 x 3 = 42 Damage, which would then be Doubled by the Plus Antiproton Lance for a Total of 84 Damage to the target.
⦁ Note the Arming Time for the Plus Antiproton Lance, see (OE19.21).
⦁ Note the Arming Cost for the Plus Antiproton Lance, see (OE19.22).
⦁ Note that the Plus Antiproton Lance may be used as a Plus Antiproton Beam, see (OE19.44).
⦁ Note that Plus Antiproton Lances are destroyed on TORP Hits on the DAC, see (OE19.12).
Plus Antiproton Lances function as Antiproton Lances in all other respects not noted above.
ANTIPROTON WAKE DEVICE (AWD): The Antiproton Wake Device is primarily used as a defense against seeking weapons and shuttles following the Stormbringer starship, but it has other applications as well.
⦁ Each Antiproton Wake Device may be powered with 1-5 points of energy. Either Energy Allocation or Reserve Power may be used.
⦁ The Antiproton Wake Device does not have a Capacitor. Unused energy may not be saved from turn to turn. If not used, the energy is lost.
⦁ When activated, a single Hex full of Antiproton Energy is formed (on the same impulse of activation – there is no delay). This Hex must be in the Firing Arc of the Antiproton Wake Device and must be adjacent to the Stormbringer starship.
⦁ The single Antiproton Hex will last for 8 impulses before it dissipates.
⦁ Anything (Seeking Weapons, Shuttles, Starships, Monsters, etc.) which enters the Antiproton Hex will suffer Double the Arming Energy to their Facing Shield. For example, if 3 points of energy was used to create an Antiproton Hex, anything which enters that Hex would suffer 6 points of damage to their facing shield.
⦁ If multiple targets enter the Anitproton Hex, each target will suffer Damage.
⦁ Plasmas treat the Damage caused by an Antiproton Hex as Phaser Damage.
⦁ If the Stormbringer starship (or other Stormbringer starships) enter the Antiproton Hex, they will suffer the damage as well. They are not immune.
⦁ The Antiproton Hex does not move. It stays in one place from its formation to its dissipation.
⦁ If more than one Antiproton Wake Device is used on the Same Hex, the Effects are Cumulative (and possibly Overlapping, depending on the Timing). For example, an Antiproton Wake Device with an LR Firing Arc creates an Antiproton Hex directly behind the Stormbringer starship with 5 points of energy. At the same time, another Antiproton Wake Device with a RR Firing Arc is used one the Same Hex with 5 points of energy. The Total Energy for that Antiproton Hex would 10, which would yield 20 points of damage for anything entering the Antiproton Hex.
⦁ Antiproton Wake Devices must Cool Down for 32 impulses after each use.
⦁ Antiproton Wake Devices are Destroyed on DRONE Hits on the DAC.
PLUS WARP DRIVE(WRP+ OR WARP+): Functions as standard Warp Drive except each box produces two points of warp energy per turn.
PARTICLE CORE (PCR): Produces eight points of energy at the start of every turn. The Particle Core is destroyed on APR Hits on the DAC.
SEVENTH SHIELD GENERATOR (SH7): Works exactly as (OG2.0) Sigvirion Secondary Shields (see (OG2.3) Usage in particular), except for the following:
⦁ The Seventh Shield Generator must be powered with two points of energy during energy allocation.
⦁ The Seventh Shield Generator is hit on FLAG Hits on the DAC. Once destroyed, the Seventh Shield may no longer be used.
VECTOR DRIVE (VECT): Functions as a Slipstream Drive except for the Arcs which are available. See SSD.
Functions as a limited range Displacement Device. For every 10 points of energy, the Plus Ship may “displace” one hex away from its original position, as long as the target hex is in the Plus Ship’s Arc (see SSD). The Plus Ship may assume any facing it desires once in the target hex. The energy cost requirements can be paid for during Energy Allocation, drawn from Plus Batteries (during the turn or during Energy Allocation), or a combination of both. The Vector Drive cannot be Held. Requires 32 impulses of Cool Down after each use. Note that when using the Vector Drive, the Plus Starship does not “travel” to the target hex; it “teleports” and is placed in the target hex. This means everything in-between is ignored, including Web. If two or more units use their Vector Drive at the same time, the transportation is considered simultaneous. The Vector Drive is destroyed on Flag Hits on the DAC.
Other Notes from the Displacement Device Rules:
(G18.51)(G18.322) SELF DISPLACEMENT: The Vector Drive has no chance of failure when used on the Plus Starship.
(G18.43)(G18.62) MANEUVER: A list of things that are not affected by use of the Vector Drive.
(G18.42)(G18.53) FIRE CONTROL: Active Fire Control is disrupted for 4 impulses after each Vector Drive use.
(G18.311)(G18.312) Declaration of intent to use the Vector Device and Stage of Operation for the Vector Device
(G18.64) SEEKING WEAPONS, PPD’s: All seeking weapons targeted on the Plus Starship using its Vector Drive continue to follow their target.
(G18.424) A Plus Starship using its Vector Device can continue guiding any seeking weapons it was guiding at the time of activation.
(G18.69) FACING: A Plus Starship using its Vector Drive can control its facing once it reaches its target hex.
(G18.8) DISPLACEMENT DEVICE FEEDBACK PHENOMENON: The Vector Drive does not cause any kind of feedback phenomenon or destabilizing effects to the region of space.
Treat the use of a Vector Drive as a Displacement Device during Gameplay for all other instances not noted above.
Y-SECTOR PLUS BATTERIES (BTTY): Functions as standard Batteries except each box holds 4 points of energy.
PLUS ANTIPROTON PHASERS (AP1+): These function exactlly as Antiproton Phaser-1’s. Use the Plus Phaser-A1 Table to determine damage (see SSD).
SHORT-RANGE AUTOCANNON (SRAC): These function as described in Omega-3 (see OE20.0) except for the following:
⦁ The Short-Range Autocannon can be fired as a Gatling Phaser, see (E2.151).
⦁ The Short-Range Autocannon is still limited by available Ammunition.
⦁ Each shot from the Short-Range Autocannon requires 1/2 point of energy to fire, see (OE20.21).
⦁ Each Short-Range Autocannon holds more Ammunition than a standard Short-Range Cannon, see SSD.
⦁ Each Short-Range Autocannon has one sets of Reloads, see (OE20.12) and (E5.74). See SSD.
⦁ The Short-Range Autocannon is destroyed on Drone hits on the DAC, see (OE20.11).
Short-Range Autocannons operate as (OE20.0) Short-Range Cannons in all other respects not noted above.