PROJECT-X
(PXR6.0) LEGION SHIPS
(PXR6.1) LEGION FIRST CRUISER (FCA):
The Legion First Cruiser was a formidable opponent for both the Republic and the Regime. The Hyper Torpedoes utilized by the Legion could generate as much destructive force as Kinetic Torpedoes, but also had an option that allowed the Hyper Torpedoes to fire as often as Neutron Bolts. It is this flexibility that allowed Legion First Cruisers to compete with Republic First Cruisers and Regime FZ4 Battlecruisers.
Of particular note was the gigantic Centurion Missile carried by the Legion First Cruiser. This massive Missile was larger than the Heavy Missiles employed by the Regime and far more destructive. The Centurion Missile was a giant Missile which could absorb a massive amount of damage on the way to its target. Due to its size, each Legion First Cruiser only carried one Centurion Missile at any given time.
Legion starships also carried the Phaser-X as their primary Phaser armament. The Phaser-X projected a stable and predictable firing pattern, one which was much more consistent than the Phaser-V. Many other empires decided to arm their starships with the Phaser-X after witnessing it in action on Legion starships.
The Legion First Cruiser was designed as a forward striking vessel. All of its primary weapons, Hyper Torpedoes, Phaser-X’s, and the Centurion Missile, were positioned to fire in a forward arc. Because of this design, Legion First Cruisers were given extremely strong forward shields at the expense of having weaker rear shields.
HYPER TORPEDOES
1) Hyper Torpedoes can fire every turn or every other turn, depending on the amount of energy used.
2) In order to fire Hyper Torpedoes in a single turn, one point of energy is required for arming.
3) Additional energy can be added to a Hyper Torpedo on the second turn in order to generate more damage. From one to three points of energy can be added to the first point of energy that was used on the first turn. This results in the Hyper Torpedo being armed with a total of either two points of energy, three points of energy, or four points of energy on the second turn. Energy allocated to Hyper Torpedoes can be assigned during EA or drawn from Reserve Power.
4) Hyper Torpedoes cannot be held.
5) Hyper Torpedoes cannot be downgraded once they are armed with more energy.
6) Hyper Torpedoes are destroyed on Torpedo hits on the DAC.
PHASER-X
1) Each Phaser-X requires one point of energy to fire.
2) Phaser-X’s do *Not* have a Capacitor.
CENTURION MISSILES
1) In order to launch a Centurion Missile at a target, the target must be within the Centurion Missile’s firing arc.
2) Centurion Missiles move at Speed 8.
3) Centurion Missiles are destroyed after receiving 10 points of damage.
4) Centurion Missiles which impact their target cause 16 points of damage.
5) When Centurion Missiles are launched, both boxes are marked as destroyed on the SSD.
6) Centurion Missiles are destroyed on Drone hits on the DAC. It requires two internal hits to destroy a Centurion Missile.