THE HIDDEN ENCLAVE
BLOODHUNTERS SHIPS
(HER2.1) HEAVY CRUISER (CA):
The Bloodhunters Heavy Cruiser was a sleek and agile predator in the Collaboration. Featuring Three Limited Particle Beams, Two Limited Particle Probes, Four Limited Offensive Particle Phasers, and Four Limited Defensive Phasers, the Bloodhunters Heavy Cruiser was well known for its constant bombardment. But the primary threat that the Bloodhunters Heavy Cruiser possessed was its single Limited Particle Torpedo. Evolved from Particle Splitter Torpedo technology, the Limited Particle Torpedo was a serious tactical element that changed the tide in many engagements.
DESIGNER NOTES:
The Bloodhunters Heavy Cruiser is a solid combatant in the Hidden Enclave, despite its Limited Weaponry. The primary reason for this is due to the development and conversion of the Limited Particle Torpedo. When the Bloodhunters were first pulled into the Hidden Enclave, they possessed Particle Spiltter Torpedo technology. However, due to the new environment, the Collaboration, and the limited resources, the Particle Splitter Torpedoes were eventually converted into Limited Particle Torpedoes. These function as Plasma Torpedoes that can be armed over two turns and give the Bloodhunters more crunch power.
The driving reason behind this change is because of a dissatisfaction I have long felt toward the Particle Splitter Torpedo. The description states that the Particle Splitter Torpedo was used to keep opponents at bay while the Particle Beams did their work. But the splitting function of the Particle Splitter Torpedo was fairly useless tactically, in my opinion, unless you were facing fighters or fast patrol ships, which were not present until much later. Even so, in duels or battles without fighters and fast patrol ships, the splitting function is a severe limitation, making the Particle Splitter Torpedo extremely ineffective at long ranges. While the rules state that this limitation might and will change with X-Technology, those rules may never see the light of day.
I have always thought that the Particle Phaser scored too much damage, even though it had a poor to-hit curve. Now was my chance to reduce that damage to bring it more in line with a PH-1 and the modification makes perfect sense because of the Limited Technology in the Hidden Enclave. The Limited Particle Phasers employed by the Bloodhunters retain their original poor to-hit curve.
The Limited Particle Beams and the Limited Particle Probes utilize the same tactics as their original designs. Limited Particle Beams fire rapidly in succession, while Limited Particle Probes are used to score additional internals once a shield is down.
All of this is augmented and magnified by the existence of Spectral Cells, as is typical in the Hidden Enclave. Old tactics become all-new tactics in the Hidden Enclave, once the full application of Spectral Cells is considered. The Bloodhunters can achieve tactical goals that their predecessors never could.
LIMITED PARTICLE BEAMS (LPB):
* Costs the same to arm as a standard Particle Beam.
* Use the Limited Particle Beam Table.
* Follow the rules for Particle Beams under (OE7.0).
LIMITED PARTICLE TORPEDOES (LPT)
* Limited Particle Torpedoes may be armed in standard or “double” mode.
* There is no “triple” mode for Limited Particle Torpedoes
* Limited Particle Torpedoes are armed over Two Turns.
* Standard Limited Particle Torpedoes require one point of energy on the first turn and two points of energy on the second turn.
* Double Limited Particle Torpedoes require two points of energy on the first turn and four points of energy on the second turn.
* Standard Limited Particle Torpedoes may not be upgraded to Double Limited Particle Torpedoes during the arming cycle.
* Standard Limited Particle Torpedoes can be Held at a cost of one point per turn.
* Double Limited Particle Torpedoes can be Held at a cost of two points per turn.
* Limited Particle Torpedoes are damaged as standard Plasma Torpedoes.
* Limited Particle Torpedoes may not “Split” like a Particle Splitter Torpedo.
* Limited Particle Torpedoes cannot Envelop, Shotgun, Bolt, or use a Pseudo Torpedo at this time. These Special Functions may be developed at a later date.
* Limited Particle Torpedoes may not be launched after the launcher is destroyed like Plasma Torpedoes.
Follow the rules for Plasma Torpedoes for all other respects not noted above.
LIMITED PARTICLE PROBES (P-PB):
* Fires one Limited Particle Beam instead of a standard Particle Beam.
* Follow the rules for Particle Probes under (OE8.0).
SPECTRAL CELLS (SCELLS):
* Each Spectral Cell may only be used once per scenario.
* Spectral Cells may be used during any impulse of the turn or during energy allocation.
* Only one Spectral Cell can be used within a 32-impulse period.
* Once used, mark the Spectral Cell box with a dot on the SSD.
* Upon use, choose one of the following effects for the Spectral Cell:
1) Perform a HET (roll for breakdown per standard procedure).
2) Perform a Sideslip (even when the Sideslip Mode Requirement has not been met)
3) Perform a Turn (even when the Turn Mode Requirement has not been met)
4) Reinforce a Shield with ten points of specific reinforcement. This lasts until the end of the turn.
5) Raise a 360 Shield with six boxes which absorbs damage before all standard Shields. This lasts until the end of the turn.
6) Provides six points of warp energy during energy allocation (only).
7) Refills all undestroyed Batteries.
8) Provides three poinits of ECM for 8 impulses. Note that this is not limited to the Sensor Track (D6.3141).
9) Provides three points of ECCM for 8 impulses. Note that this is not limited to the Sensor Track (D6.3141).
10) Raises a three point ESG at Radius 0 (see G23.42) for 8 impulses
11) Fully Cloaks (see (G13.3)) the starship (No Fade In/Out Period) for 4 impulses.
12) Launches the equivalent of a Plasma-D (FP2.6).
13) Releases a burst that acts as a three point Defensive Ionic Wave (G36.33).
12) Provides eight points of Tractor Energy for auctions only (G7.42)
13) Provides the equivalent of four “Labs” for the turn. These may be used for Scientific Research (G4.1), Identification of Seeking Weapons (G4.2), Emergency Damage Control (D14.0), or Tactial Intelligence (D17.228).
14) Provides eight points of Damage Control for Internal Systems which are restored immediately. This is separate from and not limited by the Damage Control Track.
15) Provides eight points of Damage Control for Shields which are restored immediately. This is separate from and not limited by the Damage Control Track.
* Spectral Cells (used or unused) are destroyed on FLAG Hits on the DAC.
LIMITED PHASER P-1 (LPP1):
* Use the Limited Phaser P-1 Table
* Costs the same as a standard Phaser P-1.
Treat as Phasers in all other respects not noted above.
LIMITED PHASER P-3 (LPP3):
* Use the Limited Phaser P-3 Table
* Costs the same as a standard Phaser P-3.
Treat as Phasers in all other respects not noted above.