PROJECT-X
BRINE SHIPS
(PXR3.1) BRINE FIRST CRUISER (FCA):
The workhorse of the Brine Fleet. The Brine First Cruiser served a variety of important roles during the First Era. It was a sturdy vessel; multifaceted yet well-armed. The Brine First Cruiser was not combatively equivalent to the Republic First Cruiser or the Regime FZ4 Battlecruiser, but it could stand its ground when forced to.
While the Brine First Cruiser possessed more heavy weapons than either the Republic First Cruiser or the Regime FZ4 Battlecruiser, the Antiparticle Guns utilized by the Brine were functionally less effective than Kinetic Torpedoes and Neutron Bolts. Additionally, Brine starship design called for sweeping arcs, which only allowed three of the Antiparticle Guns to fire at a forward oblique angle at any given time. Comparatively, both the Republic First Cruiser and the Regime FZ4 Battlecruiser could concentrate more firepower towards a single angle than the Brine First Cruiser.
The Phaser-VIII employed by the Brine was a precision, pinpoint weapon. The Brine First Cruiser could bring three Phaser-VIII’s to bear on either its port or starboard side and two Phaser-VIII’s on its stern. The limited forward arcs on the Phaser-VIII’s made battle runs clumsy; the Brine First Cruiser would have to first fire two forward Phaser-VIII’s on one side and then angle off to the opposite side to fire the remaining two Phaser-VIII’s.
The Antiparticle Cloud would become a frustration for Regime Battlecruisers, due to its ability to neatly counter incoming Missiles. However, the Antiparticle Cloud of the First Era did have a weakness; Regime Commanders quickly determined that a swarm of Missiles could penetrate a fully formed Antiparticle Cloud.
Brine First Cruisers also used the Antiparticle Cloud as a deterrent against enemy starships seeking to overrun. Not only could the Antiparticle Cloud quickly disintegrate shields at close range, but it could also wreak internal havok against targets with a shield down.
ANTIPARTICLE GUNS
1) Antiparticle Guns are armed in a single turn.
2) Standard Antiparticle Guns cost one point of energy to arm.
3) Antiparticle Guns fired as a Double Shot cost two points of energy to arm.
4) Antiparticle Guns fired as a Triple Shot cost three points of energy to arm.
5) Antiparticle Guns cannot be held, no matter what the type of arming.
6) Antiparticle Guns are destroyed on Torpedo hits on the DAC.
ANTIPARTICLE CLOUDS
1) It costs two points of energy to arm an Antiparticle Cloud.
2) Antiparticle Clouds can be fired once per turn.
3) On the impulse of firing, a single hex adjacent to the Brine starship is filled with an Antiparticle Cloud. This hex may be any one of the six hexes surrounding the Brine starship.
4) The Antiparticle Cloud will last for 8 impulses before dissipating. The Antiparticle Cloud does not move once it forms.
5) If a starship with shields enters the Antiparticle Cloud, it will receive one point of damage to every shield. If any one of the starship’s shields are down, the starship will receive six points of internal damage and no damage to its shields. If the starship uses armor instead of shields, treat the damage as six internals. After the damage is resolved, remove the Antiparticle Cloud from the hex.
6) If a seeking weapon (drone or plasma) or shuttle enters the Antiparticle Cloud, it will receive six points of damage. Treat this damage as Phaser damage. If more than one unit enters the Antiparticle Cloud at the same time, only the first seeking weapon or shuttle will receive this damage. After the damage has been resolved, remove the Antiparticle Cloud from the hex.
7) The Antiparticle Cloud does not affect Brine starships.
8) The Antiparticle Cloud does not affect direct-fire weapons.
9) The Antiparticle Cloud is destroyed on Drone hits on the DAC.
PHASER-VIII
1) It costs one point of energy to fire a Phaser-VIII.
2) Phaser-VIII’s do *Not* have a Capacitor.