THE PRIME SECTOR
CHRYSALIS SHIPS
(PMR12.1) CATERPILLAR COCOON TENDER (CCT):
The Chrysalis Caterpillar Cocoon Tender was a small Living Caterpillar that Maintained the Web in the Great Cocoon and other Cocoons. Although it was a non-combat unit, the Chrysalis Caterpillar Cocoon Tender possessed a Unique Heavy Weapon that could Pass Through Webs, the Precursor to the full Chrysalis Plasma Torpedo. It was also armed with Wide Phasers. Like almost all Chrysalis Vessels, the Chrysalis Caterpillar Cocoon Tender carried a Special Device that could Damage Opponents Stuck in the Web.
(PMR12.2) CATERPILLAR COCOON LAYER (CCL):
The Chrysalis Caterpillar Cocoon Layer was a small Living Caterpillar that Laid New Web for the Great Cocoon and other Cocoons. Although it was a non-combat unit, the Chrysalis Caterpillar Cocoon Layer could defend itself with Web Fists if necessary. The Chrysalis Caterpillar Cocoon Layer was armed with Multiple Web Casters. Like almost all Chrysalis Vessels, the Chrysalis Caterpillar Cocoon Layer carried a Special Device that could Damage Opponents Stuck in the Web.
(PMR12.3) MOTH COCOON DEFENDER (MCD):
The Chrysalis Moth Cocoon Defender was a Dreaded and Feared Protector of the Great Cocoon and other Cocoons. This Living Moth was the equivalent of other Prime Sector Heavy Cruisers. Armed with a Powerful Plasma Weapon that could Pass through Webs, the Chrysalis Moth Cocoon Defender systematically eliminated adversaries that were Stuck in the Web or who were Circling Outside the Web. The Chrysalis Moth Cocoon Defender carried a Full Battery of Wide Phasers. Lastly, the Chrysalis Moth Cocoon Defender retains Two of the Devices from its Caterpillar Stage, including the ability to Lay Web and to Damage Enemies Stuck in the Web.
DESIGNER NOTES:
The Chrysalis are based on the Tholians. Web Tactics are Tholian Tactics. So the Chrysalis must employ Web Tactics. However, I didn’t want to duplicate Tholian Web Tactics. I wanted New and Different Web Tactics to have to be employed by the Chrysalis (and their Adversaries) in order to win on the Tabletop.
Since Spiders were taken, the next obvious choice for creatures that could produce a Web were Caterpillars, Moths, and Butterflies. Therefore, the Chrysalis spin gigantic, immense cocoons in space, which are created and tended by Caterpillars and protected by Moths and Butterflies.
In order to make the Chrysalis different from the Tholians in terms of Web Tactics, there were Three Things I needed to implement. The First Thing is a Special Type of Plasma that could Pass Through Webs. This alone will already change the Web Tactics incredibly, because instead of the Defenders just having Phasers to shoot through their own Webs, now they can launch Seeking Weapons through their own Web. The Second Thing is a Special Device that can Damage any Enemies Stuck in the Web. Now, if the Attackers throw their ships into the Web in order to shoot at Chrysalis ships maintaining the Energy in the Web, they will Suffer Greatly, because this Special Device can Damage those Stuck Ships. The Third Thing is Power Absorbers. The Idea behind giving the Chrysalis Power Absorbers is to ultimately Tie In the Energy Absorbed with the Energy Fed into the Web. This means the Energy (Damage Points) will go from Power Absorbers to Batteries and then finally into the Web (assuming this Tactic is being used at that moment; this Tactic cannot be used All the time by Every Chrysalis Ship). So a New Power Dynamic is created for the Chrysalis, simply by the addition of Power Absorbers to their Technology. The idea behind the Power Absorbers is NOT to make the Chrysalis Invulnerable to Damage or to give them Andromedan Tactics!
The Chrysalis use Wide Phasers with a Revised Range Table. Wide Phasers were chosen because they score less damage than a PH-1. This helps to balance their Special Weaponry that can Pass Through Webs. However, Wide Phasers have a more Stable and Reliable Damage Matrix than PH-1’s. The Wide Phasers employed by the Chrysalis can fire through Webs just like the Tholians (with the Same Penalty).
The Caterpillars are based on Tholian Patrol Corvettes. They are small crafts, not suited for combat, which have a specific purpose in regards to Web and the Great Cocoon. The Chrysalis Caterpillar Cocoon Tender is tasked with Maintaining the Web in the Great Cocoon. It does possess an interesting weapon, the Precursor to the Plasma Weapon that can move through Web. This Precursor is a miniature direct-fire version of the real thing, so it is very limited in range and damage. The Chrysalis Caterpillar Cocoon Layer is tasked with Creating New Web for the Great Cocoon. To achieve this, it is armed with Web Casters. The Chrysalis Caterpillar Cocoon Layer does not carry the Precursor to the Seeking Weapon like the Chrysalis Caterpillar Cocoon Tender. The Power Absorbers on the Chrysalis Caterpillar Cocoon Tender and Layer are Very Limited in Scope and Quantity.
The Chrysalis Moth Cocoon Defender is the First Chrysalis Starship to be the Equivalent of a Prime Sector Heavy Cruiser. However, in some ways, it exceeds the Standard Prime Sector Heavy Cruiser because it utilizes Web Tactics and Web Technology. This can’t be avoided because Web Tactics are what Define the Chrysalis.
The Chrysalis Moth Cocoon Defender possesses the Full Version of the Plasma Torpedo that can Pass Through Webs. This fact alone makes it a Powerful Defender of the Great Cocoon. Add in the Phasers and Fully Capable Power Absorbers, and you have a Web Opponent that can Repel most Prime Sector Heavy Cruiser trying to Penetrate the Web. The Concept for the Moth Cocoon Defender is that the Precursor Caterpillar Weapon has now Evolved into its Full Combative Form (the Plasma Torpedo that can Pass Through Webs).
Obviously, with these Unique Advantages, the Chrysalis are Much Stronger than the Tholians in terms of Web (Cocoon) Defense. This is Intentional.
The Great Cocoon is the Largest Web ever seen before in the Prime Sector maintained by the Chrysalis. The Great Cocoon has never been penetrated. Outside Empires have no idea what is within. Smaller Cocoons have been found in different areas of the Prime Sector, and some of those have been successfully penetrated and destroyed. It is unknown how or why the Chrysalis choose certain areas to create New Cocoons or what the Purpose of these Cocoons is.
PHASED SPITTLE (PHSP):
Phased Spittle can be Fired Every Turn.
Phased Spittle requires 2 points of energy to fire, either Allocated or Reserve Power.
Phased Spittle can be held for 1 point every turn.
Phased Spittle ignores All Web created by the Chrysalis.
Phased Spittle is destroyed on TORP Hits on the DAC.
REVISED WIDE PHASERS (PW-1): These function exactly as described in Omega-1. Use the Revised Table with Revised Range Brackets.
WEB SNARES (SNARE): These function exactly as described in Module C2.
WEB PULSE (WP):
The Web Pulse can be charged with as much energy as the Chrysalis Starship is able to produce through Warp, APR, Impulse, and Batteries.
The Web Pulse can be activated during Any Impulse at the Chrysalis player’s discretion.
The Chrysalis Starship must be in a Web Hex or Adjacent to a Web Hex when Activating a Web Pulse.
On the Impulse of Activation, ALL Enemy Starships, Shuttles, Fast Patrol Ships, Monsters, etc. who are Currently in a Web Hex (that is Connected to the Web Hex the Chrysalis Starship is In or Adjacent To) will suffer 2 points of damage for every 1 point of energy supplied by the Chrysalis Starship. This damage will hit the Facing Shield in relation to the Chrysalis Starship. The Hit (Damage) is Automatic so long as the Target is in a Web Hex and No To-Hit Roll is Required. Range is Not a Factor as long as the Target Web Hex is Connected to the Web Hex the Chrysalis Starship is In or Adjacent To.
Example #1: A Chrysalis Caterpillar Cocoon Tender activates its Web Pulse with 8 points of energy. A Death Cult Battlecruiser is stuck in a Web three hexes away from the Chrysalis Caterpillar Cocoon Tender with its #5 Shield facing the Chrysalis Starship. The Death Cult Battlecruiser suffers 16 points of damage to its #5 Shield.
Example #2: A Chrysalis Caterpillar Cocoon Layer activates its Web Pulse with 4 points of energy. A Netherwraith Heavy Cruiser is stuck in a Web 12 hexes away from the Chrysalis Caterpillar Cocoon Layer with its #3 Shield facing the Chrysalis Starship and a Dark God Heavy Cruiser is stuck in a Web 24 hexes away from the Chrysalis Caterpillar Cocoon Layer with its #6 Shield facing the Chrysalis Starship. The Netherwraith Heavy Cruiser suffers 8 points of damage to its #3 Shield and the Dark God Heavy Cruiser suffers 8 points of damage to its #6 Shield.
All Chrysalis Starships, Shuttles, and Fast Patrol Ships are Immune to the Web Pulse at All Times.
Once used, the Web Pulse must Cool Down for 32 Impulses before it can be used again.
The Web Pulse is destroyed on FLAG Hits on the DAC.
POWER ABSORBERS (PA): These function exactly as described in Module C2 except:
Chrysalis Power Absorbers are Directional and only protect the Specified Arc.
The Chrysalis Caterpillar Cocoon Tender and the Chrysalis Caterpillar Cocoon Layer can only raise its PA Panels to Standard Levels, not Reinforced.
The Chrysalis Moth Cocoon Defender can raise its PA Panels to Standard or Reinforced Levels.
POWER BATTERIES (BTTY): These work exactly as described in Module C2 except they can hold a maximum of 3 points of energy.
DOUBLE INTERNAL BOXES: Some Chrysalis Heavy Weapons or Device require Two Hits on the DAC before they are Destroyed. If they receive only One Hit on the DAC, they remain Fully Functional until a Second Hit is Scored.
WEB CASTERS (WC): These function exactly as described in Module C2.
PHASED PLASMA TORPEDO (PL-PH):
Phased Plasma Torpedoes Pass Through Webs at No Penalty.
Phased Plasma Torpedoes may be armed as Type 1 Torpedoes or Type 2 Torpedoes.
Both Type 1 and Type 2 Phased Plasma Torpedoes require 3 Turns to Arm.
The Energy Requirements for Type 1 and Type 2 Phased Plasma Torpedoes are the Same: 2 points of energy on the first turn, 2 points of energy on the second turn, and 5 points of energy on the third turn.
Type 1 and Type 2 Phased Plasma Torpedoes can be Held for 4 points of energy every turn. This Hold Cost remains the same even if one Type 2 Phased Plasma Torpedo has already been launched.
Once the Arming Process has begun, the Decision to arm a Type 1 or Type 2 Phased Plasma Torpedo Cannot be Changed.
Once fully armed on the Third Turn, a Type 1 Phased Plasma Torpedo may be launched. Use the Phased Plasma Torpedo Table to calculate Damage based on Range.
Once fully armed on the Third Turn, Two Type 2 Phased Plasma Torpedoes may be launched (during the Third Turn or Future Turns if Held), but not within 8 impulses of a prior launch.
Phased Plasma Torpedoes have All of the Launching Options of Standard Plasma Torpedoes, including Bolt, Shotgun, Enveloping, and Pseudo.
Phased Plasma Torpedoes may be launched even if the launcher is destroyed like Standard Plasma Torpedoes.
Phased Plasma Torpedoes may be damaged by Phaser Fire like Standard Plasma Torpedoes.
Phased Plasma Torpedoes can be distracted by Wild Weasels like Standard Plasma Torpedoes.
Phased Plasma Torpedoes are destroyed on TORP Hits on the DAC.
Phased Plasma Torpedoes are treated as Plasma Torpedoes in all other ways not noted above.
LIVING SHIP: This works exactly as described in Omega-1.