(YGR.2.0) CYCLOPEAN FORGESMITHS
CYCLOPEAN SHIPS
(YGR2.2) CYCLOPEAN THUNDERCLAP STEED (THST):
The Cyclopeans Borfyr and Doralyr both dreamt of building a Wonder Device with each other. Although it took them some time to find each other in Cyclopean Space, they knew that their Shared Dream would lead to the creation of something incredible. That something was the Thunderclap Engine.
The Cyclopean Thunderclap Steed was the ship designed to specifically house the Thunderclap Engine. The Engine required unique specifications; it could not be installed on any common Cyclopean vessel. Only two Cyclopean Thunderclap Steeds were ever built, Sleipnir and Hofvarpnir.
The Thunderclap Steed was not a war vessel, although it was outfitted with two Type-2 Lightning Emitters for defensive purposes only. The Thunderclap Engine allowed it to jump to incredible speeds instantaneously, much faster than the laws of physics should have allowed physically. The starship was highly maneuverable, capable of performing High Energy Turns almost without failure. The Thunderclap Steed was noted for its weak Shields, primarily due to the fact that it was not a combat vessel.
The Cyclopeans tried, without success, to duplicate the Thunderclap Engine on other starships. Like all Cyclopean Wonder Devices and Weapons, the Thunderclap Engine remains an enigma.
DESIGNER NOTES
The Cyclopean Thunderclap Steed, which was inspired by Odin’s Eight-Legged Steed, Sleipnir, showcases the unparalleled design skills of the Cyclopeans. Going beyond traditional Engineering, their Wondrous Inventions are drawn from the realm of the Metaphysical. Keep in mind that the Cyclopean Thunderclap Steed existed during an era of Early Years, not General War, so the creation of the Thunderclap Engine is truly remarkable.
It was important to limit the number of ships produced which utilized the Cyclopean Thunderclap Engine. It was equally important to make sure that the Cyclopean Thunderclap Engine could not be transferred or built on any other vessels. This maintains the Wondrous nature of the Cyclopean Wonder Devices, each of which are rare and unique.
LIGHTNING EMITTERS – TYPE II (LE-2)
Lightning Emitters function as Phasers except for the following:
1) Use the number to the left of the slash when scoring damage on the facing shield. The number to the right of the slash are random damage points. Roll 1D6 for each random damage point and score the damage point on the appropriate shield.
2) Lightning Emitters Type II cost 1 point to fire.
3) Lightning Emitters utilize a Capacitor that functions like a standard Phaser Capacitor.
4) When scoring damage against Plasma Torpedoes, add together the number to the left of the slash and the number to the right of the slash to calculate the total damage scored by the Lightning Emitter.
5) Lightning Emitters are destroyed on Phaser hits on the DAC. Use the standard rules regarding Phaser facing.
THUNDERCLAP ENGINE (THCL)
1) The Thunderclap Engine can be powered with 1-8 points of power. This can be allocated energy or reserve power or a combination of both.
2) Energy allocated to the Thunderclap Engine may not be held from turn to turn. It does not possess a capacitor. Any unused energy is lost at the end of the turn.
3) The Thunderclap Engine may be activated during any impulse of the turn. It may only be activated once during any given turn.
4) On the impulse of activation, the Thunderclap Steed’s Speed will increase to 32 (regardless of its current speed) with no penalties attached. This Speed 32 will last a number of impulses equal to the amount of power used in the Thunderclap Engine. Not all of the power needs to be used, the amount is decided upon by the player at the time of activation.
5) For example, a Thunderclap Engine has 6 points of energy assigned to it from Energy Allocation. On Impulse 20, the player decides to activate the Thunderclap Engine, using 4 (out of 6) points of energy. The Thunderclap Steed will then move at Speed 32 on Impulses 20, 21, 22, and 23 (4 impulses). The leftover 2 points that remains in the Thunderclap Engine is lost at the end of the turn and may not be reused.
6) The Thunderclap Engine must Cool Down for 32 impulses after each use.
7) The Thunderclap Engine is destroyed on FLAG Hits on the DAC. Two FLAG Hits are required to destroy the Thunderclap Engine, otherwise it remains functional.
8) The Thunderclap Engine does not generate any power at the beginning of each turn like Warp.