THE PRIME SECTOR
DRACO SHIPS
(PMR15.1) HUNTER WYRM (HW):
The Draco Hunter Wyrm was a dreaded, terrifying predator in the Prime Sector. Armed with a Deadly Bite, Razor Sharp Claws, Flamebreath, Eyebeams, and a full compliment of Phasers, the Draco’s Most Feared Attribute was not listed among its Weaponry. Instead, it was the Draco’s Frightful Maneuverability that made it a Difficult Opponent to engage with in battle. The Space Beast could turn, spin, and rotate in ways that were Impossible for a Standard Starship. For protection, the Draco Hunter Wyrm was outfitted with rows upon rows of Resilient Armor. Finally, a Special Regenerative Ability was bred into the Monster to give it an Advanced Healing Ability that would give it an edge in combat.
DESIGNER NOTES:
The Draco are my version of the Branthodon. I never liked the Exoskeleton, Hit Location Chart, Vitals, Wings, and Special Abilities given to the Branthodon, but I can understand why it was done. The Original Branthodon by Bruce Graw (which I have a copy of) was simply a Ship with a Dragon Outline. I wanted my Prime Sector version of Space Dragon Ships to be closer to Bruce Graw’s version than the officially published version of the Branthodon. It was also essential for the Prime Sector Space Dragon Ship to feel like the Actual Space Dragon from the Original Monster Scenario during Gameplay.
To this end, the Draco features Claws, a Plasma Torpedo Breath Weapon, Eyebeams that hit like Phasers, and a Tail that can destroy Incoming Seeking Weapons. All of this is just like the Original Monster Scenario. The Draco were also given a Bite and Regeneration like the Branthodon, but they are modified in the Prime Sector Version.
Most importantly, the Maximum Alpha Strike for the Draco had to be consistent with other Prime Sector Heavy Cruisers. Certainly, there are other factors to consider, like the fact that the Claws and Bite ignore Shields and that the Flamebreath can launch every other Turn, not every 3 Turns.
The Draco is protected by Directional Armor. I could have just given the Draco Shields (saying that the Crew inside solved the compatibility issue), but Armor made more sense. The issue here is that Armor does not stop Transporters, which is a weakness that the Draco will just have to live with. To help with this, the Draco were given more Crew Units and Boarding Parties than usual, in anticipation of a Boarding Party Attack.
I needed to have a Simplified Method for destroying the Dragon Components on the DAC. Since the Exoskeleton and Hit Location Chart was removed, this Simple Method took the form of certain components being destroyed on specific hits on the DAC. This makes things easy and everyone is familiar with how to carry this out. Some dragon components are harder to destroy than others, as they should be.
Speed, Turn Mode, and HET were of great concern. The Draco had to move at the speed of other Prime Sector Heavy Cruisers. But it also had to be able to turn on a dime and spin around at will, just like the Original Space Dragon in the Monster Scenario. So all of these elements were integrated together, with the Need for the Original Space Dragon Flavor overriding the Gameplay Balance concerns in regards to Turning.
The Draco carries PH-1’s to compliment its other Dragon Weaponry. It is assumed the Crew inside implemented these additions.
The Draco can be Tractored and engages in Electronic Warfare like any other starship. These Game Elements were too important to be discarded.
The Draco retains the Tail Function as described in the Original Space Dragon Monster Scenario. But its potential had to be curbed so that it was not completely invulnerable to Seeking Weapons. Now, a Scatterpack can still hurt the Draco, although it will most likely use its Tail to destroy a few of the Drones. A Plasma Torpedo can still hit the Draco, but it can use its Tail to weaken the Plasma. So the Flavor is there, but there is also Balance in Gameplay.
Keeping the Dragon Weaponry at 360 like the Original Space Dragon Monster Scenario was a concern, especially for Game Balance. But it was very important for Flavor, so the Space Dragon would feel like the Original Monster when played. And these ultra wide firing arcs can lead to interesting new tactics, such as flying away from your opponent while launching or firing your dragon weaponry backwards at them.
In summary, the Draco flies like the Original Space Dragon. It uses a Simplified DAC System to avoid the Exoskeleton and Hit Location Chart of the Branthodon. The Draco is treated like a Standard Starship in many ways to keep Gameplay simple, familiar, and efficient. Tactically, the Draco is unique in its Dragon Weaponry, Firing Arcs, Turn Mode, HET, Armor, Regeneration, and Vulnerability to being Boarded. The Draco is a Return to Bruce Graw’s Original Branthodon Design, but formatted to fit the Prime Sector.
To avoid confusion, it is important to go through the Omega Branthodon Rules in relation to the Draco:
(OG19.1) SSD – The Exoskeleton and Body System for the Branthodon have been discarded for the Draco
(OG19.12) ARMOR – A Simplified System of Direction Armor has been applied to the Draco
(OG19.13) WEAPONS – Changes include Arming Costs for the Draco Dragon Weaponry and Standard Electronic Warfare Interaction.
(OG19.14) SEPARATION – Does not apply to the Draco since the Exoskeleton is not separated from the Dragon Body.
(OG19.15) ELECTRONIC WARFARE – Deleted in favor of Standard Electronic Warfare which is simpler for Gameplay
(OG19.16) SHUTTLE OPERATIONS – Kept the same for the most part, since the Draco employ Standard Shuttles. The Admin Shuttles are armed with a PH-3. The Draco can use Wild Weasels, Suicide Shuttles, and Fighters.
(OG19.17) SHIP – This is the same for the Draco for the most part.
(OG19.2) MOVEMENT – No need for this Wing System since the Draco uses Normal Warp for movement.
(OG19.3) DAMAGE ALLOCATION – No need for the Hit Location System since the Draco uses the Normal DAC System.
(OG19.4) SPECIAL DRAGON ABILITIES – No need for the Vitals System. Dragon Abilities have been Simplified for the Draco and are Based Primarily on the Original Space Dragon Monster Scenario. Some of the Cooler Space Dragon Abilities might be added later to the Draco, but with Careful Inspection to Game Balance and Simplicity of Gameplay.
(OG19.441) TAIL – This has been heavily modified so that it matches the Original Space Dragon Monster Scenario while taking into account Balance during Gameplay.
(OG19.442) IDENTIFICATION – This has been discarded in favor of Standard LABS. The Original Space Dragon could do this (Telepathically Identify), but I wanted the Draco to feel like a Standard Starship in regards to Labs and Identification. It also helps for Gameplay Balance if the method of Lab Identification is kept the Same.
(OG19.444) REGENERATION – I liked this idea, but not its implementation. So Regeneration has been Heavily Modified for the Draco.
(OG20.0) DRAGON ENHANCEMENTS – Might use some of these in the future, but only with a Sharp Eye for Gameplay Balance. Many of these, as currently written, will just throw off the Prime Sector Game Balance.
(OR22.03) SPECIAL BRANTHODON RULES – Ironically, it says here do not use (SM7.0) for special abilities yet that is what the Draco is Primarily Based On.
(OR22.04) DRAGONSHIP GENETICS – I like the ideas of growth hormones, gene-splicing, and selective breeding. But I didn’t like the ideas of lobotomies, growth inhibitors, dietary restrictions, and slow growth. So the Draco will have more of a symbiotic, positive, nurturing relationship with the Space Dragons they fly inside of. And the Draco will not have the limitations of a small, super-slow growing Navy. Instead, in the Prime Sector, the Draco will be an Aggressive, Ever-Expanding, Military Force. This can only be accomplished if they can Breed and Multiply their Dragon Ships Quickly and Efficiently.
(OR22.05) BRANTHODON NAVY – No need for most of this because the Draco can Breed their Dragons Quickly.
(OR22.06) ROGUE DRAGONSHIPS – No need for this since the Draco have a Positive, Symbiotic Relationship with their Space Dragons. They do not Lobotomize them.
(OR22.07) DESTRUCTION – No need for this since the Draco is treated like a Standard Starship in terms of DAC and Excess Damage.
(OE30.0) DRAGON EYES – This has been redefined for the Draco as Eye Beams.
(OFP6.0) DRAGONFIRE – This has been redefined for the Draco as Flamebreath.
(OG19.0) BRANTHODON DRAGONSHIP RULES – Detailed Above
(OG20.0) DRAGON ENHANCEMENTS – Detailed Above.
FLAMEBREATH (BRTH):
⦁ Flamebreath can be launched every other turn.
⦁ Flamebreath requires 4 points of energy on the first turn and 4 points of energy on the second turn.
⦁ Flamebreath can be held for 2 points each turn.
⦁ Flamebreath is 360 degrees.
⦁ Flamebreath can be Bolted or launched as Enveloping. There is currently no Shotgun or Pseudo options, but this technology might be developed later.
⦁ Flamebreath is damaged by Phasers like standard Plasma Torpedoes. Flamebreath can be distracted by Wild Weasels like standard Plasma Torpedoes.
⦁ Flamebreath can be launched after the launcher is destroyed like standard Plasma Torpedoes.
⦁ Flamebreath is destroyed on FLAG Hits on the DAC. The last Flamebreath Box must be destroyed in order for the Flamebreath to become non-functional.
⦁ Flamebreath functions as Plasma Torpedoes in all ways not noted above.
EYEBEAMS (EYE):
⦁ Eyebeams can be Fired Every Turn.
⦁ Eyebeams are 360 degrees.
⦁ Use the Eyebeam Table to determine Hit and Damage when fired.
⦁ Although there are Two Eyes, only 1 Eyebeam can be fired every turn.
⦁ The Eyebeam becomes non-functional when the last Eye has been destroyed.
⦁ Eyes are destroyed on BRIDGE Hits on the DAC.
⦁ Treat Eyebeams as Phasers in all others respects not noted above.
BITE (NOT SHOWN ON SSD):
⦁ The Draco can Bite Once per Turn.
⦁ The Bite Ignores Shields.
⦁ The Bite can only be used at Range 0.
⦁ Use the Bite Attack Table to determine Damage.
⦁ The Bite is part of the Draco and cannot be destroyed by hits on the DAC. The Bite is not part of the SSD.
CLAW (CLAW):
⦁ The Draco can use its Claw Attack Once per Turn.
⦁ The Claw Attack Ignores Shields.
⦁ The Claw Attack can only be used at Range 0.
⦁ Use the Claw Attack Table to determine Damage.
⦁ Although there are more than one Claw on the SSD, only one Claw Attack may be used per turn.
⦁ The Claw Attack becomes non-functional when the last Claw is destroyed on the SSD.
⦁ Claws are destroyed on Forward and Aft Hull Hits on the DAC. See SSD for each Claw.
TAIL (TAIL):
⦁ The Tail can be used up to 3 Times per Turn.
⦁ The Tail can only be used at Range 0 against Shuttles or Seeking Weapons that enter the Draco’s Hex.
⦁ The Tail can be used up to 3 Times per Impulse (at the same target or different targets) or can be spread out among 2-3 Different Impulses during the Turn.
⦁ The Tail damages Plasma Torpedoes as a Phaser
⦁ The Tail is destroyed on DRONE Hits on the DAC.
REGENERATION (REGEN):
⦁ It costs 1 point of energy (during Energy Allocation) to use each REGEN Box.
⦁ Each REGEN Box restores 1 Destroyed Internal (Any at the Owning Player’s Discretion) per Turn (at the Beginning of the Turn).
⦁ REGEN functions separately from Damage Control. The Two do not affect each other.
⦁ REGEN is destroyed on CHULL Hits on the DAC.
DIRECTIONAL ARMOR (ARMOR):
⦁ This functions as Standard Armor except that it is Directional and only protects the Given Arc. Directional Armor does not block Transporters.
TURN MODE:
⦁ The Draco has a Turn Mode of 1 at all times regardless of the Current Speed.
HET:
⦁ The Draco can HET once Turn with no chance of Breakdown.
TAC/SIDESLIP:
⦁ The Draco can TAC or Sideslip as a Standard Ship.
BEING TRACTORED/ELECTRONIC WARFARE: The Draco can be Tractored like any other ship. The Draco can use and is affected by Electronic Warfare like a standard ship.
DESTRUCTION OF DRAGON COMPONENTS ON DAC: When scoring Internal Damage, the Draco Player always has the option of which system to mark off when it comes to a Dragon Component. For example, if a Forward Hull is scored, the Draco Player can mark off a Forward Hull or a Claw. Another example is if a FLAG is hit on the DAC, the Draco Player can mark off the Flag Bridge or one of the BRTH. Another example is if BRIDGE is hit on the DAC, the Draco Player can mark off one of the Bridge Boxes or one of the EYES.
PHASER-1 (PH-1): These function exactly as described in the Basic Set.
LIVING SHIP: This works exactly as described in Omega-1.