HIGH GUARD Z-SHIPS
ZR1.1 HEAVY CRUISER (CZ):
The High Guard Heavy Cruiser was a powerful Z-Ship of the Line which was capable of performing a variety of functions. Armed with Quantum Torpedoes, a healthy supply of Phaser-Z’s, and a pair of Plasma ZF’s, the High Guard Heavy Cruiser was more than a match for the Z-Ships of neighboring empires. Due to its built-in modularity, the High Guard Heavy Cruiser could be configured for specific missions ahead of time. Like all High Guard Z-Ships, the Heavy Cruiser possessed Quantum Transporters, Integrated Warp Tractors, a Defense Field, Quantum Batteries, a Contingent of Marines, Robots, Artificial Intelligence, a Central Capacitor, Research Labs, Fabrication Facilities, and Extra Cargo Space. The High Guard Heavy Cruiser served with distinction, not only in the High Guard, but throughout the entire Intergalactic Assemblage of Systems.
PHASER-Z (PH-Z):
Phaser-Z’s are treated as Radiation Phasers (OE1.24) with some differences. Phaser-Z’s cost 1 point of energy to fire. Although Phaser-Z’s do not need to roll to hit, they can be affected by ECM.
HALF-STRENGTH:
Phaser-Z’s may be fired at Half-Strength by only paying ½ point of energy. Damage is halved, with fractions rounded down. Note that this is not Rapid-Pulse. Each Phaser-Z can only fire once per turn at Half-Strength.
QUANTUM TORPEDOES (QUAN):
Quantum Torpedoes are treated as Photon Torpedoes with some differences. Standard Quantum Torpedoes are armed at a cost of 1 + 1.
Overloaded Quantum Torpedoes can be armed at a maximum cost of 2 + 2. Fractional charging (above the energy required to arm at Standard Levels) is possible for Overloaded Quantum Torpedoes. Multiply the total energy over two turns by 5 to calculate the damage.
Double Overloaded Quantum Torpedoes can be armed at a maximum cost of 2 + 2 + 2. Double Overloaded Quantum Torpedoes require three turns of arming. Fractional charging is possible (above the energy required to arm at Overload Levels) for Double Overloaded Quantum Torpedoes. Multiply the total energy over three turns by 4 to calculate the damage.
Standard Quantum Torpedoes can be held at a cost of 1 point per turn. Overloaded Quantum Torpedoes can be held at a cost of 2 points per turn. Double Overloaded Quantum Torpedoes cannot be held.
Once fired as a Double Overloaded Quantum Torpedo, one turn of Cool Down is required. The Quantum Torpedo cannot receive any arming energy during the Cool Down.
All Quantum Torpedoes have a Penetrating Factor, which is 1 point for every 5 points of damage scored. On Z-Ships, the Penetrating Factor bypasses regular Shields (#1-6), but is stopped by Shield #7. On X1/X0 Ships, the Penetrating Factor bypasses Shields #1-6. The Penetrating Factor is calculated and applied separately from standard damage.
PLASMA-ZF (PL-ZF):
Plasma-ZF’s are treated as standard Plasma-F’s with some differences. Plasma-ZF’s move 2 Hexes per Impulse. Plasma-ZF’s are reduced in Warhead Strength at a 3:1 ratio, not 2:1. Plasma-ZF’s have 4 points of ECCM. Plasma-ZF’s that are one hex away from their target do not need to move two hexes, they simply strike the target on their next impulse of movement. Note that despite their fast movement, damage for Plasma-ZF’s is still calculated by the total number of hexes moved. Plasma-ZF’s require three turns to arm, just like a standard Plasma-F.
Plasma-ZF’s have a Penetrating Factor, which is 1 point for every 5 points of damage scored. On Z-Ships, the Penetrating Factor bypasses regular Shields (#1-6), but is stopped by Shield #7. On X1/X0 Ships, the Penetrating Factor bypasses Shields #1-6. The Penetrating Factor is calculated and applied separately from standard damage.
PSEUDO PLASMA-ZF’S:
Each Plasma-ZF has Three Pseudo Plasma’s per Launcher.
CENTRAL CAPACITOR:
The Central Capacitor functions as a Phaser Capacitor except that energy can be drawn from it to arm the Quantum Torpedoes, Plasma-ZF’s, and the Defense Field. The Maximum Amount of Energy that can be stored in the Central Capacitor is calculated by adding together the cost to fire each PH-Z once, the costs to completely arm each Quantum Torpedo at Standard Levels, and the costs to completely arm each Plasma-ZF’s. Reduce the Central Capacitor by the same amounts as Phaser-Z’s, Quantum Torpedoes, and Plasma-ZF’s are destroyed. The Defense Field is not part of the calculation for the Central Capacitor’s Maximum Amount of Energy.
The Central Capacitor automatically generates four points of energy at the beginning of each turn.
DEFENSE FIELD:
The Defense Field is a Phaser Function that was developed on Z-Ships to counter Shuttles, Fighters, Drones, and Plasmas. The Defense Field must draw its energy from the Central Capacitor. The Defense Field can be activated multiple times during a turn (but only once per impulse), as long as there is available energy in the Central Capacitor. Once activated, the Defense Field damages all Shuttles, Fighters, Drones, and Plasmas in a 2-Hex Radius around the Z-Ship. All Targets in the 0-1 Hex Radius from the Z-Ship are damaged (as Phaser Damage) at a ratio of 2 Damage Points for every 1 Point of Energy. All Targets in the 2 Hex Radius from the Z-Ship are damaged (as Phaser Damage) at a ratio of 1 Damage Point for every 1 Point of Energy. The Defense Field will not affect anything other than Shuttles, Fighters, Drones, and Plasmas. The Defense Field, like the Central Capacitor, cannot be destroyed by hits on the DAC (it is part of the Z-Ship).
Example #1: A Drone is 2 Hexes away from a Z-Ship. The Z-Ship activates its Defense Field, applying 4 Points of Energy (drawn from the Central Capacitor). The Drone takes 4 Points of Damage.
Example #2: A Plasma is 1 Hex away from a Z-Ship. The Z-Ship activates its Defense Field, applying 6 Points of Energy (drawn from the Central Capacitor). The Plasma takes 12 Points of Phaser Damage.
Example #3: Two Fighters are in the Same Hex as a Z-Ship. One Drone is 1 Hex away coming from Direction A. Another Drone is 1 Hex away coming from Direction C. Three Plasmas are 2 Hexes away from the Z-Ship. The Z-Ship activates its Defense Field, applying 8 Points of Energy (drawn from the Central Capacitor). The Two Fighters take 16 Points of Damage. The Two Drones take 16 Points of Damage. The Three Plasmas take 8 Points of Damage.
SKIP-WARP ENGINES (SWARP):
Each Skip-Warp Engine produces 1 point of warp energy every turn. The starship can move via Skip Warp per (C91.0). It can also choose to deactivate the Skip-Warp per (C91.3).
QUANTUM IMPULSE (QIMPULSE):
Each Quantum Impulse box produces 2 points of energy every turn.
AUXILIARY Z-REACTORS (AZR):
AZR’s produce 3 points of energy every turn. This energy may be used for warp related functions.
QUANTUM BATTERIES (QBTY):
Quantum Batteries can hold 4 points of energy each. At the beginning of every turn, each Quantum Battery generates 1 point of energy. The maximum storage allowance for each Quantum Battery cannot be exceeded.
ARTIFICIAL INTELLIGENCE (CPU):
The CPU is destroyed on Bridge, Emer, Aux, Flag hits on the DAC (at the owning player’s discretion). While the CPU is active, Artificial Intelligence Z-Ships have the following benefits:
(G21.215) Probes as weapons.
(G21.222) Cost of HET reduced.
(G21.223) Nimble status when crippled (S2.4)
(G21.225) Automatic escape in (D21.56).
(G21.226) Quick reverse.
(G21.228) Terrain avoidance.
(G21.232) Improved repairs.
(G21.235) Improved scout functions.
(G21.236) Improved tactical intelligence.
(G21.25) Scenario event die rolls.
When all CPU boxes are destroyed, the Z-Ship loses the benefits listed above.
QUANTUM TRANSPORTERS (QT):
These function exactly as described under (OG15.0), except that they may be used in conjunction with Skip Warp (and Standard Warp).
TELEPORTATION LINK (T-LINK):
This functions exactly as described under (OG16.0).
INTEGRATED WARP TRACTORS (IWT):
These function exactly as described under (OG18.0), except that there is no Tractor Crush, Tractor Punch, or Pressure Field.
MEDICAL BAY (MEDICAL):
Each Medical Bay functions as a Legendary Ship’s Doctor under (G22.6). Medical Bays are destroyed on Lab hits on the DAC, at the owning player’s discretion.
NON-WEAPON OPTIONS (NWO):
These function exactly as described under (G33.32), except that available systems are for Z-Ships. Note that Research Labs are considered Power.
Z-PROBES (PRB):
Z-Probes function as described under (G5.0) with some differences. Under (G5.11) and (G5.22), Z-Probes have a maximum range of 8 hexes. Under (G5.22), a Z-Probe collects 30 points of “information.” Under (G5.31), Z-Probes have a warhead strength of 12. Under (G5.34), add 2 to the die roll. Note that with the CPU, Z-Ships may use Z-Probes as weapons.
BARRACKS (BAR):
These function exactly as described under (G28.0).
REPAIR (REP):
These function exactly as described under (G17.0).
RESEARCH LABS (RLAB):
Under (XG4.12), Z-Ships add two to the result obtained (not the die roll) before multiplying by the number of RLabs. Each Research Lab produces one point of energy at the beginning of each turn.
FABRICATION (FAB):
These function exactly as described under (R16.1C2). Fabrication is destroyed on Lab damage points on the DAC (at the owning player’s discretion).
CARGO (CARGO):
These function exactly as described under (G25.0).
Z-ADMIN SHUTTLES (SHTL):
Z-Admin Shuttles function as standard Admin Shuttles except for some differences. Z-Admin Shuttles require 8 points of damage to be destroyed. Z-Admin Shuttles have a maximum speed of 8. Z-Admin Shuttles are armed with a Phaser-Z that only fires at Half-Strength.
SEVENTH SHIELD (SHIELD #7):
This functions as (OG2.0) with some differences. At the beginning of each turn, the Seventh Shield regenerates one-half (round down) of any destroyed boxes from the previous turn. Note that the total number of Seventh Shield boxes cannot be surpassed. The cost to activate the Seventh Shield is incorporated into the Shield Cost in the Ship Data Table. Only the Seventh Shield can stop Penetrating Factor Damage.
NEUTRONIUM ARMOR (NEUTRONIUM):
This functions exactly as (DN102.0) except that the Neutronium is 360 degrees.
VIRAL WARFARE:
Details for Viral Warfare will be detailed separately. Note that Viral Warfare will be based on the Z-Ship’s Sensor Rating.
ROBOTS:
Robots are treated as Boarding Parties under (D7.4), except that they receive +2 to their die roll under (D7.421).
POWERED ARMOR:
This functions exactly as described under (DN100.2) except that weapons/devices are modified for Z-Ships. Under (DN100.222), each PA is armed with one PH-Z that can only fire at Half-Strength. Under (DN100.326), the Stiletto Missile is replaced with one Type-IF Drone (Non Z-Technology, No Skip Warp).
WARP FIELD DISTORTION MINES:
These function exactly as described under (M93.0). The Z-Ship comes standard with 4 Warp Field Distortion Mines.
DAMAGE CONTROL:
This functions exactly as described under (D9.0).
SUICIDE SHUTTLES:
Under (J2.2211), Z-Suicide Shuttles can be armed with 1-4 points of warp energy per turn. After three turns of arming, this brings the maximum warhead strength to 24. Note that Z-Suicide Shuttles move at Speed 8 and require 8 points of damage to be destroyed.
FIRE CONTROL SYSTEMS:
Under (XD6.393), Z-Ships generate 3 points of passive ECCM at no energy cost.
ELECTRONIC WARFARE:
Under (XD6.393), all Z-Ships may generate EW (total ECM and/or ECCM) up to their sensor rating plus four. For undamaged Z-Ships, this would mean the ability to buy up to ten total points of ECM and ECCM.
ACCELERATION:
Z-Ships accelerate per (XC2.21), but use Skip-Warp.
TURN MODE:
Under (XC3.64), Z-Ships have a +2 bonus to the die roll for a quick reverse. Nimble Z-Ships have a +3 bonus for this purpose.
TACTICAL MANEUVERS:
Under (XC5.224), Z-Ships can make up to eight tactical warp maneuvers per turn.
HIGH ENERGY TURNS:
Under (XC6.52), Z-Ships have three first-use HET bonuses. Under (XC6.521), Nimble X-Ships have four first-use HET bonuses.
EMERGENCY DECELERATION:
Under (XC8.4), the Post Deceleration Period for Z-Ships lasts only 8 impulses.
SPEED CHANGES:
Under (XC12.312), Z-Ships can change speed every 4 impulses. Under (XC12.352), Z-Ships may accelerate 8 impulses after coming to a halt by emergency deceleration.
FIRE CONTROL ACTIVATION:
Under (XD6.633) and (XD6.68), Z-Ships have a 2-impulse delay on activation rather than the standard 4-impulse delay.
AEGIS FIRE CONTROL:
Under (XD13.0), Z-Ships have Full Aegis.
TRANSPORTER BOMBS:
Under (XM3.13), Z-Ships carry four more T-bombs (and dummies) than a non-Z-Ship of the same size class.
WEAPONS ARMING STATUS:
Under (XS4.10) WS-0: Phasers energized, Central Capacitor empty.
Under (XS4.11) WS-I: Phasers energized, Central Capacitor charged with enough energy to fire all PH-Z’s once.
Under (XS4.12) WS-II: Phasers energized, Central Capacitor at 50% of maximum capacity.
Under (XS4.13) WS-III: Phasers, energized, Central Capacitor at 100% of maximum capacity.
OTHER:
Z-Ships are treated as X-Ships in all ways not detailed above.