PROJECT-X
KHAN SHIPS
(PXR7.1) KHAN FIRST CAVALRY (FCVY):
Khan used his First Cavalry to wreak havok and chaos throughout all of Project-X during the First Era. No other starship in the First Era was a match for the speed and maneuverability of the First Cavalry. The Khan First Cavalry would conduct hit-and-run raids, destroy unprotected vessels, disrupt supply lines, ravage bases and colonies, and penetrate deep behind enemy lines. Many of the Major Empires of the First Era feared the raids conducted by the Khan First Cavalry, with countless Mini Empires shuddering at the mere mention of their name.
The massive territory that Khan dominated in the First Era would not have been possible without his First Cavalry. Their great speed allowed them to be extremely flexible; they could instantly move to reinforce defensive areas or race to exploit an opportunity that had recently opened up in the enemy’s lines.
It is this rapid movement that allowed Khan First Cavalry to stay out of range of the opponent’s heavy weapons and phasers. Khan First Cavalries would use their abilities to their greatest advantage, drawing enemy cruisers out of position and forcing them to chase the First Cavalries. Once this had been done, the First Cavalries would utilize their maneuverability and speed to circle and flank the opponent.
Khan First Cavalries normally operated in groups of three. However, on rare occasions, when strategic situations called for it, First Cavalries would function with more or less than three ships. Even a single First Cavalry was a threat to a cruiser of any Major Empire.
The Khan First Cavalry’s primary weapon, the Quantum Arrow, was vital to their success. The Quantum Arrow could fire repeatedly and was accurate at long range. This deadly weapon allowed the First Cavalry to harrass and slowly whittle down enemy defenses. Opponents would have no choice but to give chase; to stay stationary meant a slow and certain death.
Another contributor to the flexibility of the Khan First Cavalry was their Modular Armor. This ingenious technology allowed their protective armor to be reconfigured for various missions. Khan First Cavalry found themselves easily able to take on different roles in combat, formatting their Modular Armor appropriately beforehand. The Republic and the Regime would devote countless hours of research to study the Modular Armor and finally managed to implement it on their own starships before the end of the First Era.
QUANTUM ARROWS
1) Quantum Arrows can fire up to four times per turn, but not within four impulses of a last firing.
2) Each Quantum Arrow shot costs 0.50 energy. This energy can be allocated during EA or drawn from Reserve Power.
3) A separate To-Hit roll must be made for each Quantum Arrow.
4) Quantum Arrows are destroyed on Torpedo hits on the DAC.
MODULAR ARMOR
1) Modular Armor functions as standard Armor excepts that it protects only the arc specified.
2) Note that it is possible, on the oblique spines, for two different Modular Armor arcs to overlap. In this case, the owning player can decide which Modular Armor gets hit.
3) In-between scenarios, Modular Armor can be rearranged to protect different arcs. This can never be done during an actual scenario.