THE HIDDEN ENCLAVE
NOMAD SHIPS
(HER3.1) HEAVY CRUISER (CA):
The Nomad Heavy Cruiser played a crucial role in the Collaboration. Normally committed to staying away from the affairs of other empires, the Nomads quickly realized the need for mutual cooperation in order to survive in the Hidden Enclave. Being natural miners, the Nomads took it upon themselves to become one of the driving forces behind Spectral Harvesting.
The Nomad Heavy Cruiser was a typical Asteroid Ship with massive amounts of Armor, huge Storage Areas, and plenty of Shuttles. But the Nomad Heavy Cruiser was not without its defenses. Armed with three Limited Warp Augmented Railguns, three Heavy Prospecting Cannons, six Anti-Transporter Fields, four Limited Offensive Quantum Phasers, and two 360 degree Limited Offensive Micro Phasers, the Nomad Heavy Cruiser could match armaments with any other Heavy Cruiser in the Hidden Enclave. However, the Nomad Heavy Cruiser’s real strength was its six Spectral Cells, which exceeded the normal supply carried by other Heavy Cruisers.
A special storage area called the Spectral Hold was designated to store the raw, harvested Spectral Energy. This area proved to be the Nomad Heavy Cruiser’s greatest weakness, for once ruptured, the Spectral Energy released had devastating, chaotic effects on the starship…
DESIGNER NOTES:
The Nomad Heavy Cruiser was in intriguing and unique addition to the Collaboration in the Hidden Enclave. Like the starship it was based upon, the Nomad Heavy Cruiser is a hulking entity floating through space, one protected by thick layers of Armor. However, unlike its predecessor, the Nomad Heavy Cruiser possesses a plentiful supply of Spectral Cells, devices which make all the difference in a tactical confrontation.
The idea of the Spectral Hold made sense given the background of the Nomads and their work specialization. But I wanted the task of harvesting raw Spectral Energy to be a dangerous one, and storing/transporting it even more dangerous. It can be assumed that the Nomads have figured out how to transport the raw Spectral Energy without danger if left to themselves. What they were unable to account for was internal damage received during a battle, internal damage that could possibly rupture the Spectral Holding area. This mechanic gives the Nomad’s adversary a decisive advantage, but destroying the Spectral Hold is not easy and it only comes after penetrating the hard outer casing of the Nomad’s Asteroid Shell.
The Heavy Prospecting Cannon is a natural evolution of the Prospecting Cannon. This is one of the few, rare weapons in the Hidden Enclave that actually advanced in ability, rather than becoming limited in ability. The Heavy Prospecting Cannon was added to the Nomad Heavy Cruiser to give the Warp Augmented Railguns support fire, in addition to the Phasers. Like the original Prospecting Cannon, the Heavy Prospecting Cannon is limited by Range, Charges, and the Speed of the Target.
The installation of Limited Quantum Phasers and Limited Micro Phasers point to clues as to the origin of the Nomads before they were pulled into the Hidden Enclave.
The Nomad Heavy Cruiser retains its plentiful Shuttles (including all the Prospecting Shuttles), its Minimal Shields, and its inability to HET.
Lastly, I wanted to give the Spectral Cells aboard the Nomad Heavy Cruiser some slightly different functions. This is meant t reflect the Nomad’s different approach to engineering, their advanced knowledge of Spectral Harvesting, and the unique construction of their “starships.”
LIMITED WARP AUGMENTED RAILGUNS (LWRG):
* Use the Limited Warp Augmented Railgun Table.
* Can be fired as a Limited Medium Railgun or a Limited Light Railgun
* Costs the same as a Standard Warp Augmented Railgun
* Follow the rules for Warp Augmented Railguns under (E18.0) for all other respects not noted above.
HEAVY PROSPECTING CANNON (HPC)
* Treated as a Prospecting Cannon (E19.35) except that the range has been extended to six hexes and damage is increased to six.
* Heavy Prospecting Cannons possess six charges and two sets of reloads. Follow the rules for reloading under Prospecting Cannons (E19.35).
Follow the rules for Prospecting Cannons under (E19.35) for all other respects not noted above.
SPECTRAL CELLS (SCELLS):
* Each Spectral Cell may only be used once per scenario.
* Spectral Cells may be used during any impulse of the turn or during energy allocation.
* Only one Spectral Cell can be used within a 32-impulse period.
* Once used, mark the Spectral Cell box with a dot on the SSD.
* Upon use, choose one of the following effects for the Spectral Cell:
1) Generate a 3-Hex Distortion Field as (MG1.323) for 8 impulses.
2) Perform a Sideslip (even when the Sideslip Mode Requirement has not been met)
3) Perform a Turn (even when the Turn Mode Requirement has not been met)
4) Reinforce a Shield with ten points of specific reinforcement. This last until the end of the turn.
5) Raise a 360 Shield with six boxes which absorbs damage before all standard Shields. This lasts until the end of the turn.
6) Provides six points of warp energy during energy allocation (only).
7) Refills all undestroyed Batteries.
8) Provides three poinits of ECM for 8 impulses. Note that this is not limited to the Sensor Track (D6.3141).
9) Provides three points of ECCM for 8 impulses. Note that this is not limited to the Sensor Track (D6.3141).
10) Raises a three point ESG at Radius 0 (see G23.42) for 8 impulses
11) Phases the starship out of reality as a Dimensional Phase Device (OG13.4) for 4 impulses with No Fade In/Out Period.
12) Launches the equivalent of a Plasma-D (FP2.6).
13) Creates a small Warp Singularity in a hex (chosen by the player) adjacent to the starship. This Warp Singularity damages units/objects as a Warp Field Distortion Mine (M93.23) and lasts for 4 impulses. Note that the Warp Singularity does Not pull in objects as (M93.22).
12) Provides eight points of Tractor Energy for auctions only (G7.42)
13) Provides the equivalent of four “Labs” for the turn. These may be used for Scientific Research (G4.1), Identification of Seeking Weapons (G4.2), Emergency Damage Control (D14.0), or Tactial Intelligence (D17.228).
14) Provides eight points of Damage Control for Internal Systems which are restored immediately. This is separate from and not limited by the Damage Control Track.
15) Restores four boxes of destroyed Armor Belt immediately. This is separate from and not limited by the Damage Control Track.
* Spectral Cells (used or unused) are destroyed on FLAG Hits on the DAC.
SPECTRAL HOLD (SPCR HOLD):
* Costs one point of energy every turn to maintain all the (remaining) Spectral Holds on the ship.
* If the upkeep cost is not met, all of the Spectral Holds release their energy. Treat this as if each Spectral Hold box is destroyed.
* When a (box of) Spectral Hold is destroyed, roll 1D6 and apply the following effects below:
1) Immediately move the Nomad Heavy Cruiser as per a Displacement Device. Roll 1D6 for Direction and 1D6 for Distance. Then roll 1D6 for the Nomad Heavy Cruiser’s New Facing.
2) Roll 1D6 and apply as Internal Damage to the Warp Engines. If none left, ignore the remaining Internal Damage.
3) All Phasers will not function for 64 impulses from the moment of the Spectral Cell Destruction.
4) No Spectral Cell can be used for 64 impulses from the moment of the Spectral Cell Destruction.
5) The Nomad Heavy Cruiser suffers the penalties of a HET Breakdown (C6.54).
6) All Batteries (if any left) aboard the Nomad Heavy Cruiser are immediately Destroyed.
* Spectral Holds are destroyed on Damage Control Hits on the DAC.
MANEUVER RESTRICTIONS:
* Follow the rules described under (R16.1C9).
FACILITIES:
* Follow the rules described under (R16.1C2).
CONCEALMENT:
* Follow the rules described under (R16.1C3).
TRACTOR ROTATIONS:
* Follow the rules described under (R16.1C4).
GROUND BASES:
* Follow the rules described under (R16.1C5).
HIDDEN DEPLOYMENT:
* Follow the rules described under (R16.1C6).
MINES:
* Follow the rules described under (R16.1C7).
WEB ANCHOR:
* Follow the rules described under (R16.1C8).
LIMITED QUANTUM PHASER-1 (LQW1):
* Use the Limited Quantum Phaser-1 Table
* Costs the same as a standard Quantum Phaser-1.
Treat as Phasers in all other respects not noted above.
LIMITED MICRO PHASER-1 (LPM1):
* Use the Limited Micro Phaser-1 Table
* Costs the same as a standard Micro Phaser-1.
Treat as Phasers in all other respects not noted above.