THE PRIME SECTOR
SEER SHIPS
(PMR4.1) HEAVY CRUISER (CA):
The Seer Heavy Cruiser was noted for its Fast Moving Skip Plasmas, Unique Energy Absorbers, and Cumbersome Maneuverability. The Starship was armed with a Multitude of Offensive Phasers, more than the Standard Prime Sector Heavy Cruiser. Also of note were the Strong Forward Shields of the Seer Heavy Cruiser and conversely, the Weak Rear Shields. The Ultra Quick Movement of the Skip Plasmas made it extremely difficult for adversaries to employ Wild Weasels as a Defensive Tactic. Damage that was converted by the Energy Absorbers was rapidly used to feed the Power Hungry Skip Plasmas.
DESIGNER NOTES:
The Skip Plasmas employed by the Seer Heavy Cruiser can be thought of as either a very fast seeking weapon or a very slow direct fire weapon. Although they are a seeking weapon, for balance, they have been compared against the Photon Torpedo and the Disruptor Bolt.
Skip Plasmas move twice as fast, employing Nicozian Skip Warp Movement. This means they skip every other hex, not just move fast like a SABOT. Tactically, this presents new challenges, not just for Webs, but for Defensive Phaser Fire and the Timing of Wild Weasels.
Because Skip Plasmas have the advantage of Fast Movement, their Damage has been Halved. This had the unintended consequence of seriously reducing the Seer’s Crunch Power. Arming over Three Turns would never do in actual gamaplay, only to result in a weapon that lacks Crunch Power. Therefore, the decision was made to allow Skip Plasmas to arm over Two Turns instead of Three Turns. This puts the weapon more in-line with a Photon Torpedo, although the Skip Plasma has to travel to meet its target whereas the Photon Torpedo can instantly hit it. The Type SG Skip Plasma scores damage on par with an Overloaded Disruptor Bolt, although it takes Two Turns to Arm and must travel to meet its target. Of course, the Range Brackets for Skip Plasmas are the same as Plasma Torpedo Range Brackets, so the weapon does differ from the Photon Torpedo and the Disruptor Bolt in terms of the Range used when calculating Damage.
Energy Absorbers are a new Defensive Device that protects the ship from Internal Damage. That Internal Damage is converted into Temporary Battery Power, but only for a limited time. Each Energy Absorber is extremely limited in the power it can hold. This means the Seer Heavy Cruiser can avert some Internal Damage on the First Volley, but not a Full Alpha Strike or Repeated Volleys. Energy Absorbers are easily destroyed on the DAC. This interesting device creates some New Tactical Possibilities, as the Seer Captain can calculate a point in the battle when it will be able to absorb some extra Internal Damage and plan their engagement accordingly.
SKIP PLASMA TORPEDOES:
Skip Plasma move using Skip Movement per (C91.1).
Skip Plasmas are armed over Two Turns.
Type SG Plasmas require 3 points of energy on the first turn and 4 points of energy on the second turn.
Type SS Plasmas require 4 points of energy on the first turn and 4 points of energy on the second turn.
Type SG Plasmas may be held at a cost of 1 point per turn.
Type SS Plasmas may be held at a cost of 2 points per turn.
Skip Plasmas do have Pseudo Plasmas available. They move just like Skip Plasmas.
Skip Plasmas do not have Enveloping. Shotgun, or Bolt features as of the moment. They may develop this technology in the future.
Skip Plasmas are treated as Plasma Torpedoes in all other ways not noted above.
ENERGY ABSORBERS:
The first internals suffered by the Seer ship is absorbed by the Energy Absorbers (any available) before Internals are scored on the DAC.
Each Energy Absorber can absorb a Maximum of 3 Internal Points. These 3 Internal Points are instantly converted into Battery Energy (held within that particular Energy Absorber) available for use at the Beginning of the Next Turn.
Energy Absorbers can only be charged by Internal Damage, they cannot be charged like a Standard Battery.
The available Battery Power for Each Energy Absorber must be Tracked Separately.
Each Energy Absorber will only hold the Converted (Internal Damage to Battery) Energy for 3 Turns. This must be Tracked carefully. If the Energy is not used, it is lost.
Energy Absorbers are destroyed on DRONE Hits on the DAC.
PHASER-1: These function as described in the Basic Set.