THE X-SECTOR
SHADOW LEGION SHIPS
(XSR3.1) LORD MANTA PLUS (LM+):
The Shadow Legion Lord Manta Plus was noted for its exceptional Power Generation and Reserve Power. This Tremendous Power was needed to Activate the Plus Cloaking Device, as well as the Slipstream Drive, the Shield Regenerator, the Plus Plasma Torpedoes, and the Plus Phasers. The Plus Cloaking Device had Three Modes, Dim Mode, Standard Mode, and Deep Mode, all of which were tactically useful. While slightly undergunned in Plus Phasers, the Shadow Legion Lord Manta Plus possessed enough Plasma Firepower to easily cripple any Plus Ship Adversary. The Shadow Legion Lord Manta was also equipped with Self Regenerating Armor, a unique technology zealously guarded by the Shadow Legion for their use only.
DESIGNER NOTES:
Deciding how the Plus Cloaking Device would work in the X-Sector was very challenging. I knew I didn’t want to use the X-Cloak Rules, specifically the Four Impulse Fade Out. So I needed something Tactically Useful, but which would still be considered “Advanced Technology.”
My solution was to give the Plus Cloaking Device Three Modes: Dim, Standard, and Deep. Standard Mode is a regular Cloaking Device with a Five Impulse Fade Out Period. Dim Mode mimics aspects of the Distortion Field Generator, in particular the Penalty Hexes. Note that Dim Mode has no Fade Out or Fade In Period. Its Activation and Deactivation are immediate. Deep Mode, which can only be Activated while Fully Cloaked, simulates aspects of the Dimensional Phase Device. This enables the Shadow Legion Lord Manta Plus to completely disappear from the map, untouchable by anything, but only for a limited time.
The idea here is to give the Plus Cloaking Device More Tactical Options, so that it is not limited to only what a Standard Cloaking Device can do. Instead, the owning player can choose which Mode best suits their current Tactical Situation. In my opinion, this tactical flexibility is indeed, “Advanced Technology.”
To give the Plus Cloaking Device an added Vulnerability (to balance its Three Modes), it was decided to allow the Plus Cloaking Device to be Destroyed by Two FLAG Hits on the DAC. This makes it functionally quite different from the standard Cloaking Device.
Defining the Plus Plasma Torpedoes for the X-Sector was a delicate task. I knew that they needed to be damaged by Phaser Fire at a 3:1 ratio instead of 2:1, but I wasn’t ready for all the other aspects of Plasma Torpedoes that needed to be addressed. Ultimately, the Plus Plasma Torpedoes behave mostly like normal Plasma Torpedoes with greater resistance to Phaser Fire, but they also possess a few characteristics of X-Plasmas.
I definitely didn’t want the Shadow Legion to become “All the Gorns are but with the addition of a Cloaking Device.” For this reason, the Shadow Legion focus more on a Single PL-R instead of Two PL-S.
Self Regenerating Armor came about as I studied the King Eagle Starship upon which the Lord Manta Plus is based. I developed an “Advanced Technology” for the simple Armor, which would greatly enhance their defenses. To balance this regenerative ability, the Shadow Legion Lord Manta Plus has much Weaker Shields All Around. In this way, the Self Regenerating Armor acts as a type of “Seventh Shield”, much like the Hydran’s Center Hull.
Beyond that, the Shadow Legion Lord Manta Plus possesses the greatest amount of Power (and Reserve Power) out of all the Plus Starships thus far. I think this is appropriate given the high cost to use the Plus Cloaking Device. The Shadow Legion Lord Manta Plus’ application of the Slipstream Drive in conjunction with the Plus Cloaking Device is sure to be something never tactically seen before on the battlefield.
PLUS STARSHIP: Gains all the benefits of Plus Starships as defined under THE X-SECTOR – PLUS STARSHIPS DESIGNER NOTES.
PLUS PLASMA TORPEDOES (PL-R+, PL-S, OR PL-G+): Functions as regular Plasma Torpedoes except for the following:
* All Plus Plasma Torpedoes are damaged by Phaser fire at a rate of 3:1 (not 2:1).
* All Plus Plasma Torpedoes move at Speed 32.
* All Plus Plasma Torpedoes can be distracted by Wild Weasels.
* Plus Plasma Torpedoes may be launched as Enveloping Plasma Torpedoes as defined under (FP5.0).
* Plus Plasma Torpedoes can be Bolted as discussed under (FP8.0).
* (XFP1.13) Since Plus Plasma Torpedoes are not X-Plasmas, they can never be downloaded into a Type-M or Type-L.
* (XFP1.251) Plus Plasma Torpedoes may never be fast loaded like an X-Plasma.
* (XFP1.26) Plus Plasma Torpedoes may never be rapid armed like an X-Plasma.
* (XFP2.62) Plus Plasma Torpedoes may never be armed as a Type-M Plasma Torpedo.
* (XFP2.63) Plus Plasma Torpedoes may never be armed as a Type-L Plasma Torpedo.
*(XFP6.0) Plus Plasma Torpedoes have Two PPT’s per launcher. Follow the Rules as set forth under (XFP6.0) and (FP6.0).
*(XFP7.0) Plus Plasma Torpedoes follow the Rules for X-Plasma Shotguns outlined under (XFP7.1)
* Plus Plasma Torpedoes can be Downloaded as discussed under (FP1.13).
* Plus Plasma Torpedoes are Armed as Standard Plasma Torpedoes (FP1.22).
* Plus Plasma Torpedoes may be launched even after the launch tube has been destroyed (FP1.71)
* Plus Plasma Torpedoes may use Accelerated Arming as defined under (FP1.93).
* Plus Plasma Torpedoes have 3 points of ECCM as detailed under (FP4.31).
SELF REGENERATING ARMOR (SR ARMOR): Functions as regular Armor (D4.12) except that at the start of every turn, each Bank (i.e. connected boxes) of Armor automatically restores 1 damaged box. There is no cost for this self-regeneration. Self Regenerating Armor is destroyed on Excess Damage Hits on the DAC.
PLUS CLOAKING DEVICE (CLOAK+): Functions as a regular Cloaking Device except for the following:
* The Plus Cloaking Device has Three Modes (Dim, Standard, Deep). The cost for each Mode must be paid by the time of activation or use (in the case of Deep Mode) as detailed under (G13.21).
* The Shadow Legion Lord Manta Plus requires 20 points of energy to Activate its Plus Cloaking Device in Standard Mode. Per (G13.23), this cost is paid every turn the Plus Cloaking Device is Active.
* The Shadow Legion Lord Manta Plus requires (an additional) 10 points of energy to Activate its Deep Mode. Note that the Deep Mode can only be Activated once the Shadow Legion Lord Manta Plus is Fully Cloaked in Standard Mode.
* The Shadow Legion Lord Manta Plus requires 6 points of energy to Activate its Plus Cloaking Device in Dim Mode. Dim Mode can be Activated without the Standard Cloak (or the Deep Cloak) being Activated.
* Dim Mode functions as a Distortion Field Generator (MG1.0) with Modifications.
* Dim Mode does not use Tuning Crystals. Ignore (MG1.24).
* Dim Mode follows the Rules under (MG1.25) Timing. In general, Dim Mode cannot be Activated with 8 impulses of when it was last deactivated or voided.
* Dim Mode has no delay between Activation or Deactivation per (MG1.31).
* Dim Mode requires that the Shadow Legion Lord Manta Plus be under Passive Fire Control as described under (MG1.311).
* Dim Mode receives the benefits for Tactical Intelligence and Disengagement as outlined under (MG1.321) and (MG1.322).
* Dim Mode generates anywhere from One to Five (Not Three) Penalty Hexes as detailed under (MG1.323). The number of Penalty Hexes can be changed (at no change in energy cost) every 8 impulses. Note that the Penalty Hexes affect Direct Fire Weapons only.
* Dim Mode allows Weapons Fire from the Operating Ship as detailed under (MG1.33). This will Void the Dim Mode (MG1.34).
* Standard Mode requires a Five-Impulse Fade Out Period as defined under (G13.14) (not a Four Impulse Period as detailed under (XG13.14). Additionally, Standard Mode requires a Five-Impulse Fade In Period as defined under (G13.15).
* Standard Mode follows all the Regular Cloaking Rules as detailed under (G13.0).
* Standard Mode does Not generate 2 points of ECM as detailed under (XG13.44).
* Deep Mode lasts for 16 Impulses once Activated, but may be turned off at any time. Turning off the Deep Mode returns the Shadow Legion Lord Manta Plus to a Standard Full Cloak.
* Deep Mode is treated as an Activated Dimensional Phase Device. Specifically, the Shadow Legion Lord Manta Plus receives the Benefits defined under (OG13.41) REMOVAL FROM MAP and (OG13.42) TREATMENT OF PHASED-OUT SHIP.
* Deactivating the Deep Mode does Not follow the Rules under (OG13.5). Instead the Shadow Legion Lord Manta Plus is returned to a Full Cloak.
* The Plus Cloaking Device is Destroyed by Two FLAG Hits on the DAC. Do not follow the Rules under (G13.16) DESTRUCTION OF CLOAKING DEVICE.
PLUS WARP DRIVE(WRP+ OR WARP+): Functions as standard Warp Drive except each box produces two points of warp energy per turn.
PULSE GENERATOR (PG): Produces ten points of energy at the start of every turn. The Pulse Generator is destroyed on APR Hits on the DAC.
SHIELD REGENERATORS (SHR): Can be charged with either one or two points of energy (during Energy Allocation or drawn from Plus Batteries during the turn). One point of energy will restore four damaged Shield boxes at the start of the following turn. Two points of energy will restore eight damaged Shield Boxes at the start of the following turn. Shield Regenerators are destroyed on Drone hits on the DAC.
SLIPSTREAM DRIVE (SLIP): Functions as a limited range Displacement Device but only in the Plus Ship’s FA. For every 10 points of energy, the Plus Ship may “displace” one hex away from its original position, as long as the target hex is in the Plus Ship’s FA. The Plus Ship may assume any facing it desires once in the target hex. The energy cost requirements can be paid for during Energy Allocation, drawn from Plus Batteries (during the turn or during Energy Allocation), or a combination of both. The Slipstream Drive cannot be Held. Requires 32 impulses of Cool Down after each use. Note that when using the Slipstream Drive, the Plus Starship does not “travel” to the target hex; it “teleports” and is placed in the target hex. This means everything in-between is ignored, including Web. If two or more units use their Slipstream Drive at the same time, the transportation is considered simultaneous. The Slipstream Drive is destroyed on Flag Hits on the DAC.
Other Notes from the Displacement Device Rules:
(G18.51)(G18.322) SELF DISPLACEMENT: The Slipsteam Drive has no chance of failure when used on the Plus Starship.
(G18.43)(G18.62) MANEUVER: A list of things that are not affected by use of the Slipstream Drive.
(G18.42)(G18.53) FIRE CONTROL: Active Fire Control is disrupted for 4 impulses after each Slipstream Drive use.
(G18.311)(G18.312) Declaration of intent to use the Slipstream Device and Stage of Operation for the Slipstream Device
(G18.64) SEEKING WEAPONS, PPD’s: All seeking weapons targeted on the Plus Starship using its Slipstream Drive continue to follow their target.
(G18.424) A Plus Starship using its Slipstream Device can continue guiding any seeking weapons it was guiding at the time of activation.
(G18.69) FACING: A Plus Starship using its Slipstream Drive can control its facing once it reaches its target hex.
(G18.8) DISPLACEMENT DEVICE FEEDBACK PHENOMENON: The Slipstream Drive does not cause any kind of feedback phenomenon or destabilizing effects to the region of space.
Treat the use of a Slipstream Drive as a Displacement Device during Gameplay for all other instances not noted above.
PLUS BATTERIES (BTTY): Functions as standard Batteries except each box holds 5 points of energy.
PLUS PHASERS (PH+): These function exactlly as PH-1’s. Use the Plus Phaser Table to determine damage.
GATLING PHASERS (PH-G): These function as described in the Basic Set.