PROJECT-X
REPUBLIC SHIPS
(PXR1.4) REPUBLIC FIRST FAST CRUISER (FFCA):
The Republic was the first to experiment with Fast Cruisers. After removing two Phaser-5’s, room was created to extend the warp engines for greater speed. The experiment worked; the Republic First Fast Cruiser could travel faster than any other Republic First Cruiser. However, there were some unexpected results. Because the hull was not designed for such speeds, the Republic First Fast Cruiser suffered in maneuverability and its ability to successfully complete high energy turns. Overall, the Republic deemed the First Fast Cruisers to be a failure. A few Republic First Fast Cruisers were kept operational in order to respond to threats in Republic Space quicker than any other First Cruiser of the era.
DESIGNER NOTES
This SSD was created in 2019. It requires no updates. It should be noted that during the First Era, when all First Cruisers are very limited in speed, possessing great speed potential is a significant tactical advantage.
KINETIC TORPEDOES
1) Kinetic Torpedoes are armed over two turns.
2) Standard Kinetic Torpedoes cost one point of energy on the first turn and one point of energy on the second turn.
3) Overloaded Kinetic Torpedoes cost one point of energy on the first turn and two points of energy on the second turn.
4) Double Overloaded Kinetic Torpedoes cost one point of energy on the first turn and three points of energy on the secon turn.
5) Standard Kinetic Torpedoes can be held at a cost of one point per turn.
6) Overloaded Kinetic Torpedoes can be held at a cost of two points per turn.
7) Double Overloaded Kinetic Torpedoes cannot be held.
8) Kinetic Torpedoes are destroyed on Torpedo hits on the DAC.
PHASER-V
1) It costs one point of energy to fire a Phaser-V.
2) Phaser-V’s do *Not* have a Capacitor.