THE MITRAX GALAXY
MALLARAN SHIPS
(MXR4.1) RAGE HEAVY CRUISER (CA):
The Mallaran Rage Heavy Cruiser was a feared predator in the Mitrax Galaxy. Not for its sheer firepower, but for its tactical flexibility. Armed with Two Plasmatrons, Two RAM Torpedoes, two Multi-Purpose Defense Systems, Four Type D Proton Dischargers, and four Type B Proton Dischargers, the Mallaran Rage Heavy Cruiser was a match for any other Heavy Cruiser. The addition of two Viper-1 Fighters only escalated its firepower. However, it is the Blur Device incorporated into the hull of the Mallaran Rage Heavy Cruiser that took it to a whole new level in the Mitrax Galaxy. It is understandable why many Mitrax Captains chose not engage the Mallaran Rage Heavy Cruiser in direct combat on the battlefield.
DESIGNER NOTES:
There were four primary issues with the Mallaran Rage Heavy Cruiser that needed to be addressed. They were the Plasmatron, RAM Torpedoes, Proton Dischargers Type D, and the Blur Device. Secondary issues involved the Energy Cells (Absorbers) and the Fighters.
The Plasmatron Table was fine as is when fired in standard mode. This was slightly better than a Fusion Beam fired in standard mode, although with better range and a higher arming cost. The issue had to do with Overloaded Plasmatrons. Francois indicated that, when overloaded, the damage on the standard Plasmatron Table should be doubled. This would mean that a single Overloaded Plasmatron could generate 28 points of damage at range 0-1 and up to 20 points of damage at range 4-8. Remember, that the Plasmatron is a Range-of-Effect weapon with auto-hit out to range 4-8. This high damage simply would not do, even with the higher arming cost.
To bring the Overloaded Plasmatron more into Alpha Sector standards, an Overloaded Plasmatron Table was developed (instead of simply doubling the standard Plasmatron Damage). This new table features damage which is more in line with an Overloaded Fusion Beam. The higher arming cost for an Overloaded Plasmatron is now comparable to the arming cost for an Overloaded Fusion Beam.
One might say that the original Overloaded Plasmatron damage of 28 points is similar to a Suicide Overloaded Fusion Beam. The difference is the Fusion Beam is marked destroyed when it generates that much damage; the original Overloaded Plasmatron is not marked destroyed.
The RAM Torpedo needed little adjustment in terms of rules and functionality. However, Francois once more required calculations (slowing down gameplay and leaving room for error) to be made on the fly during the RAM Torpedo’s usage. To solve this, a new RAM Torpedo Table was developed that clearly showed the Damage as the RAM Torpedo moved. Also, the actual Speed of the RAM Torpedo was noted, rather than showing the Speed as a function of Hexes Moved.
Dealing with the phaser damage to RAM Torpedoes required further examination. Francois indicated that every two points of Phaser damage reduced the Damage Multiplier by one. This verbage is confusing and needed clarification. He gives an example where twelve points of phaser damage completely destroys a RAM Torpedo, but eleven points of phaser damage does not destroy it. So what he means is that if a RAM Torpedo is moving at Speed 32, it will score 6 damage upon impact, therefore 12 points of phaser damage will destroy it. This means that a RAM Torpedo which would cause 12 damage upon impact would require 24 points of phaser damage to be destroyed. It also means that a RAM Torpedo which would cause 18 damage upon impact would require 36 points of phaser damage to be destroyed.
This can be confusing to the reader. For clarification, it should read that ‘a minimum of twelve points of phaser damage is required to reduce the RAM Torpedo’s damage by six.’ So eleven points of phaser damage would not be enough, just as he states in his example. If a RAM Torpedo is about to impact with 18 points of damage, and you shoot it with phasers scoring 14 points of damage (meeting the minimum of 12 phaser damage), then you have reduced the RAM Torpedo’s damage from 18 to 12 (reduction of 6). The extra 2 points of phaser damage (14) above 12 is discarded and didn’t functionally do anything more to the RAM Torpedo. In this way, RAM Torpedoes are similar to Quantum Wave Torpedoes.
The Proton Dischargers Type D (formerly Proton Pulse Emitter Type D) are fine as is. The damage table is slightly higher than a Phaser 1 and Francois has a firing cost of 1.5 to account for this. This all makes sense. The issue comes into play when the Proton Discharger Type D is put into a Dual Mount (Type 2), allowing it to be fired twice.
These Mounts, which are numerous in Triangulum and vary in the amounts of shots they allow, turn Phasers into something like X-Phasers. They become “rapid-fire”, able to fire multiple shots from a single box on the SSD. For balance (for Non-X-Ships), this is not ideal due to doubling or tripling damage. Also, a single DAC hit takes out, in effect, “two Phasers” with only one internal point.
It could be argued that the PH-P, PH-C, or Gatling achieves similar results. True, but they are typically restricted to a certain empire (Nicozians, Borak, Hydrans). The various Mounts allow multiple shots to be used by more than one empire (see EN100.0 and EN100.171). A type of Gatling should be fine in the Mitrax Galaxy as long as its use is limited and restricted.
To solve the problem of Proton Dischargers Type D and Dual Mounts (Type 2), I simply broke the Dual Mount into two separate Proton Dischargers Type D. This keeps the firepower the same (as Francois originally intended) and solves the issue of a single DAC hit taking out the whole mount. Therefore, two P2Ds became four PD-Ds (basically the equivalent of four PH-1s).
The Multi-Purpose Defense System was similar and yet different to the Short Range Cannon. In fact, there were elements that made it worse in a way. So I left the Multi-Purpose Defense System as is.
The Blur Device is something that I questioned. If you (the empire) have this kind of technology for fighters, why not for larger ships? One could say well the technology only works on a small scale. Then it becomes a technobabble argument instead of one based on game mechanics.
I almost thought the Blur Device was too good. Preventing seeking weapons from launching at you and imposing a significant penalty on all direct fire weapons was almost too good. Plus having no time for Activation; it works instantaneously. But then it was noted that the Blur Device lasts only for 8 impulses and that any seeking weapons already locked onto you still continue on normally. Additionally, you cannot fire, launch, or guide while using the Blur Device. So there was a tactical element to using the Blur Device. You gained great benefits at great costs and had to plan exactly when to use the device.
This led me to expand the use of the Blur Device to the starship level. It made sense technologically (so that the empire would have the technology for both fighters and starships, not just fighters) and it greatly expanded the Mallaran’s tactical depth in battle. They now have a device similar to a Cloaking Device and yet much different. This also means that opponents will need to develop new tactics to counter its use. The one thing I needed to add was a “cool down” period so that the Blur Device could not be used every turn without penalty.
The Maximum Alpha Strike looks a bit low compared to other Alpha Sector empires, but this is because the two fighters were not added into the calculations. If you add two more Proton Dischargers Type B and two more Plasmatrons (limited in range), the Maximum Alpha Strike goes up significantly. But to be able to add those numbers during real time combat, both fighters will have to make it to the proper firing positions.
To keep the Fighters as the most basic possible, I used Viper-1-P’s with the Mallaran Rage Heavy Cruiser. As more advanced fighters get introduced (with game balance carefully considered), the Fighters can be upgraded.
Having two Energy Absorbers (now called Energy Cells) was also very questionable. That led to a total of eight Reserve Power, which was significantly higher than Alpha Sector Heavy Cruisers (which have four and rarely, five Reserve Power). However, the Energy Cells (Absorbers) “leak” energy every turn, so I decided to leave them as is for now. Playtesting will determine if the Reserve Power is too high for the Mallaran Rage Heavy Cruiser.
All in all, the Mallaran Rage Heavy Cruiser makes a fine addition to the Mitrax Galaxy. It has one of the most varied tactical games out of all the current Mitrax Galaxy Heavy Cruisers. The short ranged Plasmatron and the dual Fighters make the Mallaran Heavy Cruiser fly like a Hydran. The RAM Torpedoes make the Mallaran Heavy Cruiser fly similar to a Klingon. And the Blur Device makes the Mallaran Heavy Cruiser fly like a Romulan. Put it all together and you have something never seen before in the Mitrax Galaxy.
PLASMATRON (PLAS):
* Armed over two turns.
* One point of energy is required on the first turn. Two points of energy is required on the second turn.
* Standard Plasmatrons may be held for two points of energy each turn.
* Plasmatrons may be overloaded by applying six points of energy on the second turn. Note that Plasmatrons do not get an overloaded discount for using Reserve Power (EN108.411).
* To determine damage, use the Overloaded Plasmatron Table. Do not double the standard damage (EN108.42).
* Overloaded Plasmatrons are limited to a range of eight hexes.
* Overloaded Plasmatrons cannot be held.
* Plasmatrons are destroyed on TORP Hits on the DAC.
RAM TORPEDOES (RAM):
* Use the RAM Torpedo Table to determine damage based on speed at the time of impact. Note the speed changes based on the number of impulses after launch.
* Every twelve points of phaser damage reduces the damage of a RAM Torpedo by six. Note that a RAM Torpedo can slow down, reducing its damage. It is possible, therefore, for a RAM Torpedo to have suffered phaser damage at a high speed and then dissipate into nothing after slowing down and reducing its damage.
* RAM Torpedoes cannot HET or turn. It can only move forward or sideslip.
* RAM Torpedoes can be distracted by Wild Weasels.
* RAMs are destroyed on DRONE Hits on the DAC.
Follow the RAM Torpedo rules under (FSN100.0) for anything not noted above.
MULTI-PURPOSE DEFENSE SYSTEM (MPDS):
This works exactly as described under (EN104.0).
BLUR DEVICE:
* The cost to activate a Blur Device is noted on the SSD.
* Activation of a Blur Device can be made during any impulse. There is no delay in activation.
* An Activated Blur Device prevents any seeking weapon from launching at the owning starship.
* Seeking weapons already targeted on a starship with an Activated Blur Device continue to track it normally. Damage is calculated normally.
* Direct-Fire weapons fired at a starship with an Activated Blur Device suffer 18 points of ECM.
* A starship with an Activated Blur Device cannot fire, launch, or guide any weapon. Note that if a starship with an Activated Blur Device is currently guiding any weapons, they will be lost.
* An Activated Blur Device lasts for 8 impulses. It may be turned off earlier at the owning player’s discretion.
* After Activation, a Blur Device cannot be Activated again until 96 impulses (3 turns) have elapsed.
* The Blur Device is part of the starship and cannot be destroyed by hits on the DAC.
VIPER-1 FIGHTERS (VIPER-1-P):
* 2 pod rails
* Speed: 12
* Damage: 9
* DFR: 3
* Weapons: 1 x PD-B-FA, 1 x Plasmatron (limited to 10 hexes, see EN108.61)
* BPV: 9
See Viper-1-P under (RN102.F1) for more info
FIGHTER BLUR DEVICE
This works as described under (JN100.0) and (J11.0).
ENERGY CELLS (EC):
These work exactly as described under (HN100.0) except the name has been changed to Energy Cell.
NEUTRONIUM ARMOR: Functions exactly as described under (DN102.0) in Module E2 except that Neutronium Armor in the Mitrax Galaxy is 360 degrees and not FH and RH.
PROTON DISCHARGER TYPE D (PD-D):
* Costs 1.5 Points of Energy to Fire.
Treat as Phasers in all other respects not noted above.
PROTON DISCHARGER TYPE B (PD-B):
* Costs 0.75 Points of Energy to Fire.
Treat as Phasers in all other respects not noted above.