{"id":30,"date":"2026-04-19T13:02:01","date_gmt":"2026-04-19T13:02:01","guid":{"rendered":"https:\/\/operationgenesisgalaxies.com\/?p=30"},"modified":"2026-04-19T23:36:37","modified_gmt":"2026-04-19T23:36:37","slug":"star-fleet-battles-worlds-of-unions-dragon-heavy-cruiser-ssd-mitrax-galaxy","status":"publish","type":"post","link":"https:\/\/operationgenesisgalaxies.com\/?p=30","title":{"rendered":"Star Fleet Battles &#8211; Worlds of Unions Dragon Heavy Cruiser SSD Mitrax Galaxy"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p><strong>THE MITRAX GALAXY<\/strong><\/p>\n<p>&nbsp;<\/p>\n<p><strong>WORLDS OF UNIONS SHIPS<\/strong><br \/>\n<strong>(MXR3.1) DRAGON HEAVY CRUISER (CA):<\/strong><\/p>\n<p>&nbsp;<\/p>\n<p>The Dragon Heavy Cruiser was a fearsome predator in the Mitrax Galaxy, particularly at close range. Armed with two power hungry, extremely flexible Hellfire Torpedoes, the Dragon Heavy Cruiser was also outfitted with four Extended Range Pulse Phasers, two Short Range Pulse Phasers, and two Light Pulse Phasers. The Hellfire Torpedoes were known for their tactical adaptability; they could adjust to dominate nearly any kind of battlefield situation. To make matters worse for adversaries, the Dragon Heavy Cruiser also carried a full compliment of Pseudo Hellfire Torpedoes which were launched precisely at critical moments in the battle to draw enemy fire. As a final symbol of superiority, all Worlds of Unions starships employed Hellwings, a special device incorporated into the starship that provided improved tactical movement for a limited time. The Dragon Heavy Cruiser is rounded out by an impressive Power Curve, a sufficient number of Shuttles, and a thick layer of Neutronium Armor.<\/p>\n<p>Original description by Francois Angers: The Dragon is one of the most powerful heavy cruisers of the (Triangulum) galaxy, mounting two hellfire torpedoes with a lot of power. An &#8220;anchor&#8221; by this ship is almost always fatal to its adversary. The versatility of the hellfire torpedo permits this ship to fight in many different ways.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>DESIGNER NOTES:<\/strong><\/p>\n<p>&nbsp;<\/p>\n<p>Ever since Playtesting began, there have been many issues with the Worlds of Unions Dragon Heavy Cruiser. The primary problems stemmed from the design and functionality of the Hellfire Torpedo. Secondary problems involved the Short Range Pulse Phaser. I knew that, in order to bring the Worlds of Unions Dragon Heavy Cruiser into balance with Alpha Sector Heavy Cruisers (and other Mitrax Heavy Cruisers), the Hellfire Torpedo would have to be fixed.<\/p>\n<p>Initally, my first instinct was to get rid of the Pulse Phasers and replace them with the Proton Dischargers used by other Mitrax empires. The more you have different Phasers in a galaxy, the more unbalanced the galaxy becomes. So making Proton Dischargers the dominant Phasers throughout the Mitrax galaxy made sense. However, upon careful examination, I realized that the Pulse Phasers were, in fact, different from the Proton Dischargers and worthy of their own tactical benefits (and drawbacks). The Short Range Pulse Phaser was the most questionable, since it could generate thirteen points of damage at close range, but comparisons to the Type E Proton Discharger yielded similar damage output levels. Playtesting will determine if these damage amounts are too high (for a Phaser type weapon) or not.<\/p>\n<p>Many of Francois&#8217; designs involve calculations during gameplay. This is especially true of the original Hellfire Torpedo, which required complex calculations. However, such calculations not only slow down gameplay (reducing player immersion and enjoyment), but they also increase the possibility of errors occuring (due to having to make calculations on the fly). Therefore, one of my primary goals while fixing the Hellfire Torpedo was to get rid of the need to make calculations during gameplay.<\/p>\n<p>It took much analysis and examination to break down Francois&#8217; original intent with the Hellfire Torpedo calculations. The weapon is definitely a complex one. Francois wanted the Turns to Arm to be variable, the Power required to Arm to be variable, the Speed of the Hellfire Torpedo to be variable, the Warhead Strength to be variable, the Warhead Strength Lost per Hex to be variable, and the Warhead Strength Lost due to Phaser Fire to be variable. Immediately, considering all of these critical areas for Plasma Torpedoes, one can see the potential issues and problems that can arise.<\/p>\n<p>Francois also included a Hellfire Blaster, which was a direct-fire application of the Hellfire Torpedo, but it too required calculations that must be made during gameplay.<\/p>\n<p>In order to solve the many issues with the original Hellfire Torpedo, rather than leaving all of the possibilities open and requiring calculations, I solidified the possibilities into distinct types, each of which would have specific qualities and characteristics. These types could then be clearly defined and balanced, something which was extremely difficult to do with all of the original required calculations. Of course, there would be some possibilities that would be left out, as they could not all be included, and anything clearly unbalancing would be eliminated.<\/p>\n<p>In order to achieve weapon balance (compared to Alpha Sector weaponry), I had to make some difficult choices. As no Alpha Sector Plasma could travel Speed 64, I removed the ability for Hellfire Torpedoes to move Speed 64. Sabots move at Speed 40, so I decided that Speed 40 should be the maximum limit for Hellfire Torpedoes. Moreover, the power levels of a 4-turn Plasma were simply too high to be balanced. Therefore, I removed the 4th turn for Hellfire Torpedoes, limiting them to being armed in 1-3 Turns only.<\/p>\n<p>I ended up with a rather long list of Plasma Types with varying characteristics and abilities based on Francois&#8217; original intentions. Each of these Types was then carefully examined and compared against equivalent or similar Alpha Sector Plasma Torpedoes. Numerous changes had to be made, but ultimately, I streamlined the list of Types so that they would be as balanced as possible with the Alpha Sector.<\/p>\n<p>Rather than employing Francois&#8217; Hellfire Blaster, which required calculations and was questionable in terms of balance, I opted for Hellfire Bolts based on Alpha Sector Plasma Bolts. Plasma Bolts are a tried and true system that has been in place for a long time, so its balance can be confidently relied upon.<\/p>\n<p>Francois enabled the original Hellfire Torpedo to create Pseudo Torpedoes at will, but there needed to be limits on the amount of Pseudo Torpedoes available to a starship. Rather than limit each Hellfire Torpedo to only one Pseudo Torpedo (like the Alpha Sector), I compromised and gave the Hellfire Torpedo two Pseudo Torpedoes to use. This give the weapon a bit more flexibility in battle and better reflected Francois&#8217; original intention, while still limiting the Pseudo Torpedoes in order to maintain balance.<\/p>\n<p>Neutronium Armor remains unchanged in function, except that it is no longer FH and RH (as explained in the Human Cooperative Designer Notes). Neutronium Armor in the Mitrax Galaxy is 360 degrees.<\/p>\n<p>Note that the Worlds of Unions Dragon Heavy Cruiser incorporates the Refits noted on Francois&#8217; original Dragon CA. As the Mitrax Timeline is still under construction and subject to change, it is not known if those Refits (and their corresponding dates) will still be relevant.<\/p>\n<p>Even with the Hellfire Torpedo&#8217;s flexible nature, I felt there was something tactically missing from the Dragon Heavy Cruiser. My intent was to make sure the Dragon Heavy Cruiser did not simply fly like a Gorn or a Romulan. I wanted the Dragon Heavy Cruiser to be something more. It needed something to give it more tactical depth during gameplay.<\/p>\n<p>That additional something became Hellwings. Hellwings are incorporated into the ship itself, like a Cloaking Device. This system, named for the fiery effect that extends from the starship when activated, gives the Worlds of Unions Dragon Cruiser various movement related tactical advantages for 16 impulses. Afterward, it must cool down for 64 impulses. This results in the need for the Worlds of Unions player to tactically plan and time exactly when to employ the Hellwings during an engagement. The player knows the Hellwings are there when he needs it, but deciding exactly when that is during the battle and then successfully pulling off the plan will spell the difference between victory and defeat.<\/p>\n<p>The Hellfire Torpedoes, as currently revised, leave room for growth. With X-Technology could come 4-turn Hellfire Torpedoes, Hellfire Torpedoes that move at Speed 64, or Enveloping Hellfire Torpedoes. There are a lot of possibilities for technological advancements involving Hellfire Torpedoes.<\/p>\n<p>In conclusion, the Pulse Phasers have been left as is, the Hellfire Torpedoes have been heavily modified and balanced, and Neutronium Armor has suffered a minor adjustment. The Mitrax Dragon Heavy Cruiser is welcomed with open arms in the Mitrax galaxy, because from it will come all kinds of different starship types and classes. However, the Mitrax Dragon Heavy Cruiser must first be thoroughly playtested (against Alpha Sector Heavy Cruisers and other Mitrax Heavy Cruisers), and I am sure that changes will need to be made (to the Hellfire Torpedo Types or to the Short Range Pulse Phaser).<\/p>\n<p>Always remember, none of this would be possible without Francois Angers&#8217; original concepts and ideas.<\/p>\n<p>&nbsp;<\/p>\n<p>HELLFIRE TORPEDOES (HF):<br \/>\n* Hellfire Torpedoes may be armed over one to three turns as the player chooses.<br \/>\n* Consult the Hellfire Torpedo Table to determine the Arming and Holding Cost based on the Type and Turns of the Hellfire Torpedo chosen.<br \/>\n* Based on the Type of the chosen Hellfire Torpedo, note the Speed, Warhead Strength (WH), Resistance to Phaser Fire (RES), and Amount of Warhead Strength lost per Hex traveled (-WH\/HEX). For RES, the first number is the amount of Phaser Damage Points required to lower the WH by one (second number).<br \/>\n* Once arming has begun for a specific Type of Hellfire Torpedo, the Type may not be changed.<br \/>\n* A Hellfire Torpedo may be aborted at any time in the middle of an Arming Sequence. If aborted, a new and different Type of Hellfire Torpedo may be armed.<br \/>\n* A Held Hellfire Torpedo may be aborted at any time. If aborted, a new and different Type of Hellfire Torpedo may be armed.<br \/>\n* Hellfire Torpedoes may be bolted like Plasma Torpedoes. To determine a Hit, use the Hellfire Bolt Table, calculate Range by taking WH based on Type and then using -WH\/HEX to determine the Maximum Range when the Warhead will dissipate. Note that Speed 40 Hellfire Torpedoes cannot be Bolted, as well as Type HME and HHE Hellfire Torpedoes. If a Hit is scored, calculate Damage using (FP8.43) where WH = Warhead Strength.<br \/>\nFor example, a Type HM is Bolted at Range 40. Since the WH is 45 and the -WH\/HEX is 1\/1, the Type HM has a maximum range of 45. In order to hit with the Bolt at Range 40, a roll of 1 on 1D6 must be rolled. A roll of 2-6 is a miss. If a hit is scored, Damage is 1\/2 of 45 (WH).<br \/>\n* A Pseudo Hellfire Torpedo may be launched at any time in place of a Hellfire Torpedo. A Pseudo Hellfire Torpedo and a Hellfire Torpedo cannot be launched at the same time from the same launcher. Note that each Hellfire Torpedo launcher is limited to two Pseudo Hellfire Torpedoes.<br \/>\n* Hellfire Torpedoes may be distracted by Wild Weasels like Plasma Torpedoes.<br \/>\n* Hellfire Torpedoes are destroyed on TORP Hits on the DAC. It takes two damage points to completely destroy a Hellfire Torpedo.<br \/>\nTreat Hellfire Torpedoes as Plasma Torpedoes in all other respects not noted above.<\/p>\n<p>HELLWINGS:<br \/>\n* The cost to activate Hellwings is noted on each Worlds of Unions SSD. This cost is paid during Energy Allocation, drawn from Batteries, or both.<br \/>\n* Once activated, Hellwings (and their benefits) last for 16 impulses.<br \/>\n* While Hellwings are activated, Turn Mode is reduced by one. For example, Turn Mode D would be reduced to Turn Mode C.<br \/>\n* While Hellwings are activated, one free HET with no chance of breakdown is available.<br \/>\n* While Hellwings are activated, Speed can immediately be increased by +1, +2, or +3 at the player&#8217;s option.<br \/>\n* While Hellwings are activated, Sideslips are reset.<br \/>\n* While Hellwings are activated, Turn Mode is reset.<br \/>\n* While Hellwings are activated, two free TACS may be used.<br \/>\n* After 16 impulses of use, Hellwings must cool down for 64 impulses.<br \/>\n* Hellwings cannot be destroyed by hits on the DAC. They are part of the ship itself.<\/p>\n<p>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.<\/p>\n<p>EXTENDED RANGE PULSE PHASER (EPP):<br \/>\n* Costs 1 Point of Energy to Fire.<br \/>\nTreat as Phasers in all other respects not noted above.<\/p>\n<p>SHORT RANGE PULSE PHASER (SPP):<br \/>\n* Costs 1 Point of Energy to Fire.<br \/>\nTreat as Phasers in all other respects not noted above.<\/p>\n<p>LIGHT PULSE PHASER (LPP):<br \/>\n* Costs 0.50 Points of Energy to Fire.<br \/>\nTreat as Phasers in all other respects not noted above.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; THE MITRAX GALAXY &nbsp; WORLDS OF UNIONS SHIPS (MXR3.1) DRAGON HEAVY CRUISER (CA): &nbsp; The Dragon Heavy Cruiser was a fearsome predator in the Mitrax Galaxy, particularly at close range. Armed with two power hungry, extremely flexible Hellfire Torpedoes, the Dragon Heavy Cruiser was also outfitted with four Extended Range Pulse Phasers, two Short [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":31,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[3,5,4,16],"tags":[18,10,7,11,8,17],"class_list":["post-30","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mitrax-galaxy","category-ssd","category-star-fleet-battles","category-worlds-of-unions","tag-dragon","tag-heavy-cruiser","tag-mitrax-galaxy","tag-ssd","tag-star-fleet-battles","tag-worlds-of-unions"],"jetpack_featured_media_url":"https:\/\/operationgenesisgalaxies.com\/wp-content\/uploads\/2026\/04\/MXR3.1-WORLDS-OF-UNION-CA-FINAL.jpg","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/posts\/30","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=30"}],"version-history":[{"count":3,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/posts\/30\/revisions"}],"predecessor-version":[{"id":88,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/posts\/30\/revisions\/88"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=\/wp\/v2\/media\/31"}],"wp:attachment":[{"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=30"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=30"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/operationgenesisgalaxies.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=30"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}