PROJECT-X
REPUBLIC SHIPS
(PXR1.7) SECOND CRUISER (SCA):
The Republic Second Cruiser was designed and introduced in the Second Era of Project-X. In the beginning, production was slow and limited. Only a few Second Cruisers were launched from Space Dock. The intent was to carefully monitor their performance in order to gauge whether the cost and resources were worth expending for the vessel. Time would validate the Second Cruiser and the Republic eventually would approve their mass production.
One of the most impressive aspects of the Republic was its Phaser Array. Boasting a stunning total of Nine Phasers, the Republic Second Cruiser carried a mixture of Six Phaser-5’s and Three Phaser-6’s. The Phaser-6’s were installed specifically to counter the Regime’s Light Missiles. The Republic Second Cruiser was armed with Two Kinetic Torpedoes, but these were now augmented by the newly developed Kinetic Capacitor. Shipwide Phasers enjoyed a brand new Phaser Capacitor, an element that would make a critical difference in all future Republic engagements. The Republic Second Cruiser had numerous other improvements, some of which were Increased Reserve Power, More Command Centers, a Greater Power Curve, and Stronger Shields to improve defenses.
DESIGNER NOTES
It is important to remember that, from the perspective of Project-X empires, going from First Cruisers to Second Cruisers was the equivalent of going from General War to X-Technology. Second Cruisers heralded a new era, or in Project-X terms, the Second Age. The Second Age would change a great many things within Project-X for technology had advanced and starships had gotten bigger and deadlier.
It should also be noted that there is still much to be done for the First Era. The First Era is far from complete. So introducing the Second Cruiser does not mean that the First Era (and SSD’s for it) are over. Instead, it is meant to be more of a taste of things to come.
The Second Era allowed for the construction of larger starships as well as advancements in technology. I decided that each empire would have some kind of unique technological advancement. For the Republic, that unique new development was the Kinetic Capacitor. The Kinetic Capacitor stores energy specifically for use with the Republic’s Kinetic Torpedoes.
Other Second Cruiser improvements included a Larger Hull, a Phaser Capacitor (a massive development for all the empires of Project-X), more Phasers, Different Types of Mixed Phasers, more Control Spaces, more Hull, more Warp, more Power, more Reserve Power (another significant improvement for all empires of Project-X), more Systems (Labs, Transporters, etc.), more Shields, better Maneuverability, and improved Sensor/Scanner/Damage Control/Excess Damage Tracks. One can quickly see how the First Cruiser would become obsolete after the Second Cruiser entered mass production.
When designing their Second Cruiser, the Republic specifically focused on countering the Regime’s Light Missiles which gave the Regime a distinct advantage over the Republic in battle. The Phaser-6 was chosen to counter the Regime’s Light Missiles due to its higher rate of fire. The Republic managed to install three Phaser-6’s to protect the vessel from the Regime’s Light Missiles. The Republic Second Cruiser therefore possessed a very impressive Phaser Suite composed of both Phaser-5’s and Phaser 6’s.
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 second 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.
KINETIC CAPACITOR
1) Acts as a Phaser Capacitor but can only be used with Kinetic Torpedoes.
2) Holds a maximum of three points of energy.
3) Destroyed on FLAG Hits on the DAC.
PHASER-V
1) It costs one point of energy to fire a Phaser-V.
2) Phaser-V’s *DO* have a Capacitor.
PHASER-VI
1) It costs half a point of energy to fire a Phaser-VI once.
2) Phaser-VI’s can be fired twice per turn, even on the same impulse.
3) Phaser-VI’s *DO* have a Capacitor.