| (RD.0) The Daetharian Outworlders |
(RD.1) Daetharian Outworlders Background
The Daetharians are a liquid-like metallic race of beings of mysterious
origins, who occupied a small part of Romulan space before the Romulan use
of warp technology. Due to the liquid metal nature of the
Daetharian species much data seems to indicate that they are of an
artificial intelligence, although that conclusion has yet to be verified.
The location of any sort of Daetharian home world is unknown and it is
widely believed that they have intergalactic origins. Contact with
Daetharian ships tended to occur mostly near the rim of the known galaxy
along Romulan, Tholian and Klingon borders, and incidents with these races
happened on occasions before the entire Daetharian fleet was forced out of Romulan
territory with the rise of warp technology in that area and a resulting
conflict known as the Daetharian Exile.
After the rise of warp technology in the Romulan Empire, Daetharian
presence in that territory dwindled to one or two sighting per year, as the
fleet had relocated to the Galactic Core - finding the mineral rich, organic
poor characteristics of this vast territory more to their liking. Almost
immediately after arriving the Daetharians encountered the Za'Cahri -
another extra-galactic race that had recently settled in the area - and
proceeded to wage an on again off again war of attrition against them. This
constant fighting remained even during the Andros Invasion as it was thought
that the Daetharians were in fact helping in the Andro conquest - although
this has never been verified - but raises the suspicion that the Daetharians
may have come from the Andromida Galaxy.
Throughout the galaxy Daetharian ships are identified by their Romulan
given codenames - with the exception of the "S" Series which were
classified by the Za'Cahri. It is unknown how the Daetharians themselves
classify their vessels.
(RD.R0) DAETHARIAN FLEET REFITS
(RD.R1) FLEET “P” REFITS
Most Daetharian ships began refitting some of their
phasers around Y175 to phaser-1’s in an attempt to keep on pace with the
Za'Cahri.
(RD.R2) IMAGE/TRACKING DESTABLIZER REFITS
After leaving Romulan space, the Daetharians made an
attempt to copy the dreaded Romulan cloaking device. Technology had
been stolen from captured Romulan vessels and analyzed for future reference.
Although the Daetharians were unable to duplicate the Romulan cloaking
device, they did manage to produce the Image/Tracking Destabilizer which
they began installing on their ships after Y169.
| (RA.2) Daetharian Harassment Fleet |
(RD.2) AGONIZER CRUISER (AGC):
One of the largest class encountered by other races, the Agonizer, when
properly refitted, is perhaps the Daetharians most deadly pre-
"S-Series" vessel. The two side mounted EMD’s can cause
serious devastation to enemy ships at close range. Unlike other older
Daetharian ships, the AGC has a respectable amount of phaser power.
(RD.3) EXECUTIONER CRUISER (EXC):
Smaller than the Agonizer and produced in greater numbers the Executioner
was used heavily during the Romulan Occupation and subsequent exile. The
Executioner is considered the workhorse of the Daetharian fleet.
(RD.6) AGGRESSOR (AGR): Based on
the Agonizer hull, the Aggressor scrapped the duel side-mounted EMD's in
favor of a single forward arc EMD. Used exclusively to capture Galactic and
Core vessels, the AGR carried a full compliment of boarding parties and
transporter facilities.
(RD.4) BLACK HOOD WAR DESTROYER (BWD):
One the smallest of Daetharian ships encountered, the BWD serves as a
cruiser escort and is often reconfigured for scouting and transport
purposes. A bit expensive to be considered an attrition unit, the
Black Hood still was produced in large numbers.
(RD.5) HOOD SCOUT (HS): The only
known scout vessel employed by the Daetharian fleet, the Hood Scout was
based on the destroyer hull and never received the “P” refit.
(RD.7) NEEDLER (NED): Mass
produced and used as an semi-attrition unit, the Needler was often used in
suicide missions, giving further evidence that the Daetharians may be of
artificial intelligence. Tactically, the NED was known to charge
straight towards its opponent unleashing all energy from its single forward
arc EnMass Driver before being blown to bits. A huge of amount of these
vessels were lost during the Romulan Occupation and the economic setback of
such losses contributed to the eventual Daetharian Exile.
| Daetharian War Ships (SECOND SERIES) |
Due to the sturdy resistance of the Za'Cahri Stronghold the Daetharians
began to produce updated versions of their warships in an attempt to
completely eliminate them. These new classes were based around a new hull
design and boasted greater firepower.
(RD.9) NEW WAR CRUISER (CW): The
first ship in the second series, the New War Cruiser was produced in relatively
large numbers and saw much action against the Za'Cahri, Prometheans and
Andrium.
(RD.11) RCA RAPTURE CRUISER: Deployed in
small numbers, this cruiser offered added extra drone defense against the
Za'Cahri and Prometheans.
(RD.12) WAR DESTROYER (DW): Used
mainly in escort roles, the War Destroyer made up the bulk of the Second
Series warships.
(RD.13) DREADNOUGHT (DN):
The rarest of rare Daetharian ships, the DN was intended to spearhead the
final drive into the Za'Cahri stronghold. This vessel was designed with
anti-drone tactics in mind and as such boasted numerous point defense
phasers to fulfill that role.
The EnMass Driver (EMD) is employed by the
Daetharians. It is unknown whether this device was derived from
Romulan Mauler technology or if the Romulans developed the Mauler after
encountering the Daetharians. The EMD uses an initial
matter/anti-matter reaction to power the device, which is then operated by
transforming inert matter into a powerful direct-fire beam using additional
battery power.
(ED.1) DESIGNATION
Each “EMD” box on the SSD represents one EnMass Driver. Each
is recorded and fired separately.
(ED.11) An EnMass Driver is destroyed on FLAG hits on the DAC.
(ED.12) The repair cost of an EMD is 7.
(ED.2) ARMING PROCEDURE
(ED.20) PROCEDURE: EnMass Drivers are fired by the following
procedure. Two units of energy is allocated to each EMD which is to be
fired. This “charging” is done during the Energy Allocation phase
or by using reserve power.
(ED.21) SOURCE: Energy to charge an EMD may come from any source.
Energy to fire the weapon can is augmented from battery banks as
indicated on the SSD.
(ED.22) FIRING: EMDs are fired during the Direct-Fire Weapons Fire
Stage of the Impulse Procedure. There is no counter for an EMD bolt.
Their effect is determined by die roll and recorded immediately. When
the EnMass driver is fired energy is expended from the battery banks as
shown on the SSD. The bank need not be fully expended in this manner -
any or all energy stored in the batteries may be expended. The
total energy coming from the battery banks is multiplied by 3
then modified by the die roll on the EMD chart to get the damage result.

(ED.23) RATE: A given EMD can fire multiple times per turn as long
as it has energy stored in the necessary battery banks. There is no delay
between firings, although the EMD could only fire once per impulse.
(ED.24) HOLDING: Charged EMDs may be held for no cost if the
weapon was not fired during the previous turn. If the weapon was fired (even
once) during the turn then it must be rearmed before firing again. Energy
stored in the battery banks connected to the EnMass driver is held normally
as per battery rules (H5.3).
The Daetharians developed this device in an attempt to duplicate the
Romulan Cloaking Device. Due to insufficient data and a basic
misinterpretation of Romulan technology, the Daetharians failed to reproduce
the Cloak but instead developed a highly efficient ECM generator.
After the development of this technology the Daetharians began refitting
their ships to include it.
(GD.1) OPERATION OF THE IMAGE/TRACKING DESTABLIZER
(GD.11) OPERATION: The ITG is turned on or off during the
Activate/Deactivate Cloaking Device Step of the Cloaking Device Stage of any
impulse.
(GD.111) Turning the device on begins the fade-out procedure
(GD.14)
(GD.112) Turning the device off begins the fade-in procedure
(GD.15)
(GD.113) An ITD can only be turned on one time during each turn
and can only be turned off one time during each turn. No unit can have
more than one Image/Tracking Destabilizer.
(GD.114) If the ITD is activated/deactivated near the end of a
turn, the fade-in/fade-out effect carries over into the next turn.
(GD.115) The player can stop/reverse the fade-in or fade-out
procedure during any Cloaking Device Stage, but the ship must then fade-in
(or out) the same number of impulses that it has already faded (in or out).
Once reversed, that specific fade cannot be reversed again.
(GD.116) If a ship does not allocate energy to operate the ITD, it
begins to fade-in on impulse #1 of that turn.
(GD.117) If the ship was operating a ITD on one turn and pays the
energy to operate the ITG during Energy Allocation to continue the
operation, the ship remains under the effect of the ITD. It is not
exposed at the end of each turn as the captain reallocates the ship’s
energy.
(GD.118) An ITD can be deactivated involuntarily under certain
circumstances: e.g. destruction by a hit-and-run raid (D7.85), or lack of
power resulting from energy balance due to damage (D22.0). In these
cases the ship begins to fade-in on the next Cloak Stage as per (GD.131).
(GD.119) POWERING AN ITD: The Image/Tracking Destabilizer is
charged during the Energy Allocation Phase using 4 points of energy from any
source. The ITD cannot be charged using reserve energy. Energy
spent to charge the ITD must be allocated during Energy Allocation.
(GD.12) ACTIVATING THE ITD: If the device is not operating, the
owning player may announce that it has been turned on during the Cloaking
Device Stage of the Sequence of Play. The ship immediately begins the
fade-out process (GD.121)
(GD.121) FADE-OUT: Immediately after the ship activates the ITD it
receives 2 points of ECM and an additional 2 points of ECM each impulse
during the Cloaking Device Stage during each of the next 3 impulses.
The fade-out procedure covers a total of 4 impulses (including the impulse
of activation) and produces a total of 8 points of ECM. The ship
benefits from these points for the duration of the operation of the
ITD. The ECM generated by an ITD is in addition to any ECM that
may have been produced through EW points during energy allocation. The
ECM produced by an ITD CANNOT be transferred and used as ECCM.
(GD.123) The 8 points of ECM generated by an ITD are in addition
to any ECM points that the operating ship can normally generate on it’s
own.
(GD.13) DEACTIVATING THE ITD: If the device in operating, the
owning player may announce that it has been turned off during the Cloaking
Stage of the Impulse Activity Segment of any impulse. At that point the ship
begins to fade-in (GD.131).
(GD.131) FADE-IN: Immediately after the ship deactivates the ITD
it looses 2 points of ECM and looses 2 additional points of ECM for each of
the next 3 impulses. The fade-in procedure covers a total of 4
impulses (including the impulse of deactivation) and results in the loss of
8 points total of ECM.
(GD.14) NEGATIVE EFFECTS ON A SHIP USING AN ACTIVE ITD: The ship
operating an ITD is under a number of restrictions.
(GD.141) TARGETING OTHER SHIPS: If and when a ship fires it’s
direct-fire weapons while operating the ITD the ECM being generated by the
ITD is counted as if the target ship were generating that amount of ECM.
(example: the ship is in it’s 3rd impulse of fade-out and the ITD is
generating 6 points of ECM. The ship decides to fire some phasers at
an enemy ship. The weapons procedure is calculated as if the target
ship had 6 points of ECM.) Only the ECM being generated by the ITD is
counted as a penalty for these purposes (example #2: same as above, only in
this case the firing ship had also allocated 4 points of EW as ECM during
energy allocation, bringing the total amount of ECM up to 10. The firing
procedure is calculated as if the target ship had 6 points of ECM, not 10.)
(GD.142) SEEKING WEAPONS: A ship operating an ITD cannot launch or
control seeking weapons during any point of the ITD operation, including the
fade-in/fade-out periods. This includes shuttles launched on a seeking
course, but not manned shuttles or fighters.
Note regarding rule (GD.142): the Daetharians do not operate fighters
or seeking weapons. This rule is included to cover all bases in case players
wish to adopt the ITD to another race, or play in a campaign where the Daetharians
do have seeking weapons and/or fighters.
(GD.15) LOCK-ON: Operation of the ITD in no way affects Lock-On
procedures. All ships targeting a vessel with an active ITD continue to so
without penalty. All seeking weapons tracking a ship with an active ITD
continue to do so without penalty. Operation of an ITD only generates
additional ECM bonuses, it has no other effects (other than where noted).
| (GH.0) DAETHARIAN HYPER-WARP JUMP DRIVE |
The Daetharians utilize a highly advanced warp drive system that allows
all Daetharian ships to make precise "mini-jumps" during combat.
The effect of these "jumps" allows the vessel to travel up to four
hexes in one impulse. All Daetharian ships are equipped with this
device and its cost is included in the BPV. No other race
understands this device and were never able to duplicate it.
(GH.1) OPERATION OF THE HYPER-WARP JUMP DRIVE (HWD)
(GH.11) OPERATION: The Hyper-Warp Jump Drive is activated during
the Displacement Device Stage of any impulse. Any movement obtained
through this operation is determined and done immediately. The HWD
only effects the ship using it. No other units are affected by an
individual HWD, not even other Daetharian ships. The activation of the HWD
does not need to be pre-plotted, it can be used on any impulse during the
turn.
(GH.12) When the HWD is activated the ship in question moves
anywhere from 1 to 4 hexes (owning players option) directly straight ahead.
(off the #1 shield facing). The ship cannot turn or sideslip as
part of this "jump", it must move straight ahead.
(GH.13) Using the HWD counts as a "turn" as if the
player had made a turn on the impulse of operation. The number of hexes
moved during the "jump" has no effect on the turn mode - a new
turn mode begins at the end of the jump. In other words, after using the HWD
the ship will not be able to turn again until it fulfills it's complete turn mode.
(GH.14) MOVEMENT: The movement gained by an HWD is true movement
and is affected by all things that normally affect movement (i.e. web hexes,
ESG's, planets, asteroids, mines, etc.). The impulse in which a ship uses a
HWD the ship is considered moving at speed 32 for purposes of speed related
interactions (asteroids, mines, etc.).
(GH.2) POWERING A HYPER-WARP JUMP DRIVE: The HWD is charged
during the Energy Allocation Phase using 3 units of Warp Power in each of
two consecutive turns. The HWD must be charged in this 3+3 fashion
only. The HWD may be used on the second turn of charging.
(GH.21) POWERING RESTRICTIONS: AWR cannot be used to charge
a HWD. Reserve Warp cannot be used to charge a HWD. Energy
must be allocated during Energy Allocation using true Warp Power only.
(GH.22) A ship cannot use or power a HWD if more than 50% of it's
original warp boxes have been destroyed. If 50% or more of a ship's
warp engine boxes are destroyed then the HWD is considered destroyed.
(GH.23) HOLDING A HWD: The Hyper-Warp Jump Drive charge may not be
held, instead it uses the "rolling delay" method. If the HWD
is not used on the second turn of charging the first turn of charging is
lost, the second turn of charging effectively becomes the first turn, and
energy is allocated during Energy Allocation to complete arming on the
"new" second turn.
(GH.3) NEGATIVE RESULTS ON A SHIP USING A HWD: At the end
of any turn in which a ship used a HWD one warp box is destroyed on each
warp engine. These boxes can be repaired normally.
(GH.4) The Hyper-Warp Jump Drive cannot be destroyed by damage,
except through (GH.22). The HWD can be destroyed by a successful Hit
& Run raid.
(GH.41) Due to the high tech nature of the HWD it cannot be
repaired during a scenario, even if enough warp engines are repaired during
the scenario to allow for operation. (GH.22).
|