| (RZ.0)
The Za'Cahri Stronghold |
(RZ.1) Za'Cahri Stronghold Background
The Za'Cahri are a militant incectiod race with origins outside the Milky
Way - most likely in the Greater Magellanic Cloud. It is unknown exactly
when or why they came to our galaxy - but data seems to indicate the
Za'Cahri probably maintain numerous wormholes near the galactic core which
they used to escape to our galaxy during a time of great conflict. It is
assumed by those who have encountered the Za'Cahri that they had at one time
been embroiled in major war, as the Stronghold fleet consists of large
numbers of vessels and numerous variants. Fortunately for neighboring
powers, this huge fleet was spread thin across Za'Cahri territory and never
managed to consolidate itself for domination of any major races until around
Y164 - but by that time they had became engulfed in a bloody war with the
Daetharians.
The Za'Cahri Stronghold is perhaps the most capable in theory of waging a
total war within the Core, but the lack of resources generated by
slave-worlds, coupled with constant hostilities towards all neighbors,
leaves the Za'cahri war machine stretched to its limits in terms of command
and supply difficulties.
Not much is known about the lifestyles of the Za'Cahri, but what little
that does data exist indicates they have a regimented-military style
government that empires over numerous subject races whom they were able to
enslave upon arrival to the Galactic Core. Nearly all scouts that are sent
into Za'Cahri are destroyed or chased away, although on certain occasions
pirate clans have managed to contact and trade within the Stronghold.

| (RZ.2)
Za'Cahri War Fleet |
(RZ.R0) Za'Cahri Class, Variant and Refit Designations: (Version 2.0
Chart)
|
CLASS: |
REFIT/VARIANT: |
| MT - |
Mantis |
C
- |
Command |
S - |
Scout |
| LT - |
Lotus |
E - |
Escort |
T - |
Tender |
| CD
- |
Cicada |
F - |
Flag |
V - |
Carrier |
| IL - |
Illicid |
G - |
Drone |
Z - |
Commando |
| SP - |
Scorpion |
I - |
Improved |
|
|
DREADNOUGHTS:
(RZ.34) DRAGONFLY-V HEAVY CARRIER (CVA):
Originally believed to be a late-war design, the Dragonfly class is now
thought to have been developed as early as Y173 with the introduction of the
CVA. It is unknown how many were produced, but evidence suggests that at
least one of these vessels was converted into the BCS in Y183. The
Dragonfly-V operated with an Escort Group of 2 x DDA and either an FE or an
AC. Cargo space allows for 200 units of drone storage. (note: the CVA is
courtesy of George Ebersole).
Heavy Cruisers:
(RZ.2) MANTIS CRUISER (MT):
A significant improvement over the Cicada design, the Mantis hull was the
favored cruiser class of the Za'Cahri fleet after its introduction in Y123
into the mid to late Y160's. Four D-Pods are included in the MT's BPV.
(RZ.4) MANTIS-C COMMAND CRUISER (MTC):
A standard MT design with additional command facilities and defensive
phasers, the MTC trades its SATPOD capabilities for additional power and
overall performance. These vessels served in command role until they were
replaced by (or upgraded to) the MTF.
Light Cruiser and Variants:
Destroyers and Variants:
(RZ.7) ILLICID DESTROYER (ILD): Introduced
at the same time as the Mantis, the ILD boasted identical direct-fire
capabilities without the SATPODS or drone racks. The ILD was produced in
significant numbers through its year in service dates, spawning numerous
variants.
(RZ.8) DESTROYER SCOUT (ILS):
This destroyer variant is configured for long ranging scouting missions and
military observation duties.
(RZ.9) ILLICID-P POD TENDER DESTROYER
(ILP): This specially modified destroyer variant was used to maintain pod
deployment within fleet battles against more powerful enemies.
(RZ.18) ILLICID-T TRAINING CARRIER (ILT): With the development of attrition units in the Za'Cahri
military the need arose for carrier type vessels to deploy the new fighter
types. Based on the ILP, the ILT replaced its pod launcher capabilities with
additional shuttle bays and ready racks. This vessel was used primarily to
train fighter pilots and carrier captains before assigning them to true
carriers. (note: the ILT is courtesy of John Christie).
(RZ.27) LIGHT TACTICAL TRANSPORT (DLTT): Based
on a destroyer hull, this class served as a fast transport between subject
systems within the Stronghold.
(RZ.30) LIGHT TACTICAL REPAIR ESCORT
(DLTR): As the Za'Cahri war machine stretched passed its limits
after the invasion of the Kholosian Dominion the need arose for a repair
unit capable of servicing warships near the front lines. The DLTR filled
this role in cases where returning damaged vessels to repair bases proved to
be impractical. (note: the DLTR is courtesy of Loren Smith).
Frigates and Variants:
(RZ.11) SCORPION FRIGATE (SCP):
This class was used for a variety of escort and policing duties, mainly
within the Stronghold.
Miscellaneous Classes:
(RZ.19) MONITOR (MON): A
standard monitor relative to most other races, the Za'Cahri monitor had
reduced shuttle bay capacity to make room for pod-launchers. used primarily
to defend against Vulpian League raids and Kholosian counter-offenses.
(note: the Za'Cahri Monitor is courtesy of Loren Smith).
(JPZ.1) POD LAUNCHER
(JPZ.11) The Za'Cahri Pod Launchers are mounted on the
exterior hulls of many Za'Cahri ships. Each "SATPOD" (sometimes
labled just "POD") box on the SSD
represents one 2-space launcher. The SATPOD box is destroyed on
"Shuttle" hits on the DAC, any pods within the launcher are
destroyed on such hits. The repair cost of a Launcher is 12.
(JPZ.12) RATE: Each launcher is able to deploy one pod
per turn but not within 12 impulses of a previous launch. Pods are launched
during Launch Shuttles segment of the Impulse Activity Phase.
(JPZ.13) RECOVERY: Each launcher is capable of
recovering one pod at a time in combination with a tractor beam as per
Fighter/Shuttle Recovery Rules (J1.62). Special stabilizers built into the
Pod Launchers allow recovered pods to be placed directly into the launcher.
(JPZ.14) RECHARGING POD WEAPONS: Each un-crippled pod is capable
of recharging its own weapons.
(JPZ.15) RECHARGING MOVEMENT: A deployed POD is unable to recharge
its own movement power. Each SATPOD box on the ship however has the built in capability
to charge one pod's movement per turn as long as the pod has been recovered
through (JJ.13) and the Launcher is otherwise inactive for a full 32
impulses [ aside from repair, see (JPZ.5) ] . This process begins
immediately after recovery (JJ.13) at no cost to the ship.
(JPZ.2) POD OPERATION
(JPZ.21) Every Za'Cahri pod shares these attributes
unless otherwise noted.
(JPZ.211) LAUNCH: Upon launch, each pod moves at any speed
between 0-20 that is determined at the time of launch. It cannot make
mid-turn speed changes. The pod counts towards seeking weapon control limits
at the time of launch.
(JPZ.212) Upon launch each pod is given a target hex,
recorded in secret, and will move towards that hex as a seeking unit. After
reaching the target hex the pod is no longer able to move under it's own
power - even if it has moved less than 20 hexes, and changes to speed 0. Any remaining movement is
lost.
(JPZ.213) ACTIVATION: Upon reaching its
destination hex, the POD will become active (during
the Launch Shuttles segment of the Impulse Activity Phase). Once activated, the pod is able to utilize any or all of it's weapons.
(JPZ.213.1) Note: The standard
8-impulse delay for shuttle and fighter weapon fire applies to Za'Cahri pod
activation. If the POD reaches its target hex before the minimum 8 impulses
has transpired, the POD must still change to speed 0 and wait to activate.
(JPZ.214) Unless otherwise noted, all pods take 10
points of damage to destroy. Pods are considered crippled after taking 7
points of damage. Crippled pods may not fire any weapons, launch drones, or
move (if they were moving at the time of crippling).
(JPZ.215) The maximum range of all direct fire weapons
mounted on Satellite Pods is 15.
(JPZ.22) POD TYPES:
(JPZ.221) Defensive Pod (PPod) :Carries three Phaser-2's
that can fire every turn in a 360 degree arc. Cost: 0 (the base cost of this
pod is included in the BPV of the ship).
(JPZ.222) Offensive Pod (IPod): Fitted with one Ionic
Accelerator and 2 Phaser-3's that can fire every turn in a 360 degree arc.
Cannot fire Overloaded. Cost: 2.
(JPZ.223) Deterrent Pod (DPod): Holds 4 spaces of drones
and two Phaser-3. Can fire 2 drones per turn. Both drones can launch on the
same impulse if desired. The Phaser-3 can fire every turn. Cost: 3 (includes
the cost of four Type-I slow drones, upgrades are available as per drone
upgrade rules).
(JPZ.223.1) Note: The DPod can only control 2 drones at any
given time.
(JPZ.23) Substituting Pod Types: Each ship that has Pod
Launchers on its SSD comes equipped with P-Pods. These pods are included in
the BPV of the ship. A player may substitute other pod types using
Commanders Options - within the limits of (JPZ.4). The cost of the new pods
is an "exchange" cost (swapping P-Pods for the new type). A
player may never purchase "extra" pods, as no Za'Cahri ships have
the necessary space to store additional pods.
(JPZ.3) Tractor Interactions: Za'Cahri pods cannot be
"Death Dragged". Pods can be tractored at any speed.
(JPZ.31) If a pod happens to be moving while it is
tractored it causes no change in the speed of the tractoring ship (i.e. - no
psuedo-speeds are calculated. The effect is the same as tractoring a drone.)
(JPZ.32) Pods placed under tractor by friendly units
become inert and are unable to fire weapons for 8 impulses after being
released from tractor. Pods tractored by enemy vessels are not affected in
any way, unless the pod is recovered by the enemy ship (and into it's shuttle bay)
in which case the pod becomes inert.
(JPZ.4) LIMITED AVAILABILITY: No Za'Cahri vessel may
have more than two of any one pod type - with the exception of the Ph-Pod.
(JPZ.5) REPAIR: Damaged Pods are repaired as per damaged shuttles,
although this done while a pod is in its launcher rather than in a shuttle
bay. Ships with pod launchers are assumed to have to proper crew to perform
this function.
(JPZ.51) This repair process may coincide with (JPZ.15),
recharging movement.
The Ionic Accelerator is used by the Za'Cahri as their heavy weapon.
It operates by compacting ionic energy into bolts that increase in strength
by distance up to a point before losing energy.
(EZ.1) DESIGNATION
Each "INAC" box on the SSD represent one Ionic bolt. Each is
recorded and fired separately.
(EZ.2) PROCEDURES: Ionic Accelerator fire is identical
in all respects to Disruptor fire (including Andro PA panel leaks) with the
following exceptions:
(EZ.21) ARMING: Arming cost for a standard Ionic
Accelerator is 2 points of energy from any source. Arming cost for an
Overloaded Ionic Accelerator is 4 points of energy from any source.
(EZ.22) HOLDING: Ionic Accelerators can be held. Cost
for standard loads is 1 point of energy from any source. Holding overloads
is 2 points of energy from any source.
(EZ.23) OVERLOAD RANGE: Note that the overload range of
a Ionic Accelerator is extended beyond the normal 8 hex limit.

(EZ.3) REPAIR: The repair cost of a Ionic Accelerator is
8.
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