XDKJ.1
2X Shields:
While
I like the idea of Mike Rapers regenerative shielding. I think that it should be
based on size class. Smaller ships have the ability to regenerate faster because
their shielding is not as rigid being spread over less total area.
XDKJ.1.2
Operation:
The
ship will regenerate on each shield a number of points equal to it's size class.
Only applied to one shield not cumulative between shields. But multiple shields
may regenerate at the same time.
XD3KJ.1.2.1
Example:
A
size Class 4 Destroyer will regenerate 4 points on each shield. While a Heavy
Cruiser being Size Class 3 would only regenerate 3 points per shield.
XD3KJ.1.3
Restrictions:
XD3KJ.1.3.1
A
ship can not initiate Regenerative shielding until the normal step in the SOP to
power shield repair.
XD3KJ.1.3.2
A
ship can not use Regenerative shielding if all boxes in a shield have been
destroyed. The shield must be repaired to at least 1 box by normal shield repair
rules before Regeneration can take place on the next turn.
XE2KJ.1
I'm
not claiming authorship of the P5 or P6. Just trying to standardize the info in
one place. That I will be working from. The actual tables for both the phasers
below are on the SSD's. I am skipping a number of steps to simplify the
description.
XE2KJ.1.1 Phaser
5:
Phaser
5, Phaser V, PH-5, PHV (and other combinations) are all used interchangeably.
A
Phaser 5 cost 1.5 power to arm. Can be rapid fired as 2 P6's.
Repair
Cost: 7 Can be hastily repaired as a P6. (Or the phaser 2
2X equivalent if any of the Phaser 2.)
XE2KJ.1.2
Phaser 6:
Phaser
6 Phaser VI, PH-6 Phaser6 (and other combinations) are all used interchangeably.
A
Phaser 6 costs 0.75 power to arm.
Repair
Cost: 3
XE2KJ.1.3:
Phaser
capacitor is 3 times the amount of power that can be fired from all the phasers
aboard the ship in a single turn.
Plasma Upgrades
My Intention with Plasma Upgrades was to
give the 2X ship more versatility without giving the GW ship something it has
never faced before. There have been many interesting comments but nothing really
useful without a LOT of balancing problems IMO.
So I settled for a broad range of modest upgrades. It doesn’t make a big
difference to a GW ship if it has an EPT fired at it armed during EA or during
the turn with reserve power.
I
stayed with using 32/40 for Plasma Speeds. R10 hasn't been out for very long.
None of us have much experience flying against Sabot Torps. So I don't see much
need to tinker with Plasma speeds at this time.
XFPKJ.1: Plasma Upgrades
XFPKJ.1.1 Arming
Plasma Torpedoes can be Enveloped/Shotgunned/Heavy Shotgun with Reserve (or
battery) Power. Instead of having to be allocated. Even Held torpedoes can be
turned into an EPT/SG/HSG.
XFPKJ.2
Movement
Using Carl Magnuss Carlsons suggestion to SVC. Rom 2X Plasma Torpedoes
can HET and move. Instead of merely Hetting in place as a stadard Plasma
Torpedo. But it CAN NOT HET and move on the first move. It must either move
straight ahead or HET in place as the standard Plasma torpedo. The Plasma can
HET and move on impulse 1. As long as it wasn't launched on Impulse 32 of the
previous turn. In which case the XFPKJ restriction kicks in.
DF Plasma
Long Range
Bolt rule from SSJ1.
Basically any Bolt at a True Range of 11 or more will do Damage as if the
Bolted Torpedo had hit after moving the same distance. (IE. It is not halved for
Bolt Damage.) It costs as much to use a LRB as it does to Envelope the same
Torpedo. Note: You can’t EPT and LRB to gain a type of Overload. It’s one or
the other. See JFP2.0 in SSJ1 for more Details.
The main objection I have to the LRB is
that it IS a SSJ rule. But maybe 2X tech was able to make it work.
XFPKJ.3 Pseudo
Torpedoes
A minor improvement for Pseudo Torpedoes is the ability to simulate an EPT. Cost
to boost the Pseudo Torpedo depends on the size of the launcher.
G/L =1
S =2
M =3
R =4
XFPKJ.4
Pseudo
Torpedoes can be reloaded in a scenario. It takes 1 pt of power for 4 Turns with
a fifth turn costing the same as the final turn of arming of the torpedo being
simulated.
On
the final turn of rearming a PPT. Like a drone rack the launcher it is being
placed in must be taken out of service. Which
means NO power can be allocated to that launcher. Or even have the launcher
holding a Plasma F or L at 0 energy cost.
XFPKJ.5
2X Plasma D Rack
A
2X plasma D rack can exchange 1 Plasma D for 2 Plasma K. All other rules for the
2X Plasma D Rack are the same.
New
Plasma Rules
XFPKJ.6 Heavy Shotgun (HSG)
The
Heavy ShotGun [HSG] functions just like a regular plasma shotgun. Same arming
costs and firing restrictions. See XFPKJ1.1. But instead of Plasma F's, The HSG
generates Plasma L's. But it creates 1 less L than the number of F's normally
generated by the regular ShotGun.
S
= 2
M =
3
R =
4
G
Special Bridge
I went with Lorens proposal on using Special Bridge. As shown on the Romulan
SSD’s.(With normal rules for being blinded.)
The special abilities are only available while the unit so equipped has
taken No Sensor or Scanner damage. After a single hit is scored on either
system. The Special Bridge functions are no longer available until after the
scenario. Even if all sensor/scanner damage is repaired. Due to the exceedingly
difficult fine tuning nessecary.
Advanced Bridge
24 Controlling SW (Limit 1)
25 Identify SW
26 Detecting Mines
27 Gather Information
29 Tactical Intelligence
*Note:
When deployed singlely. The unit equipped with Special Bridge can detect the
Andromedan RTN.
Cloak
I’m going to violate the Patrick Duffy
rule and use the Commanders X2, Cloak rule reasoning. Because most of the
proposals are potentially too unbalancing. Or they fail the KISS test.
That with the improvements in sensing
technology the Romulans found the Cloak becoming less and less useful. But kept
it out of a sense of tradition. (Plus the fact that it was still useful on the
strategic scale.)
The
Cloak cost for all Romulan ships is listed below. the only change is Fade In/Out
takes only 3 impulses.
XSE
6/2
XSH 8/2
XSP 18/4
XFH 22/4
XNH 24/4
*Note:
If the SSD gives a different cost. Use the cost listed on the SSD. Currently the
XFH/XNH do not have a Cloak cost listed.
XR4.KJ.XXX
NWO's
Are all configured to be Cargo in most scenarios. Reflecting long term
deployments. Note: The XFH has a special rule on the NWO/OPT mounts that are
listed below. But the standard configuration is Cargo. A few XFH's had Flag
Bridge facilities permanently installed. To serve as Fleet Command ships. With
an increase of the Command rating for the XFH so equipped by one. But the
increased Crew compliment for the Admiral strained the resources of the ship on
prolonged patrols.
Phaser Refit Y209
The Phaser V Refit was applied only to a handful of ships before the Xork
Invasion. But it was rapidly spread among the remaining ships as fast as
practical once the invasion began. Before the invasion only a third of CA’s
had received the refit. And other classes had gotten even fewer. The only ship
with P-V universally deployed before the invasion was the XCC. A number of ships also had
additional PH-6's and PH-1's added as well.
Phaser 1's that
are shaded become Phaser V. Shaded Phasers that are part of a bank of nonshaded
phaser are simply additional phasers added by the refit.
Warp Refit Y207
Was originally tested on a XCL to help boost it’s performance. After some
major shakedown testing it was determined that the warp field would be stable
enough to place on a XCA hull. (The original cloak wouldn’t even have to be
modified since it was overly powered anyway.) Only a handful of XCL’s had been
built without it. And they had all been refitted before the Xork Invasion.
XFH Limited NWO/OPT:
The is a limited Option mount. Only able to take Phasers (No PH-V's) or Plasma D's. No other weapons are available. Phasers have 360. And Plasma D's are split one LS one RS. The weapons MUST be the same. IE: You cant place a phaser and Plasma D rack in the NWO/OPT mount. The standard configuration was Cargo.