Mike Raper's X2 Rules



This is a write-up of the technology used by the X2 ships listed here.  Any resemblance to X2 technology elsewhere (especially at at the ADB's X2 topic) is intentional.  Systems are currently listed in the order received.  I have not made any semblance of trying to group them.

Articles are presented un-edited.  I do a little formatting for clarity and reference.
 

Weapons
* The P5 is used exclusively, covering FX and RX arcs, per SVC's description in P6. Cost is 1.5, may rapid-pulse with X-Aegis as 2 P6's. May
be hastily repaired as a P1 (Everyone for the chart really, but J. Trauger
for the specific abilities described). 

* The Photon uses a base damage of 10 instead of 8. The chart is the same as X1. Fastloads are limited to 12, normal overloads to 16. "Hot Loads"
of up to 20 points may be used, but any tube that fires such a torpedo must wait a period of time before firing again. For hot loads of up to 18
points, the time is 16 impulses. Over 18 points is 32 impulses. (Mike R.)

* X2 Drone Racks use two magazines for faster reload times. (Tos Crawford) No data yet on the actual drone frames.

* X2 ADD's use a modified to-hit chart with a slightly longer range.


X2 Shields
X2 Shields are modestly more powerful than X1, but have a self-repair capacity. Each damaged shield can repair a number of points per turn for free, exclusive of CDR repair. A shield cannot be repaired if undamaged, nor can it repair above it's normal maximum. Amount of repair is based on size class:
* SC 4: 3 points per shield per turn
* SC 3: 5 points per shield per turn
* SC 2: 8 points per shield per turn* (This assumes any SC 2 ships appear in X2)


X2 New Systems
* X2 Ships use the S-Bridge (Loren Knight).

* X2 Ships can use double-power reactors signified by a "2" in the notation. These produce twice the power of a normal reactor, but take up the same space. They cost twice as much to repair.

* X2 Ships have a Multi Function System (MFS) option. These are boxes on the SSD that can be used in any turn as a number of systems of the players choice. Some rules apply: The system used must be applied to all contiguous boxes on the SSD; they cannot be split. The system used must be one the ship already possesses. The system used must be an internal system; shuttles or probes cannot be duplicated because they leave the ship. The system used cannot be power, or weapons. If used as cargo at the start of a scenario and this cargo is full, it must remain cargo until the space is destroyed and repaired, or the cargo is used up or removed. The system chosen is noted on the EA form; time of change from a previous system is on impulse one of the new turn in the allocate energy step.
X2 Labs have a +1 bonus on seeking weapon identification and on information gathering.

* X2 Batteries are unchanged from X1.


Go to X2 Proposals page
Go to X2 Page
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