Weapons
I've come to the conclusion that the 20pt X2-photons work better than the
24pt'ers (though I still maintain that 24pt'ers could be developed as "war
photons" against the Xorks). I like the 8/12/16/20 paradigm. I'm working on a
compromise between the 16 and 20pt overloads (otherwise why have both), posted
below.
A lot of people contributed ideas to this post (knowingly or otherwise). All I
did was consolidate these ideas into what I think is a good compromise. My
X2-Photon repost:
(XE4.6.RBN) ADVANCED PHOTON TORPEDOES
(XE4.61) General
Only X2 units use Advanced Photon Torpedoes. They appear on the SSD as APHOT and
use standard (i.e. pre-X) photon firing arcs. Advanced Photons play the same as
X1-Photons using the
X-Fix Errata in Captain's Log #23 but can heavy overload up to 20
points. Other rules modifications are listed below.
(XE4.62) Advanced Photon Torpedo Loadouts
Load |
Abbr |
Yield |
Cycle |
Standard | S |
8 |
2 turn |
Fast-Standard | F-S |
8 |
1 turn |
Proximity | P |
4 |
2 turn |
Fast-Proximity | F-P |
4 |
1 turn |
Overload | OL |
8>=16 |
2 turn |
Fast-OL | F-OL |
8>=12 |
1 turn |
Heavy-OL | H-OL |
8>=20 |
2 turn |
(XE4.63) Restrictions
WS-III allows up to Standard and Fast OL. Turn #1 H-OL allocation rolls over 32
impulses. H-OL shot requires 32-impulse "cool-down" period and H-OL feedback
extends to 2 hexes.
(XE4.64) Bonus
Advanced Photons fired using two-turn loading (8-16pt loads) have an automatic
X-Ship bonus under (XD6.34) whether there is an EW shift or not. Advanced
Photons can not benefit from the two-turn bonus and the X-Ship EW-shift bonus.
Proximity-fuzed torpedoes can not benefit from the two-turn bonus.