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.
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