Plasma Upgrades (Ken Jones)


Ken proposes a set of specific rules changes ala X1.  



Existing Plasma

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.

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.

XFPKJ.4.1 Restriction:
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.  

Launcher  # of L's
S   =  2
M   =   3
R    =  4


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