By Steve Cole (Stevecole) on Thursday, May 26, 2005 - 02:02 pm: Edit |
Answers to all posts since the last draft....
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By John Wyszynski
Can Small Ground Bases use XP refits?
SVC: Yes.
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Since only (XR4.1) specifically excludes starbases, I assume that they can use the other systems. But there isn't a number specified for Size Class 1 units, in ((XR1.22) and
(XR1.42). Same as size class 2 or is it like 8 of each?
SVC: Size 1 same as size 2.
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(XR6.1) The operating cost for an X-Cloak is higher. Should we use the cost of a full X ship for where is an equivilent, or increase it by some percentage for others? 25-30% seems
to be the normal increase.
SVC: Let’s say 25%
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(XR4.1) excludes Starbases, Battle Stations and Sector Bases (Size Class 2), but allows Base Stations (Size Class 3) to get heavy weapon upgrades. Should be treated the same.
SVC: the same as WHAT? Petrick says battle stations are size 2.
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By Joseph R Carlson
While there can be no X-fighters except Hydrans, can NX fighters be refitted to carry and launch X-drones?
SVC: The rule already says, clearly, that X-tech doesn’t apply to fighters, so fighters cannot carry X-drones. There is no refit to make this happen.
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Since a type L launcher is functionally, a type F laucher that can fire a type G torp (XFP2.63) could PFs and heavy fighters be have their F lauchers refitted to fire L torps?
SVC: No.
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By Joseph R Carlson
Can you also comment on the seeking weapons (G34.31) and heavy weapons drogues (G34.52), 3 F torps.
SVC: I haven’t seen this question.
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The same question; can these have an XP upgrade?
SVC: no.
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By Scott Tenhoff
(XR4.1) How are HDW's handled for XP hvy weapon refits? Are they considered a "War" class ships (they are essentially the maxed out DW hull already). But also can the rear
options be XP-Hvy Weapons if they are eligible for the XP-refit? S.Tenhoff 5-25-05
SVC: Lets just say no.
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By Craig Tenhoff (Cktenhoff)
try a XP refit of a Hydran DD Leader. I think those are going to be some nasty little ships.
Also, I think a Romulan FH Mauler would end up being another nasty XP refit. An XP refit on the STL Mauler is also going to give someone fits
SVC: Nothing seems to need a reply.
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Are the F6B, FFB, and new Romulan DD considered War Hulls or not? (or should this question wait till CL 31 )
SVC: Not.
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By John Wyszynski (Starsabre)
Why do people think that an XP refit on a Mauler would be so powerful? They can only have 4 or 6 X-Batteries. That doesn't seem to be huge increase. Or am I the one missing
something here?
SVC: nothing seems to need my reply.
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By Jessica Orsini (Jessica)
Working on the (xxx.xxx) things:
(XR1.24) ...contingent allocation (H7.6)...
(XR1.26) In the case of X-batteries on a mauler ship...so in an exception to (E8.321)...
SVC: Thanks.
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By Loren Knight (Loren)
Mike Raper: Those SSDs are awesome.
And how do we talk SVC into printing them.
SVC: you could wait for a captain’s log where I am deseparately short of content. Like CL31.
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In F&E it could conduct Prime Team raids with a greater margin of success?
SVC: We’ll write the F&E rules when they go into an F&E product (if ever).
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By Tos Crawford (Tos)
(XR4.25) It should be reinforced that unlike X-ship (FP11.13) the BPV of XP does not include the sabot refit.
SVC: ok.
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Need a (FP11.11) Sabot upgrade cost for an L-torp (probably 1 BPV) and an M-torp (probably 3 BPV).
SVC: ok for now.
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Need clarification on ISC rear-firing restrictions in carronade mode.
SVC: Petrick just change the rule so that romulans and ISC cannot use plasma carronade for plasma-L, eliminating the need to answer the question.
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Presumably the arc on a PL-L replacing a PL-D stays the same?
SVC: sure, I guess, easier than writing a rule for it.
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Is there some sort of nomenclature by which we can identify which XP refits are installed?
SVC: I don’t know how you would do it without listing the entire refit piece by piece. The only way (and we are not going there) is to define packages.
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By John Wyszynski (Starsabre)
(XR0.3) Because of the size class 2 restriction on heavy weapons, the Federation Battle Tug is strange situation. A Battle Pod could have 6 X-Photons, but it is not allowed to be attached to a Tug. On the other hand, a Light Battle Pod can have X-Photons and is allowed to be attached to a Tug.
SVC: Actually, no pod can have X photons. The rules do not allow it.
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(XR4.22) Is the maximum range of a disruptor based on the size class of the pod (size class 4), or the size of the tug it is attached to (size class 3)?
SVC: This question isn’t relevant since disruptors on pods cannot be upgraded to X-tech. You probably wrote this report before I changed the rule to exclude pods.
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Actually I find the idea that tug pods having X heavy weapons to be unsettling. Battle pods are nominally reserve units held to provide a heavy crusier/dreadnought in an emergency
situation. This would seem to be wasted use of scare resources. Not allowing them on pods would avoid situation like 8 X-disruptors on the same ship.
SVC: You will then be happy to know that it cannot be done.
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By Joseph R Carlson
I think (XR4.1) already covers this "The following ships cannot have their heavy weapons upgraded to X-technology:...tugs and LTTs, pods,...".
SVC: Right, pods can’t have heavy weapon upgrades.
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By Tos Crawford
When published we will need an annex style chart to make the upgrade cost easier to apply.
SVC: Work something up and I’ll use it.
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By Tos Crawford (Tos)
Kzinti FH+xp
Base: 83
Phasers: 2x2.5 P3 + 3x1 P1 = 8
Drones: 2x2 CX + 2x4 BX + 20x1.5 VII = 42
Xbat: 2x2
XWR: 2x2
Disr: 2x2
Shields: 6
UIM: 2x5
Total: 161
The FKX has 3 extra power, 3 extra reserve, +1 P1X, better shields and all the unavailable X-tech but costs 31 BPV less.
SVC: what’s your point? (Not being sarcastic, I just want you to spell it out).
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By michael john campbell
Do XP ships with the improved shields take damage as though they were X-shield for the purposes of X-spearfish drones? My guess is No ( because of not getting the leaky shields advantage ), I think it should be covered.
SVC: I really do not understand the question and need a more clear definition of the key data points you assume I know but that I’d actually have to go look up.
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By Craig Tenhoff
Combination of X-Weapon Phasers and Torps on the Later Romulan Hulls, combined with Upgraded Power and Battery Capabilities.
SVC: Nothing seems to need my reply.
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By michael john campbell
Heck, even a Fed FFG-XP would rock along nicely.
SVC: Nothing seems to need my reply.
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Is there a damage priority rule for XP systems?
I mean if a Fed DD+XP can only have 2 X-AWRs out of her four then player could use the unrefitted AWRs as padding for the X1...perhaps that doesn't matter although the 10 APR
Hydran Appache would have quite a bit of padding unless there was a damage priority rule.
Maulers also would have a lot of padding protecting those X-BTTYs.
SVC: I don’t see a need for a priority rule.
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Is the Phaser priority rule going to be expanded to cover X verions?
SVC: X phasers are the best type.
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By michael john campbell
(XR3.22) X-phasers on XP-ships have the larger phaser capacitor of X-ships (XH6.1). Note that phaser-Gs and phaser-4s do not have larger capacitors. Is this correct that all phasers (bar the Ph-G and Ph-4) are doubled?
SVC; phaser capacitors, you mean? Yes.
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Surely it should be all Phaser-1X shall grant an extra point of phaser capasitor.
E.g. If a D7K upgrades her boom Phaser-1s as Phaser-1X, then her phaser capasitor shall jump to 10 ( 7+3 ) where-as as written I can see people reading it as having a 14 point
cap ( 7 x2 ).
SVC: As it is written, the answer is clearly 10 not 14.
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By Loren Knight (Loren)
MJC: If you reference the capacitor rules and the X rules on double caps you'll see that it would only apply to each Phaser-1x.
So if you had 8 Ph-1 and converted two of them to Ph-1x your total capacitor would be 10. When one of the X-phasers is destroyed you lose two cap points. When a regular ph-1 is
destroyed you would only lose 1 cap point.
It is not very clear in only the XP rule, granted but understanding the rules it enhances make that clear.
SVC: This understanding is correct.
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By michael john campbell
Is there any interaction between units suffering shock ( like the Fed BCJ ) and the XP heavy weapon refit?
SVC: not really. If a weapon causes shock the X version of that weapon is also going to cause shock.
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By Kenneth Jones (Kludge)
How do partial X Phasers fall in damage priority,
SVC: X Phasers are the best of their type on the ship.
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How do hastily repaired P1X as P2X interact? IE are X-ised Phaseres always better than non X phasers.For damage priority.
SVC: Yes, although I don’t remember and haven’t looked it up and as such cannot absolutely confirm that you can repair a phaser-1x as a phaser-2x. I will take your word for it but I haven’t looked it up and if it can’t be done, I did NOT just change the rule.
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By Mike Raper (Raperm)
It's self evident. Only X phasers have double caps. So only the phasers you convert to X-Phasers will have them. The reason phaser 4's and phaser g's are excluded is because of
(XR3.14) and (XR3.15), which state that XP ships cannot convert phaser-g's or phaser-4's. If you can't convert them, you can't get the double caps. It's simple enough. Convert the
three boom phaser-1's on a D7K to X phaser 1's, and you gain three points to your capacitors. The other phasers that are not converted do not gain double capacitors.
SVC: Clarified this point.
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By John Wyszynski (Starsabre)
On the battle tug with heavy weapons thing: I think I got confused by a comment made before the lastest draft, that SVC deleted when incorporated. My comments on that should be
ignored.
SVC: No problem. We all get confused on this stuff.
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I still think in general that tug pods should not get X tech systems. Not the least is that in a campaign game, it would be possible to have a situation where tugs and pods are built which
are legal apart, but could not be legally attached together.
SVC: Well, the rules say pods can’t have X tech heavy weapons, but can have other weapons. Also note that a tug pod combination cannot exceed the limits for that combined size class.
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By Mike Raper (Raperm)
I don't think they can. A BT is a size class 2 ship, and the rules forbid size class 2 ships from having x heavy weapons. You could buy the X phasers, 6 APR, 6 batteries and drones and
still have one hell of a battle tug.
SVC: Exactly.
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By Tos Crawford (Tos)
Which ISC ships are considered 'war production' such that they would be ineligible for heavy weapon upgrades?
SVC: war cruisers and war destroyers.
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By John Wyszynski (Starsabre)
Take a Federation Fleet Tug with the PLUS refit. Convert the APR to an XPR and convert the 2 Phaser-3s to 2 Phaser-1Xs.
Now take two Self Defense Pods. On each, convert the 2 APR to 2 XPR and convert the 4 Phaser-3s to 4 Phaser-1Xs.
By themselves they are legal within the rules, but attach them together and you now have a size class 3 ship with 5 XPR and 10 Phaser-1Xs which were converted from Phaser-3s.
Two violation have occured.
There are numerous other examples which could be created.
SVC: The existing rule is pretty clear. The tug has to obey the rules, the pod has to obey the rules, and the Tug+pod combination has to obey the rules. Hence, it would be possible to produce a legal tug and a legal pod which could not be legally combined.
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By Tos Crawford (Tos)
ISC CLxp
Base: 145
Plasma: 2x4 M + 4x2 L = 16
Sabot: 2x3 M + 4x1 L = 10
Phasers: 4x2.5 P3 + 6x1 P1 = 16
XBat: 4x2
XWR: 4x2
Limited Aegis: 10
Shields: 6
Total: 219
The CLX has 4 more power and all the full X advantages, yet costs 34 BPV less.
SVC: Seems to indicate one of two things. Either we need to cut the prices (not sure that’s a good idea) or we need to understand that the only cost effective XP is a rather limited transformation, that you can design something too expensive to build. I would need more data points to form a clear opinion. I don’t want to go cut all the costs in half and find out that Tos inadvertently posted the only two ships in the whole game that would be more expensive this way.
Let me ask Tos to do the following ships
Fed FFG and NCA
Klingon D5
Romulan SkyHawk
Gorn BDD
Kzinti CM
Tholian PC and NCL
Orion CR
Hydran Lancer and Ranger
Lyran Tiger
Since I pulled these ships at random from all over the spectrum of ship sizes without knowing the calculated results, I couldn’t be accused of cherry picking the ones that give the answers I want.
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By Steve Cole (Stevecole) on Thursday, May 26, 2005 - 02:02 pm: Edit |
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXX (XR0.0) PARTIAL X-REFITS XXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
The invention of "X-technology" was not a single event but a series of inter-related technological developments over a brief period of time. As this technology came into service, many races considered various ways to implement it.
The best way was to build ships from the start with the technology built in. Another way was to convert an existing "regular production warship" to use the full range of the new technology.
But by far the most common implementation of this technology was the "partial refit" which included only some systems. This could be added to any ship (including "war production ships" and size class 2 ships which could not absorb the full range of X-technology) and any kind of base (including size-5 bases). These were known as "XP Ships".
During the General War, most (but not all) X-technology went into complete conversions or new construction. Some of it did find its way into partial refits. After the General War, however, the changing situation (the ISC ceasefire, then the Andromedan raids that led to a full-scale invasion) caused most races to accelerate and increase the application of partial X-refits to existing non-X ships (NX-Ships).
(XR0.1) No XP ship can have capabilities in excess of an X-ship, and if any rule herein implies they can, please report this so we can fix it.
(XR0.2) The cost of XP refits is part of the BPV of the ship and cannot be paid for with Commander’s Option points.
(XR0.3) Tug-Pod combinations cannot exceed the limits available for a single ship, and if the combination is a higher size class, that class applies.
(XR0.4) XP-refits cannot be applied to PFs, fighters, drogues, defense satellites, or mines.
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(XR1.0) PARTIAL X-REFITS: POWER SYSTEMS
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(XR1.1) WARP ENGINE UPGRADES
(XR1.11) In simple terms, these did not happen independent of complete X-conversions. XP-ships do not gain additional warp power, and do not have larger or additional warp engines.
(XR1.12) XP ships do not have any of the maneuver benefits of X-ships. The benefits they do NOT have include Order of Precedence, acceleration, turn modes, tactical maneuvers, high energy turns, disengagement, emergency deceleration, positron flywheel, speed changes, docking, or pinwheeling.
(XR1.2) X-BATTERIES
(XR1.21) The most common partial-X refit was to replace the ship’s batteries with the new (XH5.1) X-batteries that held additional power (three points instead of one). These function as other X-batteries given the exceptions listed herein.
(XR1.22) The conversion costs two points per battery. No more than four batteries can be replaced on a size-3 ships (six on size-2 or size-1, two on size-4).
(XR1.23) The ship’s power grid is still not that of an X-ship, so no X-battery can deliver more than one point of power in any given impulse or during Energy Allocation.
(XR1.24) These batteries can be used for contingent allocation (H7.6) by transferring one point per impulse over several impulses. If some of the needed points are transferred in this way, there is no obligation to complete the contingent event, but any points transferred cannot be redirected. For example, a ship needs five points of power for an HET but commits only two, planning to make up the other three with reserve warp power. It has only one X-battery and the player determines that an HET will be needed in a few impulses. He transfers one point this impulse and one the next impulse, but then the enemy turns away and he decides to use the third point of power for a tractor beam instead of completing the HET.
(XR1.25) Power can be sent to these X-batteries during Energy Allocation up to their capacity to hold it.
(XR1.26) In the case of X-batteries on a mauler ship, each X-battery can only discharge one point per impulse, so in an exception to (E8.321) the bank would still have some power (the extra points in the X-battery in that bank) after firing. This would allow a given bank of mauler batteries to fire more than one "shot". If an X-battery is in a mauler battery bank and the bank is discharged, the X-battery must discharge one point if it is holding a point. (If holding only a fractional point, it must discharge it even if this does no good.)
(XR1.3) X-IMPULSE ENGINES
The impulse engines on X-ships were, in reality, not much different from the impulse engines on non-X ships so there was no partial refit for this system.
(XR1.4) X-REACTORS
(XR1.41) The additional power requirements of X-technology were considerable, and without any other way to increase power on a partial-X-conversion ship, the engineers turned to the new more powerful and more compact reactors. In fact, the reactors on X-ships were of this type (which was roughly half the size of those on a non-X ship), but given the power production of the X-warp engines, designers did not install additional reactors, using the surplus space for other functions. For non-X ships, however, it was possible to replace an existing reactor (APR) with two of the new X-reactors.
(XR1.42) Replacing one APR with two XPRs costs two points. The owner of the ship can change as many or as few of them as his design requires, up to a maximum of four on a size-3 ship (two on a size-4 ship, six on a size-1 or size-2 ship). The box on the SSD produces two points of warp power but is still destroyed by a single damage point.
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(XR2.0) PARTIAL X-REFITS: UNCHANGED SYSTEMS
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(XR2.1) SHIELDS: The number of shield boxes does not increase, nor do they have larger minimum shields. For six points, however, the ship gains the following benefits:
(XR2.11) Faster repair of shields (XD9.21) is possible.
(XR2.12) XP shields "leak" normally and do not use (XD3.61).
(XR2.13) XP-ships do not have the critical hit benefit (XD8.1).
(XR2.14) XP-ships do not gain the (XD21.56) catastrophic damage benefit.
(XR2.2) CREW: XP-ships use the normal crew rules and have no higher chance of getting a legendary officer than any other NX-ship. They do not use (XG21.0) or (XG22.0).
(XR2.21) XP ships have double the minimum crew of NX-ships due to the increased maintenance needed (XG9.41).
(XR2.22) Boarding party combat on XP-ships is the same as on NX-ships, i.e., they do not get the benefits of (XD7.0).
(XR2.23) Klingon XP-ships are no less likely to mutiny than NX-ships and do not get the (XG6.0) benefit.
(XR2.3) FIRE CONTROLS: The better fire controls and EW systems of X-ships could not be installed on XP-ships. The conversion was too extensive and virtually required converting the entire ship into a full X-ship.
(XR2.31) XP-ships do not have the X-aegis system (XD13.0) but if they had aegis originally retain it in the NX-version. XP ships could buy limited (but not full) non-X aegis at a cost of one point per phaser or drone/ADD on the ship.
(XR2.32) XP-ships do not gain the X-tacintel system (XD17.121).
(XR2.33) XP-ships do not gain the X-benefit (XD20.25) in detecting hidden ships.
(XR2.34) XP-ships do not gain the seeking weapon control increase listed in (XF3.2) but can accept transfers of control of X-technology seeking weapons (XF3.5). This costs a surcharge of two points (three points if the ship has double drone control).
(XR2.35) XP-ships do not gain the lab benefit (XG4.12).
(XR2.36) XP-ships cannot be computer controlled (XG11.0).
(XR2.37) XP-ships do not get the (XS4.1) benefits for arming status.
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(XR3.0) PARTIAL X-REFITS: PHASERS
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(XR3.1) CONVERSION
(XR3.11) Some, all, or none of the phaser-1s on an XP-ship ship can be converted into phaser-1Xs at a cost of one point per phaser.
(XR3.12) Up to four phaser-3s on the XP ship can be converted to phaser-1Xs at a cost of 2.5 points per phaser. There is no limit on the conversion of pairs of phaser-3s (with identical firing arcs) to a single phaser-1X at a cost of one point each.
(XR3.13) Some or all of the phaser-2s on the XP ship can be but do not have to be converted to phaser-1Xs at a cost of two points per phaser, or into phaser-1s at a cost of one point per phaser.
(XR3.14) All phaser-Gs on an XP ship remain as Phaser-Gs and gain no X-capabilities.
(XR3.15) All phaser-4s on an XP base remain as Phaser-4s and gain no X-capabilities.
(XR3.2) CAPABILITY
(XR3.21) All phaser-1Xs on an XP-ship are capable of rapid pulse (XE2.43). However, as XP ships do not have aegis (unless they had it before their conversion or bought it) they would not be able to re-engage a given target (firing multiple volleys during the same impulse). A phaser-1X on an XP should could fire two phaser-3X shots at the same target, but this would be simultaneous. Rapid pulse fire is limited to targets which can be engaged by non-X aegis (size-6/7) even if the ship doesn’t have aegis.
(XR3.22) X-phasers on XP-ships have the larger phaser capacitor of X-ships (XH6.1). Note that phaser-Gs and phaser-4s and any other unconverted phasers do not have larger capacitors.
(XR3.23) Phaser-1X is the best type of phaser on the ship for purposes of (xxx.xxx). Phaser-2X is next and phaser-3X is next.
(XR3.3) PHASER OVERLOADS: XP-ships cannot use overloaded phasers, but then, since we changed the rules in CL25, not even X-ships can use those anyway.
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(XR4.0) PARTIAL X-REFITS: HEAVY WEAPONS
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(XR4.1) GENERAL: XP-ships did not gain additional weapons, but did often replace the weapons they had with the X-version of those weapons, for example, X-photons replacing photons, X-disruptors replacing disruptors. XP ships could not use X-scout systems.
The following ships cannot have their heavy weapons upgraded to X-technology: Size-2 ships, starbases, pods, and "war production ships" (CW, DW, HDW). The Romulan SparrowHawk and SkyHawk, and NCAs, are not "war production" ships for this purpose.
(XR4.2) REPLACEMENT COST: The cost is paid on a per-weapon basis. The owner of an XP-ship can replace any or all or none of the heavy weapons.
(XR4.21) Replacement of each photon costs three points. This includes increasing the range 40 (Tholians to range 30).
(XR4.22) Replacement of each disruptor costs two points. This includes increasing the disruptors on a size-3 ship to range 40 and a size-4 ship to range 30. X-disruptors on XP-ships are not penalized by UIM burnout (XD6.54), assuming they have UIMs or bought them normally. XP ships can buy UIMs.
(XR4.23) Replacement of each hellbore costs four points. No more than one hellbore can be upgraded on a size-four ship, and no more than two can be upgraded on a size-three ship.
(XR4.24) Replacement of each fusion beam costs two points.
(XR4.25) Replacement of each plasma-S with a plasma-M costs four points. Replacement of each plasma-F/D/K with a plasma-L costs two points; plasma-Ls can use the carronade rules only if authorized by (FP14.14). Replacement of plasma-G with plasma-S costs three points; the only size-4 ships able to have S-torps are X-ships. X-plasmas use the X-plasma rules whether launched by an X-ship or an XP-ship. The cost of the conversion includes the extra PPTs for plasma-M and plasma-L. Plasma-Rs cannot be converted to Plasma-RX. This refit cost does not include the Sabot Refit (L-torp costs 1, M-torp costs 3).
(XR4.26) Replacement of each Plasmatic Pulsar Device costs four points.
(XR4.27) Replacement of each Web Caster costs five points. Replacement of each Web Snare costs two points.
(XR4.28) Replacement of each ADD costs two points, but these can also be converted to GX racks.
(XR4.29) Replacement of each ESG costs three points.
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(XR5.0) PARTIAL X-REFITS: DRONES
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(XR5.1) GENERAL: XP-ships can use any X-drones, but this requires replacement of the drone racks themselves. The owner of an XP-ship can replace some, all, or none of the drone racks with X-drone racks, but reload storage is proportional to the number of drone racks converted. A ship that had half of its drone racks converted to X-technology could replace half of its reload storage with X-drones. XP-ships do not gain additional drone racks (or reloads), just as they do not gain additional phasers or additional heavy weapons.
(XR5.2) COST OF DRONES: XP ships have to pay for the individual surcharge for the cost of their X-drones compared to the non-X drones normally carried.
(XR5.3) COST OF CONVERSION
Original type X-rack Cost of conversion
A, B, C CX 2
A, B, G GX 4
ADD GX 4
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(XR6.0) PARTIAL X-REFITS: OTHER SYSTEMS
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(XR6.1) CLOAKS: XP-conversions of ships that normally had cloaks could (but did not have to) include the conversion of the ship’s cloak to an X-cloak (XG13.0). The cost of this is a 15-point surcharge and the cloak cost is increased by 25%.
(XR6.2) REPAIRS: XP-ships treat their X-systems as do X-ships and their NX-systems as do NX-ships. Thus, an XP-ship uses rule (XD9.7) for its X-systems. Rule (XD14.0) remains in force.
(XR6.3) MINES: XP-ships do not get the (XM7) or (XM8) benefits regarding mines, and do not carry extra T-bombs (XM3.13).
(XR6.4) TACTICAL INTELLIGENCE: XP weapons (other than drone racks) are detected at tactical intelligence Level K (or, of course, when they fire in a way to display this refit). Other XP refits are detected only when their actions are observed (e.g., limited aegis at Level E, paired phaser-3s replaced by a Phaser-1 at Level G, Plasma-L/M at Level G, etc.) or non-standard power systems are detected at Level J or any XP change at Level K.
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(XR7.0) PARTIAL X-REFITS: FIGHTERS
=============================================
(XR7.1) X-FIGHTERS did not exist except for the Hydran Stinger-X. Hydran XP ships can be converted to use Stinger-X fighters but this costs three points per fighter replaced and three points for each launch tube converted to launch a Stinger-X. Players may replace the fighters and not the launch tubes and use the landing hatches for a slower launch. No XP ship can have more than 1/3 of its Stingers replaced by Stinger-X, and must replace Stinger-Hs before other types.
(XR7.2) X-MRS: XP-ships cannot operate X-MRS shuttles.
(XR7.3) X-MEGAFIGHTERS: It proved impossible to create X-Megafighters despite billions of credits in engineering experiments.
=============================================
(XR8.0) AVAILABILITY LIMITS
For purposes of fleets built under (S8.0) limits, the number of XP ships that can be in any force is based on the year:
Y181 one ship Y182 two ships
Y183 three ships Y184 four ships
Y185 five ships Y186 six ships
Y187 seven ships Y188 entire force
For purposes of this rule, auxiliaries and monitors count as two XP ships. After Y188, including an XP auxiliary or monitor would mean one command slot had to be used for a non-X unit or left empty.
=============================================
END OF FILE
============
By Jessica Orsini (Jessica) on Thursday, May 26, 2005 - 02:08 pm: Edit |
[processed] Looks groovy.
By Steve Cole (Stevecole) on Thursday, May 26, 2005 - 02:10 pm: Edit |
[processed]
By Mike Raper (Raperm) on Thursday, May 26, 2005 - 02:13 pm: Edit |
[processed] received.--SVC
By Scott Tenhoff (Scottt) on Thursday, May 26, 2005 - 02:17 pm: Edit |
[processed] F6 and E6 cannot improve the added disruptors.--SVC
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 04:45 pm: Edit |
[processed] If a Kzinti/Tholian upgrades a single disruptor they are allowed to purchase UIM (XR4.22) with Commander's Options.
Will this UIM then allow control of all disruptors on the ship?
[I guess so. I can't really see a way to stop it.]
By John Wyszynski (Starsabre) on Thursday, May 26, 2005 - 05:01 pm: Edit |
[processed]
Since this draft does include Size Class 5 Bases, rule (XR1.22), (XR1.42), and (XR4.23) need to include limits for size 5. [fixed, and specifically limited this to size 5 bases.]
Also, is the Plasma-S Ground Base allow to upgrade to Plasma-L in rule (XR4.5)? [yes, but bases, not PFs.]
(XR3.23) Mentions a Phaser-2X, but there is not a rule for installing these. (XR3.13) allows Phaser-2s to be upgraded to Phaser-1Xs, but does not give an option for Phaser-2Xs. (Also no X-Ship carries a Phaser-2X.) [See the Q&A post before that in which this is an answer to a question about phaser-1X being short-repaired as phaser-2X and my comment that I wanted somebody to check and see if that was even legal.]
(XR5.3) does not have the cost for converting D racks to Dx racks, used on BATS, STB, Kzinti CF and some drone bombardment ship (XFD3.4). Also does not have cost for converting H racks to Hx racks on Starbases (XFD3.8). Also does not cover the multi-magazine plasma racks (XFD3.46) and (XFD3.86). [multi-magazine racks cannot be upgraded at all.]
Looking real good at this point.
By John Wyszynski (Starsabre) on Thursday, May 26, 2005 - 05:11 pm: Edit |
[processed, done] (XR5.1) ADD: Reloads for fighters and PFs cannot be replaced with X-Drones.
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 05:14 pm: Edit |
[processed} "The following ships cannot have their heavy weapons upgraded to X-technology: Size-2 ships, starbases, pods, and "war production ships" (CW, DW, HDW)."
[yes] Can ADD be upgraded by the prohibited classes?
[yes] Can Drone Racks be upgraded by the prohibited classes?
[to what?] Can Fighters be upgraded by the prohibited classes?
[yes] I’m assuming the prohibited classes are allowed to upgrade everything else.
By John Wyszynski (Starsabre) on Thursday, May 26, 2005 - 05:15 pm: Edit |
[processed, and yes, so noted.] (XR0.1) Do we need to note that XP cannot be applied to X Ships? The only place I can see some one trying this is the APR to XPR conversion.
By Mike Raper (Raperm) on Thursday, May 26, 2005 - 05:18 pm: Edit |
[processed] Tos,
I'd say "yes". ADD's, Drones and Fighters are not heavy weapons and are not covered in that rules section. They are covered seperately, and make no mention of any restrictions regarding size class.
[SVC: drones and ADDs are not heavy weapons. I don't understand what fighter he's upgrading, although I guess he could mean hydrans, in which case, yeah, no problemo. What I did was to go back to the rule about "no heavy weapon upgrades" and note that heavy weapons are defined as anything covered in THAT rule, not the whole rule.]
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 05:19 pm: Edit |
[processed] "(XR7.1) X-FIGHTERS did not exist except for the Hydran Stinger-X. Hydran XP ships can be converted to use Stinger-X fighters but this costs three points per fighter replaced and three points for each launch tube converted to launch a Stinger-X. Players may replace the fighters and not the launch tubes and use the landing hatches for a slower launch. No XP ship can have more than 1/3 of its Stingers replaced by Stinger-X, and must replace Stinger-Hs before other types."
The 1/3 limit on St-X makes the high cost of replacing a launch tube likely to never happen, or at least limit it to only a few larger carriers.
[SVC reply: so?]
By John Wyszynski (Starsabre) on Thursday, May 26, 2005 - 05:22 pm: Edit |
[processed, and the cost is the same.] (XR1.42) Since an XPR produces wap power, is there a different cost for a AWR to XPR conversion than a APR to XPR conversion?
By Joseph R Carlson (Jrc) on Thursday, May 26, 2005 - 07:42 pm: Edit |
[processed, see new rules draft]
When a G rack is upgraded to a GX rack the number of drones are not increased. A G rack has four spaces and three reloads, one which is ADDs. So the rack has four spaces and 2 reloads proportional to the original selection or 12 spaces. A GX rack on an XP ship would have only one reload and a partial load (4 spaces of ADDs). Is this correct?
A B rack is replaced by a GX rack. The B rack has 18 spaces of drones, none which are ADDs. How do I handle the drone load out; 12 spaces of drones and 6 spaces of ADDs?
Do I calculate drone percentages based on the old rack or new rack?
By Steve Cole (Stevecole) on Thursday, May 26, 2005 - 08:02 pm: Edit |
[processed]
By Kenneth Jones (Kludge) on Thursday, May 26, 2005 - 08:05 pm: Edit |
[processed]
XD9.7
...an X Phaser-1 requires 5 repair points to repair and can be repaired for 4 repair points as an X Phaser-2.
Per MRB 1st Update
By Joseph R Carlson (Jrc) on Thursday, May 26, 2005 - 09:32 pm: Edit |
[processed]
Sorry for the convoluted question. I think in (XR5.1) part of question is answered "XP-ships do not gain additional drone racks (or reloads),...". So a 4 space G rack doesn't get 2 more spaces of drones when that rack is replaced by a GX rack which can hold six spaces.
The rest of the question was asking how do you apply the rule. Since that part of the question is a "how to" question I don't want to distract SPP or you from more important things like getting CL 31 done. I will wait until the rule is published and post my question in the rules topic.
By michael john campbell (Michaelcampbell) on Thursday, May 26, 2005 - 09:33 pm: Edit |
[processed]
The rule I did not mention was, XFD14.1 which states that a single spearfish drone module shall inflict 2 point of internal damage and one point of shield damage (rather than the other way around) against the shields of a non X-ship. More but proportionate if a double spaced warhead.
Whether or not an improved XP shield is an X shield or not will influence the reading of this.
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 09:45 pm: Edit |
[processed]
"(XR7.1) X-FIGHTERS did not exist except for the Hydran Stinger-X. Hydran XP ships can be converted to use Stinger-X fighters but this costs three points per fighter replaced and three points for each launch tube converted to launch a Stinger-X. Players may replace the fighters and not the launch tubes and use the landing hatches for a slower launch. No XP ship can have more than 1/3 of its Stingers replaced by Stinger-X, and must replace Stinger-Hs before other types."
The 1/3 limit on St-X makes the high cost of replacing a launch tube likely to never happen, or at least limit it to only a few larger carriers.
[SVC reply: so?]
So, what's the point of adding rules for a refit that will never get used? I'd suggest either eliminating the option of adding launch tubes for St-X (like a heavy fighter) or price a launch tube such that they are worth considering.
[SVC: use it, don't use it, whatever. It needs to be there even if nobody ever uses it.]
By John Wyszynski (Starsabre) on Thursday, May 26, 2005 - 09:52 pm: Edit |
[processed]
Oops, I mistyped in the following. It should of been Plasma-M.
<HR SIZE=0><!-Quote-!><FONT SIZE=1>Quote:</FONT><P>Also, is the Plasma-S Ground Base allow to upgrade to Plasma-L in rule (XR4.5)? [yes, but bases, not PFs.] <!-/Quote-!><HR SIZE=0>
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 09:56 pm: Edit |
[processed]
"(XR2.1) SHIELDS: The number of shield boxes does not increase, nor do they have larger minimum shields. For six points, however, the ship gains the following benefits:
(XR2.11) Faster repair of shields (XD9.21) is possible."
Maybe this refit is worth it to a DN but 6 BPV for faster shield repair isn't worth it for a Frigate. Suggest a gradated scale based on size class.
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 09:57 pm: Edit |
Size | Class | Limits | |||||||||
Rule | Designator | Cost | SC2 | SC3 | SC4 | SGB | |||||
Xbat | 1.21 | t | 2 | 6 | 4 | 2 | ? | ||||
XPR | 1.42 | r | 2 | 6 | 4 | 2 | ? | ||||
Shields | 2.1 | s | 6 | ||||||||
P1->P1X | 3.11 | p | 1 | ||||||||
P2->P1 | 3.13 | p | 1 | ||||||||
P2->P1X | 3.13 | p | 2 | ||||||||
P3->P1X | 3.12 | p | 2.5 | 4 | 4 | 4 | ? | ||||
2P3->P1X | 3.12 | p | 1 | ||||||||
Limited Aegis | 2.31 | E | 1 per | (phaser | + G | + GX | + ADD) | ||||
Photon | 4.21 | h | 3 | 0 | CW | DW | |||||
Disruptor | 4.22 | d | 2 | 0 | CW | DW | |||||
Hellbore | 4.23 | h | 4 | 0 | 2 | 1 | ? | ||||
Fusion | 4.24 | f | 2 | 0 | CW | DW | |||||
PL-F/D->L | 4.25 | l | 2 | 0 | CW | DW | |||||
L Sabot | 4.25 | b | 1 | 0 | CW | DW | |||||
PL-S->M | 4.25 | m | 4 | 0 | CW | DW | |||||
M Sabot | 4.25 | b | 3 | 0 | CW | DW | |||||
PPD | 4.26 | P | 4 | 0 | CW | DW | |||||
WC | 4.27 | w | 5 | 0 | CW | DW | |||||
ADD | 4.28 | 9 | 2 | ||||||||
ESG | 4.29 | e | 3 | 0 | CW | DW | |||||
CX | 5.3 | c | 2 | ||||||||
GX | 5.3 | g | 4 | ||||||||
IS->VII | 5.2 | 1.5 | |||||||||
IS->VIII | 5.2 | 2.5 | |||||||||
IS->IX | 5.2 | 0 | |||||||||
VI->IX | 5.2 | 0.5 | |||||||||
Cloak-X | 6.1 | 15 | Existing | Existing | Existing | ||||||
St-X Ready | 7.1 | 3 | 1/3 | 1/3 | 1/3 | ||||||
St-X Tube | 7.1 | 3 |
By Tos Crawford (Tos) on Thursday, May 26, 2005 - 10:00 pm: Edit |
[processed, no clue what he means, but processed]
I was unclear of the proper limitations on small ground bases.
By Jeff Laikind (J_Laikind) on Thursday, May 26, 2005 - 10:56 pm: Edit |
[processed]
(XR4.1): I suggest that the Gorn BDD also be allowed partial X refits, as it can be converted to full X-tech (unlike other DW's).
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