Archive through August 28, 2002

Star Fleet Universe Discussion Board: Star Fleet Battles: New Product Development: Module J3: Back in the Cockpit: Archive through August 28, 2002
By Mike Raper (Raperm) on Tuesday, August 27, 2002 - 01:07 pm: Edit

How about a plasma torch? Lots of damage, very short range...sort of like a suped-up fusion beam. Figure a max range of 6-8, same damage as the torpedo it's based on, but damage spread over 5 impulses of continuous fire. That way it might spread over different shields, and would make a nice mizia weapon if shields were down.

By Steve Cole (Stevecole) on Tuesday, August 27, 2002 - 01:10 pm: Edit

Write up the plasma torch (Raper), and the "plasma gatling" (as four type-Ks) (Knight), and do a rule for the fuse thing (Fairfield).

Just an intellectual exercise to see if you can write rules, of course. No promises.

By Scott Tenhoff (Scottt) on Tuesday, August 27, 2002 - 01:49 pm: Edit

How about Extended Range Fighter Plasma (Plas-E)

This is a F-Plasma that has been modified so that it does 10 damage always, and lasts 32 impulses from the time of launch.

It is fired from a Plasma-F Statis Box, and is treated as a normal plasma, but their is no degredation with range.

It can be fired at and damaged by phasers at a 1-1 ratio (because of a condensed warhead). And still be effected by wild weasels.

Some technobabble reason of how they were able to stablize the warhead so no degredation, and allow a longer range. But was more vunerable to disruption by phasers.

This could be held/fired from any normal Plasma-F box (ship, fighter, or PF mounted) but could not be downloaded from a larger mount (S, G, R)

By Steve Petrick (Petrick) on Tuesday, August 27, 2002 - 05:39 pm: Edit

David Kass:

On fighters versus drones and dropping out of erratic maneuvers.

If the fighters have only one phaser, that 33 percent chance means on average four of twelve fighters are gone. Dropping erratic maneuvers means that only two are lost.

However, if the fighters have two phaser-3s and each is opposed by two drones the situation becomes radically different. There are going to be 24 phaser shots. These will in theory (and on average) destroy 16 drones. But the odds are that you will lose six fighters on average simply because there is no way to guarantee that only fighters 1 through 4 were the only ones that missed (being hit by two drones) each. Dropping out of erratic maneuvers reduces the loss once again since only four drones will survive on average.

Then there is the range equation. Back in the old days the fighters could cheerfully wait until the drones were near pointblank range. Now there are starfish drones. Ten starfish drones popping at three hexes range will give you thirty ADD shots at fighters. Erratic maneuvers or no, that gives an average of 20 ADDs hitting doing an average of 3.5 points of damage for a total of 70 points (almost enough to completely cripple a squadron of Stinger-2s, and do significant damage to a squadron of Z-Ys), or nearly wipe them out if they were operating with booster packs (vagaries of the die rolls will result in some fighters being overkilled, and some only being damaged).

Yes, you have to plan the shot, and come prepared to have those Starfish drones available (and they cannot be deployed by scatterpacks), but it is effective in breaking up a fighter strike. You know how much damage each fighter took, so you can allocate your other direct-fire capabilities (on subsequent impulses) to complete the crippling of any that remain dangerous, or pick off a few cripples, or perhaps both.

Do that once or twice, and the fighters have to drop erratic maneuvers to have a better chance of killing the drones, i.e., they must drop erratic maneuvers to launch counter drones to kill your drones before they can release their submunitions.

And timing of your drones is critical. If the fighters can use chaff (they are far enough away that the chaff effect will clear before they reach the range to launch their weapons), you have wasted the effort. You need them to have to use their weapon options (i.e., the drones have to be a threat at a distance that if the fighters dropped chaff your ships and your own fighters will be upon them before their weapons cycle up again).

If you always only try to counter the fighters with type-I drones, they will be able to accept some loss. You have got to build in the use of starfish and multi-warhead drones (be careful with these as their submunitions are easy kills for phaser-3s, so you want to use them after he commits his fighter phasers someplace else, I find them best for chasing after departing fighter strikes that have already used their chaff packs).

By Steve Petrick (Petrick) on Tuesday, August 27, 2002 - 06:43 pm: Edit

Oh, and note that the 33% chance to kill a type-I drone is based on no shift to the die roll. If the fighters were to remain under erratic maneuvers and not be able to totally negate the shift, then the chance of a type-I drone hitting them goes to 50%. A fighter squadron with two phaser-3s confronted by 24 drones that did not drop EM and could not fully negate the shift would face the potential loss of the whole squadron, but probably could expect two or three to survive (vagaries of the die rolls, some of the fighters will kill both of the drones targeted on them with two rolls of 50%, and some will miss both shots).

By Steve Cole (Stevecole) on Tuesday, August 27, 2002 - 08:02 pm: Edit

How about "hound dog plasma". A fighter can ignite its canister-mounted plasmas and not release them, using them to speed up by 16 movement points (not doubled by booster packs) for as many impulses (not hexes) as the plasma would normally travel. At the end of the run the burned out canisters are dropped and evaporate.

By michael john campbell (Michaelcampbell) on Tuesday, August 27, 2002 - 08:16 pm: Edit

Q: am I correct in thinking that this will be the first weapon in the game to require both a roll to-hit and a roll for damage?
A: Could be. I don’t keep track of what is in Omega or Triangulum or Magellanic.

ADDITION: The ADD already rolls a seperate to hit and damage roll when attacking fighters.

Q: what's the technobabble justification for the two seperate rolls?
A: Do we need one?

ADDITION: Right-on!!!

Q: if there are two rolls shouldn't EW affect both of them?
A: Not necessarily.

ADDITION: The ADD-shuttle damage thing doesn't posses an EW mod, so you have a precedent in the other line of thought.


HOUND DOG PLASMA.
1) Shouldn't it be HUSKY plasma?
2) You need to remember to couple these with a real plasma launched from somewhere on the fighter...just racing into range and then getting to fire off you Ph-3 might not be such a good idea.
3) Since WBP can get an extra point of movement from ACE PILOTS, don't say that hound-dog+Ace=selfinflicted-deathdrag.

By Stephen W. Fairfield (Sfairfield) on Tuesday, August 27, 2002 - 08:17 pm: Edit

(FP11.0) Fused Plasma Torpedo

Developed by Romulan scientists in Y170 as a byproduct of their work reverse engineering the plasma shotgun, the fused torpedo was seen as a way of increasing the effective strike range of plasma-armed fighters. By Y171, other plasma-using races had duplicated the technology.

(FP11.1) Designation

Using this system, multiple type-F torpedoes can fuse together into a single, more powerful torpedo.

Number of TorpedoesTorpedo Produced
2Type-G
3Enveloping Type-G
4Type-S
5Enveloping Type-S
6Type-R
7Enveloping Type-R


(FP11.2) Operation

(FP11.21) Type of Torpedo Used: Fused torpedoes can only be formed by combining type-F torpedoes.

(FP11.22) Fighter System: Fused torpedoes can only be used by fighters.

(FP11.23) Decision: The decision to fire a plasma type-F torpedo as a fused torpedo is made at the time of launching.

(FP11.24) Launching: All torpedoes intended to form a fused torpedo must be fired on the same impulse and with the same facing at the same target by fighters in the same hex. The resulting torpedo is formed immediately and has the same facing and target as the torpedoes that combined to form it.

(FP11.25) Post-Fusion Operation: After the fused torpedo has been formed, it automatically becomes self-guiding. Control can not be maintained by one of the fighters or transferred to a friendly ship. Otherwise it follows exactly all rules for the resulting torpedo.

(FP11.3) Arming: The arming procedure is identical to the procedure used for arming and rearming fighters with type-F plasma torpedoes (J4.86). In effect the fused torpedo is a special firing mode usable by fighters carrying type-F plasma torpedoes.

By michael john campbell (Michaelcampbell) on Tuesday, August 27, 2002 - 08:27 pm: Edit

I was thinking about a different kind of drone. Basically this...


THE PASIVE SENSOR DRONE.
The passive sensor drone acts like a regular drone except that it doesn't use active sensors.
For this reason it is more difficult to hit with weapons fire. ( Try double the effective range, but not the true range. )

The drone is; limited or possibly restricted and more expensive to purchase ( and possibly requires more control channels to opperate ) and if the drone has ATG then the drone will have no self generated ECCM ( instead of the 3 it would otherwise get ).
The drone would be restricted to only a few warhead types ( E.g No; sting-ray, MW, probe, ECM or Swordfish ) ( The drone could possibly have a decreased number of warhead spaces available or decreased damage from the warheads ( say 4 points for 0.5 spaces of explosive module )).

By Will Culbertson (Willhc) on Tuesday, August 27, 2002 - 09:08 pm: Edit

How about as a corrallary to the Hound-Dog Plasma...

Drone Booster Pack

Allow any fighter to fit two type-I (must be two of them, one on each side) drones as hard fitted to the fighter, this requires two deck crew actions. During any impluse the fighter may activate the drones and speed up to 30 for the duration of the drones. However, for each 16 impluses the drones are in use, the fighter takes 2 damage. While using the drones it cannot fire any weapons, has it's turn mode increased by one and may not engage in a dogfight. The fighter may jettison the drones, which then go inert and are removed, during any impluse at least 8 impluses after the drones are activated. The drones cannot be used in an offensive role if hard-fitted and require two more deck crew actions to fit as standard.

If you want to be more flexible, then allow any pair of 1 space or better drones to be used without having to be fitted.

By michael john campbell (Michaelcampbell) on Tuesday, August 27, 2002 - 09:17 pm: Edit

HMMMMMmmmmmmm...I wonder if this is on the auto-reject list.


THE MINE LAYING FIGHTER.
Basically take the mine laying mechanism from a Mine Laying Shuttle and build a fighter around it.

Use the most ubiquetous fighter frame each race has.

Could be a fun way of giving the Roms something to let loose from their CVAs!

By Mike Raper (Raperm) on Tuesday, August 27, 2002 - 09:33 pm: Edit

Okay, per SVC's request, my first "real" attempt at rule-writing. This hasn't been tested, only written up. I feel like Grasshopper, propsing a rule to SVC, aka "Master Po." Please forgive the length of it...I tried to be thorough.

(FP?.0) PLASMA TORCH
Romulan scientists, desperate to make their fighters more effective against enemy shipping, developed this outgrowth of the plasma torpedo as a direct-fire application useful for damaging enemy vessels. The plasma bolt was too much of a shock for the small frames of the fighter craft. However, the scientists found that by using a narrowly focused containment field and a slow release of energy, the torpedo could be fired in short-ranged “torch” that was not damaging to the launcher it was fired from. Developed in Y176, it was quickly copied by the Gorn in Y178. By Y180, all plasma using races have access to it.

(FP?.1) Weapon Specifications
(FP?.11) Classification: The plasma torch is a direct-fire version of the plasma torpedo. Unlike the plasma bolt, the energy is not released in one blast…it is released as a stream, spreading the damage out over a longer time and increasing the chance of hitting more than one target area. Used in groups, it can quickly strip a target of weapons and power.

(FP?.12) Limited Use: The following types of plasma torpedoes can be armed as plasma torches: R, M, S, G, F, L. Plasma D’s cannot be used as a plasma torch if fired from racks. Fighters that carry plasma torpedoes can fire them as a torch if they so choose.

(FP?.13) Availability: Using a launcher to fire a plasma torch does not restrict that launchers use to only torches. The torch can be fired from any type of vessel that carries a qualifying torpedo type.

(FP?.14) Downloads: Torpedo launchers that can download can fire downloaded torches if they choose.

(FP?.2) Restrictions:
There are some restrictions to using plasma torches. Not all types of torpedoes can be fired as such, do to their nature.

(FP?.21) Pseudo-Plasma Torpedoes: PPT’s cannot be fired as a plasma torch because they are stored in advance as copies of seeking weapons.

(FP?.22) Enveloping Plasma Torpedoes: EPT’s gain no benefits when fired as a torch. If a given launcher is armed as an EPT, it can be fired as a torch as from a normal launcher. Any extra energy used in arming is lost.

(FP?.23) Shotgun: If a launcher is armed as a shotgun, and fired as a torch, there are no benefits gained. The extra energy used is lost.

(FP?.24) Destroyed Launchers: Plasma torches can be fired by destroyed launchers as specified in (FP1.7). Unlike bolts, which are detonated in the chamber, the torch is released slowly, and thus will not further damage the ship when released.

(FP?.25) Size class restrictions: The nature of the plasma torch prevents it from being used against small targets; it cannot target size class 6 or smaller targets.

(FP?.3) Operation:

(FP?.31) Direct Fire Weapon: The plasma torch operates just as any other direct fire weapon. It is declared and resolved in the direct fire weapons phase, it cannot be distracted by a WW or scout, and cannot be damaged the way a normal torpedo can.

(FP?.32) Electronic Warfare: EW effects the plasma torch the same as any other direct fire weapon, though not quite as much as some due to it’s continuous mode of fire. The Net ECM shifts are added to the die roll, making a hit less likely. Note that a torch does NOT have the built-in ECCM of a standard plasma torpedo.

(FP?.33) Procedure: To be fired as a plasma torch, the torpedo launcher must be fully armed, and ready to fire. The decision to use the launcher as a torch is made at the instant of firing. If armed with reserve power, it must be fired that turn. There is no additional power cost required to arm a plasma torch. Note, however, that the launcher cannot begin re-arming until the torch has been expended. Torches may be fast loaded if used by X-ships (XFP1.25).

(FP?.331) Direct fire weapons and seeking weapons fire at different points in the sequence of play. If the player chooses to fire the torpedo as a torch, he or she must wait for the direct fire step. If, in the direct fire step the player chooses to fire as a seeking weapon, he or she must wait until the next impulse.

(FP?.332) Continuous fire: The plasma torch, once fired, continues to fire over five impulses. It cannot be stopped; once fired, it must fire the entire five impulses, regardless of target condition or availability. Note that the roll to hit must be repeated every impulse of the torch’s operation…there is no automatic hit function, like the “wave-lock” of the PPD. Note also that it can be fired against multiple targets by “swishing” the beam from one target to another each impulse, if the owning player wishes. There is no to hit penalty for switching targets in this manner.

(FP?.34) Overloads. There is no overload option for a plasma torch.

(FP?.35) Firing arcs: The firing arc for a plasma torch is the same as that of the tracking arc for the plasma torpedo it corresponds to. Unlike bolts, there is no limitation to swivel arcs.

(FP?.36) Feedback: There is no feedback from a plasma torch, making it an excellent close range weapon for fighters.

(FP?.37) Erratic Maneuvers: A ship may not fire a plasma torch while performing erratic maneuvers. Once maneuvers are stopped or complete, the player must wait one full impulse before the torch can be fired. A ship that is firing a plasma torch cannot begin erratic maneuvers, or, if a fighter, cannot dogfight.

(FP?.4) Combat Resolution:

(FP?.41) Step A: The owning player indicates his or her intention to fire a plasma torch. He designates the firing ship and target. See (E1.612) for narrow salvos.

(FP?.42) Step B: The probability of a hit is based on the effective range to the target and is provided in this chart.

Range012-34-56
Hit2-102-92-72-62-4
Miss11-1210-128-127-125-12


(FP?.43) Step C: The damaged for each of the five impulses of fire is determined by comparing the damage of the corresponding torpedo type, and dividing this damage by five. This is the amount of damage that can be scored each impulse. Note that if the range to the target changes, the damage may change, as well. The maximum torpedo damage is always used as the base when determining the torch damage…it is not reduced over the five impulses the torch is being fired.

Example: A Romulan Gladiator II fighter fires a plasma torch from its plasma F launcher. In impulse one of firing, he is 4 hexes from his target. He rolls a “5”, indicating a hit. By consulting the torpedo damage chart, he sees that the total damage would be 20. Therefore, on this impulse, he scores four points of damage on the target (20/5). On the next impulse, he is six hexes from his target. He rolls again, getting a “3”, indicating another hit. Looking at the chart, he sees that this time, his damage would have been 15. Therefore, the damage scored on this impulse is three. On impulse three of firing, the player decides to change to a new target. This target is at range one, and is in the weapons arc. The player rolls to hit, rolling a “9”. This time, his damage is again a four (again, 20/5).

By Andrew Harding (Warlock) on Tuesday, August 27, 2002 - 11:34 pm: Edit

(FPJ.0) Plasma thingummy

(FPJ.1) Gorn scientists in Y175 found this specialised targeting mode of the plasma bolt. Seeing no use for the system, it was never fired in anger despite fleet-wide deployment.

(FPJ.2) The plasma thingummy firing mode may be used at the option of any player firing a plasma bolt from a Gorn ship in Y175 and afterwards. If used, it modifies the hit probabilities of a plasma bolt as follows:


Range 0-100
Hit 0

(FPJ.21) Against targets equipped with both Aegis (either limited or full, even if inactive) and disruptors, use the following special to hit chart instead of the above:

Range 0-100
Hit 1-6

(FPJ.3) If the special to hit chart (FPJ.21) is used, apply all damage done by the plasma bolt to the sensor track of the target then to the excess damage track, ignoring shields, armour and other systems.

(FPJ.4) The special to hit chart (FPJ.21) may not be used against targets equipped with positional stabilisers.

By John Wyszynski (Starsabre) on Tuesday, August 27, 2002 - 11:58 pm: Edit

Gooey Plasma Torpedo

Basically it works like an ordinary plasma torpedo until it hits a target with shields. Instead of going thru the shield it sticks to and smears across the shield. The torpedo continues to lose strength as if it moved each impulse. As long as the torpedo is stuck to the shield, the target suffers an ECM penalty equal to the strength of the torpedo whenever it fires thru that shield. If the shield is dropped or knocked down the torpedo hits the target at its current strength; if there was no shield when it reached the target, it hits like a normal torpedo. Once stuck to the shield it cannot be distracted or weakened by phaser fire.

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