Archive through March 05, 2003

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: X2 plasma: Archive through March 05, 2003
By Mike Raper (Raperm) on Friday, February 21, 2003 - 05:35 pm: Edit

Here's what's in the rules about it:

(FP11.21) COST: The cost of arming a sabot version of a plasma torpedo is paid on the last turn of arming. It can come from allocated power, or from reserve power at any time up to the instant of launch. Any type of power (warp, impulse, battery, reactor) can be used. This energy cost surcharge is as follows:
Plasma-D 0.125 points per torpedo
Plasma-F 1 point per torpedo
Plasma-L 1 point per torpedo
Plasma-G 1 point per torpedo
Plasma-S 2 points per torpedo
Plasma-M 3 points per torpedo
Plasma-R 4 points per torpedo

That's where I got my estimate for the X plasma from. I really wanted a plasma that would scare the pants off the opposition, just like the R did in the early parts of the game. I think the X does that, but like the R, it's a pricy beast to fire, even for a 2X ship.

By Loren Knight (Loren) on Friday, February 21, 2003 - 05:57 pm: Edit

Mike R. : Given that last post I was say you're right on. And yes, that's a scarry weapon. Given one on the X2 cruiser it shouldn't be too hard to arm.

Here is a thought. RIght now you have standard speed as 40 and a max. range of 40. That means that it lasts for one turn only. Consider the tactical implications and benefits or range 40 with speed 32. Than leaves the Plasma-X on the board until impulse 8 then next turn (if fired imp. 1, turn A). It gives you a 40 impulse plasma. So how about speeds 32/48. That also gives you a real advantage to spend all that power on. I would likely never spend six warp to gain 8 speed over 40. But I would to gain 16 over 32(every time in fact).

Hmmm, on further consideration, how about:
Standard = speed 32.
Standard Sabot = speed 40 (+4 any power)
Super Sabot = speed 48 (+6 warp) [Plasma X only]

By Kenneth Jones (Kludge) on Friday, February 21, 2003 - 07:16 pm: Edit

Hmm 32-40-48 sounds interesting. I might just use this as part of my Rom proposal.

By Mike Raper (Raperm) on Saturday, February 22, 2003 - 10:51 pm: Edit

I've been toying for some time with this rule, but haven't posted it yet. Frankly, it's a radical enough idea that it makes me nervous to even bring it up, but what the hey? It's 2X, and everything's up in the air for now. Note that much of this was written back when we were thinking 2X ships might have up to 50 points of warp power. So, here's what I propose. Rather than focus on the minuteae of the rule like power and damage points, look over the entire package. Is it worth pursuing? If balanced right, would a player want it or use it? Is it a fair rule, and clearly written? Does it cover everything? I tried to be as precise as possible, but you know how it goes. Forgive the length of the post, but it's as complete as I could get it. My intention was to create a bulky, somewhat finicky weapon that does very good damage at shorter ranges, and gives the Romulans a real direct-fire type of weapon for the first time. We can tweak the damage or power requirements if they aren't right, but for now, I'd prefer to focus on making this rule work, and making it an attractive 2X option.

(E??.0) Plasma Cannon

The Plasma Cannon is an outgrowth of mauler and plasma torpedo technology first developed by the Romulans after the Andromedan Invasion. One of the lessons learned in the invasion by the Romulans, and indeed the rest of the Galactic Powers, was that sustained direct fire capability with hefty punch was a key to defeating them. The Federation’s photon torpedo was an excellent example of such a weapon, and the Romulans frantically looked for a way to improve their direct fire capability to remain a viable force. They experimented with improved plasma bolts, and also with making “mini” maulers; neither provided very promising results separately, but by combining this research, the Romulans were able to develop the Plasma Cannon. Essentially a direct-fire stream of high energy plasma, the Plasma Cannon gave the Romulans a direct-fire weapon that could deliver a hefty punch, and was highly resistant to EW.

(E??.1) Designation

(E??.11) Definition: Each “PLC” box on an SSD represents one Plasma Cannon. Each is armed and kept track of separately. There are three types of Plasma Cannon:

Light Plasma Cannon (PLC-L)
Medium Plasma Cannon (PLC-M)
Heavy Plasma Cannon (PLC-H)

(E??.12) Destruction: Plasma Cannons are destroyed on “torpedo” hits on the Damage Allocation Chart (D4.21).

(E??.13) Repair: Plasma Cannons repair cost depends on the size of the cannon:

Light Plasma Cannon: 6
Medium Plasma Cannon: 8
Heavy Plasma Cannon: 10

They cannot be hastily repaired (G17.5).

(E??.14) Option Mounts: Plasma cannons may only be placed on center option mounts; they may not be used in wing mounts. This has no effect on the BPV of the unit to which they are added, i.e., the cost is zero BPV under Annex #8B.

(E??.2) Firing Plasma Cannons

(E??.21) Firing: The fire of Plasma Cannons is declared with other direct-fire weapons in Step 6D2 of the standard Sequence of Play (Annex #2), and their damage is allocated in step 6D4. There is no special damage allocation, and no counters representing Plasma Cannon fire. It may be fired with a passive sensor lock, but may NOT be fired from a cloaked vessel.
(E??.22) Hit: To determine if a Plasma Cannon has hit the target, consult the Plasma Cannon Table and look under the effective range. Roll two dice. If the adjusted total is less than or equal to the listed “to hit” number, the cannon has hit its target, scoring the indicated amount of damage.
Example: A die roll of seven is below the hit number listed for range nine, so the cannon would hit at a range of nine with a roll of seven.

Plasma Cannon Combat Chart

Range0-12-34-56-910-1819-2829-40
To-Hit10987654
Damage, Light Plasma Cannon121086531
Damage, Medium Plasma Cannon20181512842
Damage, Heavy Plasma Cannon3530252015105


(E??.23) Range Effects: When the effective range of the Plasma Cannon is different than the true range, use the effective range to determine the probability of a hit and the true range to determine damage.

(E??.24) Special Firing Rules: A Plasma Cannon can be fired in a narrow salvo (E1.6). They cannot be used for Non-Violent Combat (D6.4). Plasma cannons are restricted to fire at size class 5 or larger targets…the beam cannot be aimed at targets smaller than that. All Plasma Cannon have a 120° firing arc.

(E??.3) Operations

(E??.31) Arming: To arm a Plasma Cannon, use the following chart. It takes two turns to arm any size Plasma cannon…they cannot be “fast loaded.” The energy must be allocated to a specific cannon on each of two consecutive turns, and the second turn may be the turn of firing.

(E??.311) The arming cycle may be accomplished with any combination of available energy.

(E??.32) Holding: If the arming of a Plasma Cannon has been completed on a given turn, and the weapon is not fired on that turn, the ship must either discharge the weapon per (E1.24), or allocate the required energy needed to hold the weapon every turn until it is fired (including the turn of firing.) Partially loaded Plasma Cannons cannot be held; if the arming cycle is incomplete, the energy is lost.

Plasma Cannon Arming Chart
TypeTurn 1Turn 2Hold Cost
Light Plasma Cannon222
Medium Plasma Cannon334
Heavy Plasma Cannon556


(E??.4) Special Requirements

(E??.41) Size Restrictions: The size of a unit determines how many spaces of Plasma Cannons the unit may mount. The larger the Cannon, the more spaces it requires.

Light Plasma Cannon…………½ Space
Medium Plasma Cannon…….1 Space
Heavy Plasma Cannon………2 Spaces

The following chart defines how many spaces of Cannons the unit may mount:

Size Class 1 (Star Base)……………………………8
Size Class 1 (BATS or BS)…………………………6
Size Class 2 (Battleship or Dreadnought)..4
Size Class 3 (Cruisers)……………………………..2
Size Class 4 (Smaller Ships)…………………….1

Note that any combination of Cannon can be mounted, up the space restrictions noted.

Example: A player has a 2X CC, with 2 spaces of Plasma Cannon. The player could have a ship with two Medium Plasma Cannons, or one Medium and two Lights. Any “extra” space is discarded.

This ruling is not meant to allow customization of each vessel, but is rather a guideline for how the weapon may be deployed. There may be variants of ships with different sizes and numbers of cannon.
Further, while it is possible to mount a Heavy Plasma Cannon on a size-class three ship, these ships are not optimized to carry such an enormous weapon. While they may carry one, they will suffer shock upon firing per (D23.0) SEP’s from Annex #7S will be recorded on individual SSD’s.

(E??.42) Other Restrictions: The Plasma Cannon is 2X technology. It cannot be used on any other type of vessel.

By Kenneth Jones (Kludge) on Sunday, February 23, 2003 - 01:44 pm: Edit

Sounds interesting. From a quick read through I cant punch any holes in it.(I'll try later on though:))

How would it be mounted on an existing 2X ship. IE would a medium PL-C take the place of what type of torpedoes?

Just off the top of my head. I would say that the Medium could be placed in S mounts while the Heavy in M or R mounts. And the light in L mounts.

By Mike Raper (Raperm) on Sunday, February 23, 2003 - 01:48 pm: Edit

That's the idea. Since most Rom ships are modular, there would be plasma cannon modules you could use in place of torpedo modules. So, a Rom XCC might have a fixed X mount in their nose, but two medium cannon mounts in the modules. That way, they get both decent direct fire weapons, and the punch of a heavy torpedo.

By Kenneth Jones (Kludge) on Sunday, February 23, 2003 - 02:03 pm: Edit

I might include them as a possible mounting on the Modules. No promises.

By John Trauger (Vorlonagent) on Sunday, February 23, 2003 - 02:43 pm: Edit

Mike,

It might be better as a Gorn weapons. A better weapon than my photn-plasma proposal. Also its Fedlike crunch fits a plasma/photon hybrid.

The one problem, as an X2 weapon is the lack of a fastload capability.

The ship that uses these will need a way to stay out of combat 2 turns out of three.

Hmmmm...Maybe it IS better as a Rom weapon.

By Mike Raper (Raperm) on Sunday, February 23, 2003 - 02:53 pm: Edit

John,

One of the reasons I kept it a two-turn weapon was that very thing; it's such a Rom thing to do. The other was that even though it's 2X, it's still a new development, and hasn't been completely figured out yet. If there was ever an X3, it would be fast-load capable...but as a new toy, I wanted it to still feel new. So, the two reasons go hand-in-hand, and made it a good Rom choice, IMHO.

By Charles E. Leiserson, Jr. (Bester) on Sunday, February 23, 2003 - 04:01 pm: Edit

A couple of questions:

Can plasma cannons use a rolling delay? If so, there doesn't seem to be much point to holding them.

Can a heavier cannon downfire a lighter bolt, or is the tech still too new for that capability?

Regardless, I'd be more than happy just to fly with a couple of these.

By Mike Raper (Raperm) on Sunday, February 23, 2003 - 04:54 pm: Edit

They can be downloaded, but you can't use the rolling delay. IIRC, the big reason for that particular tacitc is because the R torp can't be held. I'll put a note in the rules about downloading...good catch!

By Kenneth Jones (Kludge) on Sunday, February 23, 2003 - 10:26 pm: Edit

Hmm could the plasma cannon be considered a possible upgrade for the Plasma carronade? If the rules ever get published for it.

By John Trauger (Vorlonagent) on Sunday, February 23, 2003 - 10:41 pm: Edit

Tell us what a plasma carronade is and we'll answer. :)

By Kenneth Jones (Kludge) on Monday, February 24, 2003 - 08:13 am: Edit


Quote:

By Carl-Magnus Carlsson (Eagle) on Monday, September 09, 2002 - 09:39 am: Edit


I'd like to see an improved Het ability.
Keep it at one free Het per turn but
remove the lost movement penalty.
This would make plasma more dangerous at short range, which I think is just proper for advanced technology.

By Steve Cole (Stevecole) on Monday, September 09, 2002 - 09:41 am: Edit


Maybe for X-tech, Carl, but not here.

By John Trauger (Vorlonagent) on Monday, September 09, 2002 - 01:18 pm: Edit


Maybe for *X2* tech...




Just SVC's own suggestion as a possible upgrade for plasma. (From the Late War Plasma discussion.)

By Geoff Conn (Talonz) on Monday, February 24, 2003 - 02:50 pm: Edit

On Sabots;

I lean towards spd 40 standard at no extra cost, spd 48 available by using standard sabot surcharge costs, but requiring warp power.

I dont think the surcharge should ever equal the final turn arming. I'm undecided on whether the hold cost should be allowed or affected.

By Mike Raper (Raperm) on Monday, February 24, 2003 - 05:16 pm: Edit

Perhaps the hold cost should be the same, but require warp energy?

By Geoff Conn (Talonz) on Tuesday, February 25, 2003 - 03:51 pm: Edit

I'm thinking a supersabot cannot be held. Gives plasma ships a reason to hang onto some reserve warp.

By Tos Crawford (Tos) on Wednesday, February 26, 2003 - 05:46 pm: Edit

Has anyone mentioned overloaded plasma bolts?

By John Trauger (Vorlonagent) on Wednesday, February 26, 2003 - 05:50 pm: Edit

I can see an overload function for Mike's plasma cannon...

By Tos Crawford (Tos) on Tuesday, March 04, 2003 - 08:13 pm: Edit

X2 Plasma, when forced to HET, don't lose a movement.

By John Trauger (Vorlonagent) on Tuesday, March 04, 2003 - 09:04 pm: Edit

Not unreasonable

By Kenneth Jones (Kludge) on Tuesday, March 04, 2003 - 09:40 pm: Edit

Tos look what i posted above. feb24

By michael john campbell (Michaelcampbell) on Wednesday, March 05, 2003 - 05:06 am: Edit

With the Plasma Sabot and Speed 32 ships I don't think it'll be needed.

By Kenneth Jones (Kludge) on Wednesday, March 05, 2003 - 06:30 am: Edit

Well the real reason it will be needed is after reveiwing what I could find on the Sabot rules. I'm no longer in favor of having the Super Sabot.

You Can NOT interrupt plasma movement by any means to fire on a Sabot Torp in it's first movement of the Imp. Every 4imp isn't TOO powerful. But every other would make the Plasma Super Sabot simply to powerful to deal with IMO.

*Note the only Sabot rules I could find are under the Late War Plasma thread.

By John Trauger (Vorlonagent) on Wednesday, March 05, 2003 - 05:46 pm: Edit

Ken,

I tend to agree. it's isn't a bad concept to have bouncing around, but there's no proff that a super-sabot is needed.

I'm not sure that X2 ships are going to be moving incredibly fast.

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