By John M. Williams (Jay) on Monday, April 01, 2024 - 09:04 am: Edit |
With feline species bordering them to the North and to the West, Klingon scientists decided they needed to develop a weapon specifically targeting these neighbors. The Kzintis had long been hostile, and although the Lyrans were currently allies, there was no guarantee that things would remain that way. Their solution was the Klingon Space Laser: a beam of energy that created a giant red dot in space. This dot could then be used to disrupt the movement and formations of Kzinti/Lyran ships and fleets.
E23.1 Designation. Each “KSL” box on the SSD represents one Klingon Space Laser. Each is recorded and fired separately.
(E23.11) Destruction. Klingon Space Lasers are destroyed on “TORP” hits.
(E23.12) Sequence. Klingon Space Lasers are considered a direct fire weapon. However, the effect of the weapon does not begin until the Involuntary Movement Stage (Stage 6A1) of the impulse immediately after firing.
E23.2. Arming Procedure.
(E23.21) Energy. Charging a Klingon Space Lasers requires two units of energy from any source during a single turn.
(E23.22) Holding. A Klingon Space Laser that remains unfired at the end of a turn may be held through the next turn (or any number of turns) at the cost of one point of energy per turn. This point of energy may be from any source.
(E23.23) Reserve Power. Reserve Power may be used to charge a Klingon Space Laser.
E23.3. Operation.
(E23.31) Target Area. At the moment of firing, the Klingon ship designates the hex into which the red dot will be projected. This hex must be adjacent to a hex containing one or more Kzinti or Lyran ships. It cannot be fired into a hex that contains a Kzinti or Lyran ship. If fired into a hex that is two or more hexes away from the nearest Kzinti or Lyran ship, it is not observed and the firing has no effect.
(E23.32) Range. The Klingon Space Laser has a maximum range of five hexes.
(E23.33) Procedure. If fired into a suitable hex, any Kzinti or Lyran ships adjacent to that hex that are scheduled to move in the subsequent impulse must move into the hex containing the red dot during their next movement. If doing so requires a high-energy turn and a high-energy turn has been paid for (or can be executed using reserve power), then the high-energy turn must be used. If a high-energy turn is not available, the ship must move into the hex that will get it into the red dot hex in the fewest number of moves.
(E23.34) Duration. The Klingon Space Laser remains in effect for eight impulses. On the impulse after firing, the Klingon ship has the option of moving the red dot into one of the six hexes adjacent to the original hex or leaving it in the original hex. This will have the effect of drawing any Kzinti or Lyran ships adjacent to the new hex into that hex on the subsequent impulse. This procedure may then be repeated during each of the eight impulses that the Klingon Space Laser is in effect. Over the course of the eight impulses, Kzinti and Lyran ships that are adjacent to the red dot hex must continue to move into that hex.
(E23.35) Cessation. At the end of eight impulses, any Kzinti or Lyran ships affected by the Klingon Space Laser will lose interest in the red dot and are free to resume normal movement.
(E23.36) Immunity. Once the effect of the Klingon Space Laser wears off, any Kzinti or Lyran ships that were affected by the Klingon Space Laser are immune to subsequent firings for the following 32 impulses. However, after 32 impulses, those ships will have forgotten about the red dot effect and are once again susceptible to future firings of the Klingon Space Laser.
E23.4 Overloads.
(E23.41) Energy. Overloading a Klingon Space Laser requires six points of energy, or four points of energy to an energized laser that is already being held.
(E23.42) Procedure. Instead of being fired into a hex adjacent to a Kzinti or Lyran ship, it must be fired into a hex that is two hexes away from the nearest Kzinti or Lyran ship.
(E23.43) Effect. During the next movement phase, any Kzinti or Lyran ships that are two hexes away from the red dot will automatically leap two hexes into the red dot hex, regardless of whether the ship was scheduled to move or not. Then during the next direct fire phase, the Klingon ship must select a new hex that is two hexes away from the previous hex. Then, during the next movement phase, any ships affected by the Klingon Space Laser will again leap two hexes into the new red dot hex. Because the range of the Klingon Space Laser is limited to five hexes, this will inevitably produce a rapid “back-and-forth” effect.
(E23.44) Cessation. Just as with a standard Klingon Space Laser, the effect of an overloaded space laser wears off after eight impulses. However, because of the much more violent movements involved, when the effect of an overloaded Klingon Space Laser ceases, all impacted Kzinti and Lyran ships are too tired to move and must remain in the final hex for the next 32 impulses. Further, all impacted ships must roll for breakdown. Any ship which fails its breakdown roll will fall asleep and not move for the remainder of the scenario.
E23.5 Klingon Technology Only
(E23.51) Chaos. At one point during the war, a well-intentioned, but not too bright, Klingon captain shared a Klingon Space Laser with an allied Lyran vessel for use in an upcoming battle against the Kzintis. However, when the Lyrans activated the weapon, the ensuing effect can best be described as “utter chaos.”
By Jessica Orsini (Jessica_Orsini) on Monday, April 01, 2024 - 09:16 am: Edit |
This may be the best SFU April Fools thing I have ever seen.
By Terry O'Carroll (Terryoc) on Monday, April 01, 2024 - 10:03 am: Edit |
Many WYN ships are crewed by Lyrans and Kzintis, so it may be necessary to define how this will affect those ships. Suggest reduced effect, that the effect is only produced on a roll of 1-4 on one die, because about 1/3rd of WYN crewmen will be Klingons.
By Mike West (Mjwest) on Monday, April 01, 2024 - 11:27 am: Edit |
Nah. If the Lyrans and Kzinti can learn to not only manage to not kill each other, but fully work together, I figure the Klingons that are there are able to help them overcome this weakness.
The WYN should not be affected at all.
Props for the proposal, though. This is great!
By Terry O'Carroll (Terryoc) on Monday, April 01, 2024 - 12:05 pm: Edit |
Maybe make this an alternate-history Carnivon weapon. The history of that part of the Alpha Octant could be *very* different if the Doggies had had this... probably be an upgrade or replacement of the Heel Nipper, since both technologies affect movement. I can see it being used as a way to get the feline ship to run into missiles.
By Nick Blank (Nickgb) on Monday, April 01, 2024 - 01:31 pm: Edit |
If so the Felines would have retaliated with development of the Subspace Stick Catapult or the Holographic Squirrel Projector.
By Steve Cole (Stevecole) on Monday, April 01, 2024 - 02:30 pm: Edit |
I support this proposal!
By Steve Petrick (Petrick) on Monday, April 01, 2024 - 02:44 pm: Edit |
Which proposal? The Holographic Squirrel Projector (HSP)? Or the Subspace Stick Catapult (SSC)? Or the Klingon Space Laser (KSL)? I will admit that John M. Williams has certainly posited a rather complete rule, which certainly belongs in the tool box of the Masters when they pit their feline toys agains one another, and that I was indeed thinking of a "stick" weapon, but admit the Squirrel was obviously a more potent distraction.
By Ted Fay (Catwhoeatsphoto) on Monday, April 01, 2024 - 02:58 pm: Edit |
Dude. Perfect.
By Riccardo Perni (P_R_S) on Monday, April 01, 2024 - 03:13 pm: Edit |
Bravo!!
Great idea!
By Jeff Anderson (Jga) on Monday, April 01, 2024 - 04:21 pm: Edit |
I have seen a video where a dog found the laser irresistible. His master shined it at the crotch of a friend (presumably this had a VERY negative impact on their friendship) with predictably painful results...
By Jeff Anderson (Jga) on Tuesday, April 02, 2024 - 10:21 am: Edit |
RYN in the Omega Octant? With their unique movement system, methinks this system might have a more profound effect on them?
By John M. Williams (Jay) on Tuesday, April 02, 2024 - 12:44 pm: Edit |
Glad you enjoyed it. If you think this would be suitable for a future Captain's Log, you are welcome to use it.
By Stewart Frazier (Frazikar3) on Tuesday, April 02, 2024 - 09:39 pm: Edit |
Technically, for the WYN, who's at the Helm and in the Captain's chair is important. A feline Captain with a non-feline Helm will have an one impulse delay for the Captain to take over Helm. A feline Helm and non-feline Captain will follow the red dot for one impulse before the Captain takes over.
By John Christiansen (Roscoehatfield) on Saturday, May 04, 2024 - 11:51 am: Edit |
Can some of you guys let me borrow your thumbs? 2 thumbs up isn't enough.
By Jeff Anderson (Jga) on Saturday, May 04, 2024 - 05:23 pm: Edit |
Love to let you, John. Truth be told, being all thumbs (like me) makes typing difficult; I have to backspace WAAAAAYY too much...
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