By Jeff Tonglet (Blackbeard) on Friday, July 11, 2003 - 07:59 pm: Edit |
The X2 library is designed to be a reference for all the various tables, charts, and links throughout the X2 discussions.
Please do not post any comments here, as there are plenty of other X2 threads for discussions.
By John Trauger (Vorlonagent) on Friday, July 11, 2003 - 08:09 pm: Edit |
All X2 rules proposedby me:
http://www.vorlonagent.com/sfb/x2-tech.htm
All X2 ISC ships proposed by me:
http://www.vorlonagent.com/sfb/x2-isc-ships.htm
All other X2 ships proposed by me:
http://www.vorlonagent.com/sfb/x2-ships.htm
Subject to change without notice.
By Jeff Tonglet (Blackbeard) on Friday, July 11, 2003 - 08:21 pm: Edit |
These are the two phaser proposals which appear to have the general consensus of the discussion group:
Ph-5 (developed by Loren Knight)
Arming cost 1 1/2.
ph-5 | 0 | 1 | 2 | 3 | 4 | 5 | 6-8 | 9-15 | 16-25 | 26-50 | 51-75 |
1 | 10 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
2 | 10 | 9 | 8 | 7 | 6 | 5 | 5 | 3 | 2 | 1 | 1 |
3 | 9 | 8 | 7 | 6 | 5 | 5 | 4 | 2 | 1 | 1 | 0 |
4 | 8 | 7 | 6 | 5 | 5 | 4 | 3 | 2 | 1 | 0 | 0 |
5 | 7 | 6 | 5 | 4 | 4 | 4 | 2 | 1 | 0 | 0 | 0 |
6 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
ph-6 | 0 | 1 | 2 | 3 | 4-8 | 9-15 | 16-20 |
1 | 6 | 6 | 6 | 4 | 3 | 1 | 1 |
2 | 6 | 6 | 6 | 4 | 2 | 1 | 0 |
3 | 6 | 6 | 6 | 3 | 1 | 0 | 0 |
4 | 6 | 6 | 4 | 3 | 0 | 0 | 0 |
5 | 6 | 4 | 3 | 2 | 0 | 0 | 0 |
6 | 4 | 4 | 1 | 1 | 0 | 0 | 0 |
By John Trauger (Vorlonagent) on Friday, July 11, 2003 - 08:41 pm: Edit |
Jeff:
Revised P-6 chart looks like this:
Ph-6 | 0 | 1 | 2 | 3 | 4-8 | 9-15 | 16-20 |
1 | 6 | 6 | 5 | 4 | 3 | 1 | 1 |
2 | 6 | 5 | 4 | 4 | 2 | 1 | 0 |
3 | 5 | 5 | 4 | 3 | 1 | 0 | 0 |
4 | 5 | 4 | 4 | 3 | 0 | 0 | 0 |
5 | 4 | 4 | 3 | 2 | 0 | 0 | 0 |
6 | 4 | 4 | 3 | 1 | 0 | 0 | 0 |
By Jeff Tonglet (Blackbeard) on Friday, July 11, 2003 - 09:15 pm: Edit |
The ph-6 was changed again?
What is the correct arming cost?
By Mike Raper (Raperm) on Friday, July 11, 2003 - 09:22 pm: Edit |
1/2
By Loren Knight (Loren) on Friday, July 11, 2003 - 10:40 pm: Edit |
Jeff: Well, I guess you missed that bit but some of us did go with Johns chart. The cost of Johns, at first (or at least what I wanted was..) .75 fired from a Ph-5 and .5 fired from a stand alone Ph-6. There was much discussion about its arming cost and I'm not sure where it ended. Perhaps at .5.
By John Trauger (Vorlonagent) on Friday, July 11, 2003 - 11:00 pm: Edit |
Well, I'm being a bit of a MJC about wanting the cost at 3/4 across the board, but the consensus is 1/2.
By Mike Raper (Raperm) on Friday, July 11, 2003 - 11:36 pm: Edit |
No, that's right...it was .75. I got mixed up. I agree with it being half of whatever the P5 is, no matter what it's fired from.
By Jeff Tonglet (Blackbeard) on Saturday, July 12, 2003 - 12:00 am: Edit |
As this is a library of reference tables, I'll ask my question on the appropriate thread.
By Jeff Tonglet (Blackbeard) on Saturday, July 12, 2003 - 10:41 pm: Edit |
By Jeff Tonglet (Blackbeard) on Saturday, August 02, 2003 - 12:36 pm: Edit |
An excerpt from Module P6, page 57, written by SVC, and typed by Mark Raper:
Module X2: Second-Generation X-Ships
Will there be an X2? Assuming that SFB remains a major force in the game industry, it's a fair bet that there will be an X2 in your future, althought not in 1996. While some players have shown antipathy toward X2, it could be presumed that even they will eventually welcome a new challenge.
What will X2 be like? Honestly, we don't know because we have not begun to work on it seriously. We've been collecting ideas, but nothing has been nailed down, hard-welded, or had concerete poured over it. We have looked at a few specific ideas and some general concepts, and I'll tell you about those in just a moment. You are, of course, invited to send in your own ideas of how we might deal with any of the ideas and problems that confront us.
The one thing that I can promise you is that X2 will not be anything like the disastrous Supplement #2 of a decade ago.
WHAT WILL THE SHIPS BE LIKE?
If I have come to any single conclusion regarding the ships of Module X2, it is that just taking every ship and adding a few phasers and some power (as was done in Module X1) is not going to get the job done. We need to think in terms of an entirely new generation of warships.
It's a fair bet that the ships will have more reserve power, but we may accomplish that with a number of special function capacitors instead of just goosing up the batteries.
Perhaps the only detail that seems certain is that phasers will be grouped into a small number of larger groups with broader firing arcs. For example, a Federation 2X-CA might have six FX phasers in the saucer rather than having two LS, two RS, and two FH.
Weapons need to be more dangerous, but perhaps more than just firing twice as often or the oft-threatened speed-48 plasma torpedo. If we just double the firepower and shields of every ship, do we really gain anything? Perhaps so, IF there is a differential depending on the technology level of the targets. One possibility is that an X2 phaser could leak through X1 shields and punch through non-X shields, creating an interesting dynamic. We might extend overload range or provide ships with an "overload capacitor" that could be recharged when you didn't need all of your power.
We will probably do something unusual with shields, but just what is not decided. One idea (from Garth Getgen) is a self-regeneration capacity that would repair so many boxes each turn for free. One of the most common suggestions is to allow shields to be extended to cover a double arc if an adjacent shield is down. Another idea is a seventh "reserve shield" that would function sort of like armor, soaking up any damage that got through the main shields. Todd Dillen suggested that shields might have a threshold; an incoming volley that does not reach at least that level is simply ignored. You might be able to transfer boxes from shield to shield. It might take non-X ships two damage points per shield box.
One rule I have always wanted to use is "multi-system boxes." You have a box on the SSD that, every turn, you can use as a lab, a tractor, a transporter, or maybe two or three other choices. Such a system would also make it practical to design some fairly small "run-around" ships that, because of their X2 phasers and engines, would be really dangerous opponents for non-X ships to run into.
Gary Forbis suggested that ships might have a "warp capacitor" to allow them to "bank" movement points for later use. I said no at the time, but have lately thought it possible.
A NEW SOMETHING?
One idea I had was to invent some kind of totally new weapon that everyone could have, and install it on every 2X ship. I have no idea what that weapon would be, but the concept of making 2X technology really different} instead of just better than X1 technology is my central theme.
Several suggested an X-drone able to drive around firing a phaser-3 all day, sort of an unmanned robot shuttle. Indeed, Tom CLancy once suggested that the next generation of warships would all have unmanned remote-controlled weapons platforms, and that's not a bad idea.
Richard Eitzen suggested that X2 ships reallocate some of their power in mid-turn, giving them more flexibility.
There might be some HDW-type modularity.
A JUICY NEW ENEMY
One major focus of any disucussion of X2 will have to be the new "common enemy" to occupy that position that the Andromedans occupy in the universe to date. This enemy has to be mean, dangerous, and able to fight just about everyone (geographically and politically.)
By Jeff Tonglet (Blackbeard) on Monday, August 25, 2003 - 09:23 pm: Edit |
A summary of X1 Benefits... A compliation of X1 and CL23. Originally posted by me on January 9, 2003
BPV is generally in the 240-250 range, while a Ranger-X with 9 Stinger-X is a 300 point package.
Improved manuevering
Movement precedence. X1 moves after X0 regardless of speed.
Acceleration. +15 or 3x, not +10 or 2x
Quick Reverse. +1, not +0
Tac Warps. 6 per turn, and 3 impulse delay, not 4
HET. 2 bonuses, not 1
Disengagement Advantage. Enemy must be 75 hexes away, not 50.
Emergency Deceleration. 12 impulse post-decel, not 16.
Speed Changes. 6 impulse delay, not 8
Improved EW
EW Generation Up to 8 EW, not 6
Firing ECCM advantage gives an X-ship -1 to fire, not -0.
Ignore Small Target Modifiers
Immune to O-EW unless the source is an X-scout.
Improved Fire Control
Delay when activating 3 impoulse delay, not 4
X-aegis X ships have limited aegis that also can target PFs. Max range 15.
Improved Defenses
Shields are generally stronger than the equivalent X0 CCH
Minimum Shields 10 boxes, not 5. This is number of boxes and allowed reinforcement.
Shield Repair 1 box for 1 power, not 1 for 2.
Boarding Party Up to two control stations count as security.
Critical Hits Roll after 40 damage, not 20.
Catastrophic Damage +1 bonus
Immune to mutiny
Minesweeping ability X-ships have the same bonuses as a minesweeper. (die roll and 10 hex detection)
Improved Power
Batteries Each hold 3 power, not 1.
Phaser capacitor double normal (despite no OL phasers}
Warp engines are generally larger
Improved Heavy Weapons
Fast Load Heavy Weapons Limited to range 15. Some heavy weapons can fast-load overloads, some can only fast-load standards.
Photons Photons can only have 12 warhead when fastloaded, and the fast load option must be recorded at EA. Otherwise, no change.
ESG Can use up to 7 power, instead of 5. Timing is unchanged.
Improved Phasers
Rapid Pulse While using X-aegis, 1 ph-1 = 2 ph-3.
Improved Disruptors
UIM burnout The disruptor is no longer off line.
Holdable For 1 point of power.
Improved Drones
Chaff Resistance X-drones have a +1 to avoid distraction by chaff, unless the chaff was dropped by an X-shuttle.
Drone HETs Every 16 impulses, not 32.
New Drone Types The 1-space is 8/18 (3 half space modules on a 1 space frame). The 2 space is 8/24 (2 full space modules on a 1 1/2 space space frame). The dogfight drone is 8/4.
Drone Racks Only X-racks can fire X-drones.
Variable Speed drones Can be set at launch for 8,12,20,32.
Swordfish drones The 2-space swordfish is a ph-1, not ph-2. X-swordfish modules do not burn out the drone.
Spearfish drones.
Small X0 drone vs. X0 ship = 2 shield and 1 internal.
Small X0 drone vs. X1 ship = 2 shield and 1 internal.
Small X1 drone vs. X1 ship = 2 shield and 1 internal.
Small X1 drone vs. X0 ship = 1 shield and 2 internals.
Restricted drone control Non-X ships cannot control X-drones.
Improved Plasma
Type M and Type L The standard to replace Type S and Type F torpedos. Note, an enveloping G-torp has the same warhead as a standard M-torp out to range 18.
PPTs 2 per launcher, not 1.
Fast arming An X-launcher can load an F-torp in 1 turn.
Rapid arming An X-launcher can load a full-strength (regular, shotgun, EPT, bolt, PPT) torpedo in 2 turns.
Improved against gravity waves X-torps lose strength at half the rate non-X-torps do.
Improved Cloak
ECM benefit 2 points ECM from the cloak
Fade 4 impulses, not 5.
Misc.
Repair Restrictions Cannot hasty-repair an X1 system to X0 status.
Repairs at non-X base Time is doubled.
Uncontrolled Status Most of the X-benefits are lost if the ship is uncontrolled.
Improved Labs +1 to the chart, not die roll
Minimum Crew Double the normal minimum crew needed.
X fighters Only the Hydrans built them.
MRS shuttle X-ships cannot use non-X MRS. Non-X ships cannot use X-MRS.
X PFs Not even conjectural.
T bombs X-ships have 2 more than non-X.
Weapon status X-ships have a +1
Improved tac-intel gathering X-ships are treated as a scout.
By John Trauger (Vorlonagent) on Tuesday, December 21, 2004 - 11:08 pm: Edit |
SVC's XP Conversion Rules
Remember, this is for informational postings only. No discussion or the important stuff will get buried.
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). These were known as "XP Ships". XP-refits cannot be applied to PFs or fighters.
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).
=============================================
(XR1.0) PARTIAL X-REFITS: POWER SYSTEMS
=============================================
(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 on the ship can be replaced.
(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.
(XR1.3) 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 crew comfort systems. 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. The box on the SSD produces two points of warp power but is still destroyed by a single damage point.
=============================================
(XR2.0) PARTIAL X-REFITS: UNCHANGED SYSTEMS
=============================================
(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.
(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.
=============================================
(XR3.0) PARTIAL X-REFITS: PHASERS
=============================================
(XR3.1) CONVERSION
(XR3.11) All phaser-1s on an XP-ship ship can be converted into phaser-1X at a cost of one point per phaser.
(XR3.12) Up to four phaser-3s on the XP ship are 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) All 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. This can be done for some, all, or none of the phaser-2s on the ship.
(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).
(XR3.22) XP-ships have the larger phaser capacitor of X-ships (XH6.1).
(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.
=============================================
(XR4.0) PARTIAL X-REFITS: HEAVY WEAPONS
=============================================
(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, "war cruisers", and "war destroyers".
(XP4.2) 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.
(XP4.21) 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. There is no reduced price for size-2 ships, which remain at 40 hex range. X-disruptors on XP-ships are not penalized by UIM burnout (XD6.54), assuming they have UIMs or bought them normally.
(XP4.22) 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. 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.
(XP4.23) Replacement of each hellbore costs four points.
(XP4.24) Replacement of each fusion beam costs two points.
(XP4.25) Replacement of each ADD costs two points, but these can also be converted to GX racks.
(XP4.26) Replacement of each Plasmatic Pulsar costs four points.
(XP4.27) Replacement of each Webcaster costs five points.
(XP4.28) Replacement of each Snare costs two points.
(XP4.29) Replacement of each ESG costs three points.
=============================================
(XR5.0) PARTIAL X-REFITS: DRONES
=============================================
(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, 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
Let’s just use a little chart. I like charts. Doesn’t everybody like charts?
Original type X-rack Cost of conversion
A, B, C CX 2
A, B, G GX 4
ADD GX 4
=============================================
(XR6.0) PARTIAL X-REFITS: OTHER SYSTEMS
=============================================
(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.
(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).
=============================================
(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.
(XR7.2) X-MRS: XP-ships cannot operate X-MRS shuttles.
(XR7.3) X-MEGAFIGHTERS: No decision on whether to allow these or not. Very big subject and no time to review it now.
END OF FILE
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