By Steven E. Ehrbar (See) on Wednesday, January 26, 2005 - 05:37 pm: Edit |
Found this sitting on my hard drive. It's been ther for a few years, but I'm pretty sure I never actually submitted it:
Exxx0.0) ADDITIONAL PHASERS
These are new versions of the basic phaser.
(Exxx0.1) TYPES OF ADDITIONAL PHASERS
(Exxx0.11) TYPE R - REPEATING PHASER: A development of the ph-2, this phaser could represent a different path for a race that never developed the improved ph-1 fire control.
The terms phaser-R and ph-R are used interchangeably, although ph-R is the most common.
(Exxx0.111) A repeating phaser can be fired up to twice during a single turn. Each firing must occur on a different impulse, and the second firing must be on the impulse immediately after the first and at the same target. A repeating phaser cannot fire more than two shots per turn, nor can it fire more than two shots in a 1/4 turn period. The 1/4 turn period can include some shots fired durning the final portion of one turn and some shots fired during the early portion of the subsequent turn.
(Exxx0.112) The effect of a phaser-R is determined on the phaser-2 table. The first firing in any turn costs 1 energy unit, and the second costs 1/2 energy unit (a total of 1 and 1/2 points for both shots). Fractional accounting (B3.2) may be used if both shots are fired during the same turn.
(Exxx0.153) Shots from a single phaser-R cannot be combined in a narrow salvo, since they fire on separate impulses.
(Exxx0.12) TYPE S - SHOTGUN PHASER: Firing a broader energy beam than a normal phaser, this weapon inflicts damage to shields other than just the facing shield. It costs 1 point of power to fire a shotgun phaser. Damage resolution is explained below.
The terms phaser-S and ph-S are used interchangeably, although ph-S is the most common.
(Exxx0.121) The impact of the weapon is spread over two or three shields. This is not an optional use of the weapon, but the way the weapon always operates. Players can fire the weapon at a single shield by firing it as a phaser-3 (Exxx0.231); in that case, resolve the fire under the normal phaser-3 rules.
(Exxx0.122) If the line of fire is against a single shield, then that shield and both adjacent shields take damage. For each shield, resolve damage separately using the phaser-3 table. All damage is considered a single volley. For phaser directional damage, any points of internal damage may be resolved on any phaser that could fire through any shield penetrated by the volley.
(Exxx0.123) If the line of fire is directly along a hex side (D3.41) and (D3.43), do not determine which shield is hit, but only resolve damage once on the phaser-3 table for each shield.
(Exxx0.124) In the case of size class 6 or smaller units [and monsters, planets (P2.3), small or medium ground bases (P2.76), or other targets which do not and never had shields], resolve damage as if the target were hit by two phaser-3s in a single volley. For example, when fired at a drone, the ph-S would roll twice on the appropriate range column and inflict the sum of the damage rolled.
(Exxx0.125) In the case of Andromedan ships with two groups of PA panels (or interceptors with two shields):
If the ph-S strikes the position of the #1 shield, resolve all damage on the forward panels by rolling on the phaser-3 table three times and combining the results.
If the ph-S strikes the position of the #4 shield, resolve all damage on the rear panels by rolling on the phaser-3 table three times and combining the results.
If the ph-S strikes the position of the #2 or #6 shield, resolve damage on the forward panels by rolling on the phaser-3 table twice and combining the results, and on the rear panels by rolling once on the phaser-3 table.
If the ph-S strikes the position of the #3 or #5 shield, resolve damage on the rear panels by rolling on the phaser-3 table twice and combining the results, and on the forward panels by rolling once on the phaser-3 table.
If the ph-S strikes the border between the #2/#3 or #5/#6 shield, resolve damage once on the phaser-3 table for each shield.
(Exxx0.2) RESTRICTIONS AND CONDITIONS
(Exxx0.21) GENERAL RULES: Except where otherwise noted, the phasers in (Exxx0.1) follow all the normal phaser rules in (E2.2), (E2.3), and (E2.4).
(Exxx0.22) FREQUENCY: Phaser-Rs are exempt from (E2.23); they have their own frequency rule (Exxx0.111).
(Exxx0.23) LOW-POWER: The phasers detailed in (Exxx0.1) can use (E2.25)
(Exxx0.231) Any ph-R or ph-S can be fired as a ph-3 by using only 1/2-unit of power. The ph-R cannot fire a second time in any turn that it has been fired in ph-3 mode, nor may it be fired in ph-3 mode on any turn if it has been fired previously on that turn.
(Exxx0.3) OTHER DATA
(Exxx0.31) DAMAGE: For the purposes of (D4.3221), phaser-Rs fall between phaser-1s and phaser-Gs, and phaser-Ss fall between phaser-Gs and phaser-2s.
(Exxx0.32) REPAIR: Phaser-Rs cost 6 points to repair, and can be hastily repaired as ph-2s or ph-3s. Phaser-Ss cost 4 points to repair, and can be hastily repaired as ph-3s. No other types of phasers can be repaired as ph-Rs or ph-Ss.
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