STAR FLEET BATTLES

SFT 40 - SCARY WEAPONS

SCARY WEAPONS

Some of the scary things around the Star Fleet Universe aren’t ships, but weapons.

(E10.J1) HYDRAN GATLING HELLBORE: There are numerous references to Hydran Gatling Hellbores in Hydran literature, but never in any of the technology texts. This is thought to indicate that the weapon never existed but was a fantasy or metaphorical object. Nevertheless, players may wish to experiment with this weapon in order to determine its effects on tactics.

(E10.J11) DESIGNATION: Gatling hellbores are separate weapons from standard hellbores, not a function of standard hellbores. Gatling helbores are designated GH on the SSD. Replacing a hellbore with a gatling hellbore increases the BPV of the ship by 10 points for each such hellbore replaced.

(E10.J12) ARMING: A gatling hellbore can fire up to four shots. Each shot costs three points of energy (from any source) on each of two consecutive turns. A given hellbore keeps track of each firing chamber separately; each of the four chambers is treated just exactly as a single standard hellbore.

(E10.J13) FIRING: Each shot of a gatling hellbore may be fired independently of the other three shots, but no shot may be fired within four impulses of any previous shot.

(E10.J14) SHIP CONFIGURATION: Gatling hellbores obviously consume prodigious quantities of power. For this reason, it could be assumed that any ship armed with this weapon would have to be given additional power systems. Players may, without cost, convert any of the following systems on a ship armed with gatling hellbores into an APR or Battery, but these APRs or batteries can ONLY be used for the gatling hellbore and not for any other purpose. Systems available for conversion include: Shuttle, Probe, Phaser, Fusion beam, Aux Con, lab, fighter, transporter, or tractor.

(E10.J15) Orions cannot use this weapon.

 

(FD10.2J) KZINTI TYPE–XXI MAGNUM DRONE: The Kzintis tried repeatedly to produce this weapon but failed in every attempt. It is, essentially, a three-space standard drone. It counts as three spaces on a drone rack or in drone storage, and it has three payload spaces. Drones of this type, had they ever been built, would surely have been "restricted" availability.

(FD10.2J1) The "basic" type–XXI drone has three explosive modules and slow speed. This drone costs 4 points (which is one point more than would normally be expected, that extra point being considered a frame-cost surcharge). It would cost one point to replace three type-I drones with this drone in a drone rack. This drone takes eight damage points to destroy.

(FD10.2J2) As the Kzintis tried for decades to build this drone, and might have succeeded at any point, any actual drone built could have had the available speeds of the time they actually succeeded. Speed 12 or 20 would add 0.50 points to the cost; speed 32 would add 1.00 to the cost.

(FD10.2J3) The type–XXI drone has three payload spaces, only one of which is considered "forward". These can carry any of the available modules. All of the various rules for these warhead modules would apply. All standard drone rules apply except as noted.

(FD10.2J4) This drone cannot be carried by fighters (even on "heavy" rails), MRS shuttles, drone captor mines, DefSats, or used in scatterpacks. This drone is three cargo spaces (Annex #7K).

 

(G20.J1) ENERGY MINI-MODULE: Confused reports from an encounter between the Andromedans and the Klingon D7 Chiertain led Federation (but not Klingon) technical intelligence services to conclude that the Andromedans had deployed a miniature energy module to dump power when needed. This report proved to be entirely wrong; there was no such device. Even so, these rules are based on the Federation intelligence reports of the incident of Three Against Cortez

(G20.J11) Energy Mini-Modules (EMMs) are the size of T-bombs and can replace some or all of the T-bombs (but not dummy T-bombs) on any given Andromedan ship, as could PA mines.

(G20.J12) Each EMM can hold up to 24 points of power. Power can be transferred by (G20.31) into but not out of EMMs. Power can be transferred from the ship itself, or from any satellite ships or energy modules which are in the hangar.

(G20.J13) EMMs are dumped overboard by transporter or through the mine hatch as if they were T-bombs or PA mines. Once dropped, the EMM cannot be recovered, as it vaporizes almost immediately, producing a radiation burst equal to 1/3 of the energy contained (in the case of fractions, drop 1/3 and round 2/3 up to the next whole point). This damage affects only drones or fighters in the hex the EMM vaporized in or the six surrounding hexes; it cannot affect ships, PFs, planets, monster, plasma torpedoes, mines, defense satellites, cloaked decoys, web anchors, etc.

(G20.J14) EMMs cannot be transferred between ships.

 

(E11.J1) CONTINUOUS WAVE CAPACITOR: The ISC sought ways to improve the PPD and allow it to fire more pulses. The weapon could not effectively be increased beyond four pulses at long ranges, so the ISC tried to develop a capacitor that would allow additional pulses to be stored for later use, or to extend the cycle of an already firing PPD and give it more pulses. The capacitor system never worked, despite billions spent on research and three Concordium Prizes for Physics given to members of the design team for spin-off products. This rule defines how the system would have worked, had it been possible to make it work.

(E11.J11) Each ship armed with PPDs has one PPC (Plasmatic Pulsar Capacitor) for each PPD. The PPCs are, however, centralized and any given capacitor could be used for any of the PPDs on the ship. PPCs are not on the SSD and cannot be destroyed. (A ship could arm a PPC while repairing a destroyed PPD, allowing that PPD to fire as soon as repairs are complete.) Installation of PPCs increases the BPV of the ship by 14 points per PPC installed. The presence of PPCs does not increase the repair cost of PPDs. The increased rate of fire does not create shock damage (D23.0).

(E11.J12) Each PPC functions as a PPD for arming purposes, but of course it cannot actually fired as a PPD. Energy is used to arm a PPC just as it would be to arm a PPD. PPCs can be overloaded. PPCs can hold energy as PPDs can. Power allocated to PPCs on the current turn can be cancelled by (D22.0) Energy Balance; PPCs are treated as phaser capacitors (D22.15) for this purpose.

(E11.J13) At any point in the turn, any given PPC can be discharged into any PPD on the ship. This might be a PPD which is in the process of firing (pulsing), or a PPD which has recently fired and is therefore empty.

If discharged into a PPD that is firing, the energy from the PPC simply creates additional pulses for the current wave-lock. If firing (pulsing) is stopped after that point (wave lock is lost, voluntary ceasefire, etc.) any unused energy from the PPC is lost.

If discharged into a PPC that is not firing, and not already fully loaded, the energy is simply treated as if it had been sent to the PPD in the first place. For example, if the PPC was armed on the previous and current turn, then completely armed pulses would be transferred. If the PPC was armed on the current turn but not on the previous turn, the energy transferred is treated as the first turn of arming the PPD (just as it was originally the first turn of arming the PPC). If the energy transferred from a given PPC is more than the destination PPD can hold, the excess is lost. A given PPC cannot simultaneously transfer some portion of its energy to one PPD and the remainder to another. One tactic would be to arm the PPD on one turn. Then on the second turn, complete the arming of the PPD and fire it, while giving the PPC the first half of its arming energy, then transferr this energy to the PPD after firing is complete. The process then repeats, allowing the PPD to fire four pulses every turn (although this will slow the ship down considerably).

(E11.J14) Orions cannot use this weapon.

 

 

Copyright 1998, 1999 Amarillo Design Bureau, All Rights Reserved

Updated 16 May 1999