Enveloping Plasma Torpedoes
Moderators: mjwest, Albiegamer
Enveloping Plasma Torpedoes
I drudged this up from an old thread. My game group wants to play FC with EPT's in an effort to get the plasma-chuckers out on the table more.
"If you want to play with envelopers, it would work like this:
- Can only make G/S/R torpedoes enveloping.
- Cost to make a warhead enveloping is the same as the last turn of arming. This energy is applied at the point of launch. This can be done to a held torpedo.
- Warhead strength is doubled.
- Damage is applied as evenly as possible to all of opponent's shields. Defender applies points (and so chooses where the "odd points" go).
- Each shield (or PA bank) is indeed a separate volley. Units without shields just take full damage."
Is there anything else we need to consider?
Thanks
Monty
"If you want to play with envelopers, it would work like this:
- Can only make G/S/R torpedoes enveloping.
- Cost to make a warhead enveloping is the same as the last turn of arming. This energy is applied at the point of launch. This can be done to a held torpedo.
- Warhead strength is doubled.
- Damage is applied as evenly as possible to all of opponent's shields. Defender applies points (and so chooses where the "odd points" go).
- Each shield (or PA bank) is indeed a separate volley. Units without shields just take full damage."
Is there anything else we need to consider?
Thanks
Monty
Not to start with, no.
Do be aware that the power you pay at the point of launch is in addition to the energy applied in Energy Allocation. So, for a Pl-S torpedo, you paid 2 points on the first turn, 2 points on the second turn, and 4 points on the third turn. To launch as an enveloper, you have to spend an additional 4 points at the point of launch.
Do be aware that the power you pay at the point of launch is in addition to the energy applied in Energy Allocation. So, for a Pl-S torpedo, you paid 2 points on the first turn, 2 points on the second turn, and 4 points on the third turn. To launch as an enveloper, you have to spend an additional 4 points at the point of launch.

Federation Commander Answer Guy
- leathernsteel
- Lieutenant SG
- Posts: 196
- Joined: Tue Jun 07, 2011 12:04 am
- Location: Orlando, FL
I have a couple of questions regarding the EPT's (never played SFB, just FC):
1 - If a target has a down shield at the point of impact (for example the #4 shield) but has the remaining 5 shields still up, how do I resolve the damage ? It is taken 100% as internals or distributed evenly on the 6 faces as a mix of internals and shield hits ?
2 - One of the shields collapses during the hit distribution on the 6 shileds. Do the hits in that face becmoe internals or are distributed as extra hits on the ramaining shields ?
I also really like this rule and will try it the next time I play.
1 - If a target has a down shield at the point of impact (for example the #4 shield) but has the remaining 5 shields still up, how do I resolve the damage ? It is taken 100% as internals or distributed evenly on the 6 faces as a mix of internals and shield hits ?
2 - One of the shields collapses during the hit distribution on the 6 shileds. Do the hits in that face becmoe internals or are distributed as extra hits on the ramaining shields ?
I also really like this rule and will try it the next time I play.
- Bolo_MK_XL
- Captain
- Posts: 835
- Joined: Tue Jan 16, 2007 10:00 pm
- Location: North Carolina
You divide the damage evenly regardless of the state of the shields. So, if for example, a ship is hit by a full strength Pl-S, each shield will take 10 points of damage. If a given shield has less than 10 boxes left, the target ship will take internals. (The Pl-S normally does 30 points. Doubled is 60 points. Divide that between 6 shields gives 10 points per shield.)

Federation Commander Answer Guy
It needs to be a standard rule, not BoM. Plasma is useless in Fed Com right now.
I have played a few games with it and it has done exactly as expected - allowed the plasma player to turn off the enemy with fewer plasma comitted.
Patrick and I have planned an organized playtest of the rule, but have not gotten it off the ground yet.
I have played a few games with it and it has done exactly as expected - allowed the plasma player to turn off the enemy with fewer plasma comitted.
Patrick and I have planned an organized playtest of the rule, but have not gotten it off the ground yet.