(FPTW1.0) NEW PLASMA RULES
 
    Revision: January 15, 1999
    Designed by Todd Warnken
 
These modifications can be installed in all Gorn, Romulan, Federation, and ISC plasma launchers. Orion cartels with home territories in a plasma race (Stardust, Omega, Kublai, and Cirentus-Ta) can use these options; all other cartels cannot. Only one modification can be installed on a single launcher but different launchers on the same ship may receive different options.

The BPV cost of any of these options are: plasma-R 5 BPV, plasma-S or G 4 BPV, and plasma-F or D 3 BPV.


 
(FDJHK1.1) FAST PLASMA

  This was developed by the ISC in Y194. It allows the torpedo to move at a speed of 64 (two hexes per impulse). The first move takes place before all other movement by any other units; the second after the target moves. If the target is hit after the first move, resolve the damage before conducting other moves. This option is not available for plasma-D torpedoes.

The high speed is not without drawbacks. Once a plasma has been loaded fast it cannot be downloaded to normal speed, although a normal plasma can be increased to fast by reserve power or rolling delay. Also, the damage done by the plasma is reduced about 10% from the normal. See the tables below for the arming costs and damage ranges.

Fast Plasma Arming Table
Type Turn&1 Turn&2 Turn&3 EPT/SG Hold
R 3 3 6 12 6
S 3 3 5 10 4
G 3 3 4 8 2
F 2 2 4 N/A 0*
* 2 points if downloaded from a larger launcher. To use accelerated arming of a fast F takes 3+3 energy, then 3 points of reserver power.

Fast Plasma Damage Table
Range 0-5 6-10 11-12 13-14 15 16-18 19 20 21-23 24 25 26-28 29 30
Type R 45 45 32 32 32 23 23 23 18 18 18 9 4 1
Type S 27 27 20 20 20 13 13 13 9 4 1 - - -
Type G 18 18 13 13 13 9 4 1 - - - - - -
Type F 18 13 9 4 1 - - - - - - - - -

 
(FDJHK1.1) PLASMA SHIELD

  This option strengthens the plasma from phaser hits. Plasmas with this option require three points of phaser damage to be reduced by one point. With this plasma the final turn's arming cost is increased by one (or two if enveloping or shotgun).


 
(FDJHK1.2) PLASMA GUNSIGHT

  This improves the to-hit table for the plasma bolt (see chart below). Like UIM, there is a one in three chance it will burn out when used. Roll for each launcher separately. If it does burn out, that launcher cannot fire plasma bolts for the next 128 impulses (4 turns). A backup gunsight takes 192 impulses (6 turns) to install. Only one backup may be bought for each launcher.

Plasma Gunsight Table
Range 0-4 5-8 9-12 12-22 23+
To-hit 1-5 1-4 1-3 1-2 1

 
(FDJHK1.2) ADJUSTABLE PSEUDO-PLASMA

  This allows the player to pre-select what type of pseudo-torp the launcher will carry; it does not add a second pseudo-torp. The pseudo may mimic a normal torpedo for that launcher, a downloaded torpedo, an enveloping torp of the normal size, or a normal shotgun(!). This cannot be installed in F or D torps.


 
(FDJHK1.2) PLASMA BOMB

  This allows the launcher to fire a moving bomb. The plasma is ballistically targetted (only) on a single hex. When it reaches that hex, it explodes and damages everything in that hex. ALL units takes damage equal to half the normal damage for that range. Being ballistically targetted, this torpedo cannot be distracted by wild weasels, but can be run out, reduced by phasers, or attracted by a SWACS shuttle. The arming cost is doubled on the third turn of arming. This option cannot be installed on D-torps or ISC rear-firing F-torpedoes.