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(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.
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
| - | - | -
| - | - | -
| - | - | - |
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.
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.