EX2.JT.1.0: The Heavy PPD


I looked at ISC stuff with an eye toward improving the effectiveness of the echelon.  I figured a great place to start would be an improved PPD.  This was originally called the "Advanced PPD."  I decided to change the name.  This critter is my baby so I don't expect anyone else to post variants.  But they're welcome to.



Concept: The HPPD does many things the same way as an X1 PPD.  It simply hits harder and costs more energy.

Arming Costs: The Primary difference between the HPPD and the X1 PPD is that each pulse costs 3 not 2 points of power.  Arming cycle is 6+6 for 4 pulses, can be 3+6 or 6+3 for three pulses or 3+3 for two.  9 points of power on the second turn gives +3 pulses and makes it an overload, +12 gives +4 pulses.  The HPPD holds for 3 points regardless of the number of pulses it is holding.  The HPPD can be fast loaded in one turn for 9 or 12, this produces 3 or 4 pulses respectively.  The 12-point fast-load may not be held. The 9-point fast-load can.

Downfiring: The HPPD may be fired as a normal X1 PPD as long as the total energy held in the PPD is 12 points or less.  If this mode is chosen it operates in all ways as an X1 PPD.  (i.e. If there is energy over 8 in the PPD, it must be fired as an overload, uses the normal PPD chart, etc.)

Procedure: When fired, the HPPD operates in all ways like a normal or X1 PPD, except for the increased damage.  Same myopic zone, same conditions for wavelock, everything.

Balance: 
1) Improvement: Increase Range 4-10 damage to 2+6+2


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