FPX2.JT.3.0: Heavy Plasma Torpedoes (Vorlonagent)


I wanted to give the Romulans a new "oh shit" monster plasma torpedo.  Figuring that the Roms would probably figure out how to bring R-torps into general use in X2, something new would be needed to scare the crap out of everyone else.  So I came up with the Omega of plasma torpedoes, the last, biggest, nastiest.  The 80-point-warhead Type-Z.  Mike Raper had the same idea and came up with the 60-point Type-X.  On my Rom SSD(s) Mike's Type-X torp warhead chart remains as it was set down by Mike.  I like the X, but only +10 points of damage over an R just doesn't seem enough to really evoke that bug-eyed, dry-swallow in a Romulan opponent.  It's also not nearly enough if you swap two mainline Plasmas (M's or R's) for one X.  I designed the Z-torp for exactly this niche.  Together, I call Mike's and my proposals "Heavy Plasma Torpedoes", because they both use a 3-3-X arming cycle.  After the fact, I decided to give the R-torp dual citizenship and an alternate Heavy Torpedo arming sequence.  The R's heavy torp arming sequence is a little inefficient (3-3-4 compared to 2-2-5) because it didn't seem right to give the R a flat 3-3-3 arming sequence and 3-3-5 would be excessive.



FPX2.JT.3.0: Concept - X2 Technology saw a massive improvement in plasma torpedo shielding and arming chamber construction.  The result was the fulfillment of a dream long-cherished by the Romulan Admiralty: a return to the broad use of the Plasma-R.  The problem was, that X2 ships were so fast and so well-defended, the terror of the R-torp had been lost.  The new advances held out a solution here as well.  Romulan engineers were able to design practical plasma torpedoes with a warhead strength above 50.  Two such launchers were designed.  The X and Z-torps.  The X-torp was created by Mike Raper.

FPX2.JT.3.1: Similarity to other Plasmas - Except as noted in these rules, Heavy Plasma torpedoes function identically to other plasma torpedoes. FPX2.JT.3.11: Medium Plasmas - Plasmas that use a 2-2-X arming sequence are considered medium torpedoes.  R-torpedoes marked "Rh" are considered Heavy torpedoes and may use the heavy R-torp arming cycle.  Regular R-torps are considered to be Medium and cannot.  
FPX2.JT.3.12:
Light Plasmas -
Currently, the F is the only Light Plasma, but any possible future plasma that arms with a 1-1-X arming sequence would also be a Light Plasma.

FPX2.JT.3.2: Arming Costs - Heavy Plasmas follow a 3-3-X arming cycle.  They may use all normal plasma arming modes (like shotgun, enveloping, sabot, etc)
FPX2.JT.3.21: Heavy R-Torp Arming Sequence - A R-torp may be armed in a heavy plasma launcher (and only a heavy plasma launcher) using a 3-3-4 arming sequence.  If the launcher is using Rolling Delay, 1 point of reserve power will arm the torpedo as a R-torp (+3 for a X-torp, +5 for a Z-torp).  Normal R-torpedo launchers are not capable of using the alternate arming sequence. R-launchers that can use the alternate sequence are designated as "Rh" plasmas.

 
Plasma First
Turn
Second
Turn
Third
Turn
Fast-Load
Sequence
Envelop/
Shotgun
Sabot
Energy
Standard
Warhead
Shotgun
Torps
Hold
Cost
Rh 3 3 4 3+8 +5 +5 50 4x L 4
X 3 3 6 3+10 +6 +6 60 5x L 5
Z 3 3 8 3+12 +8 +7 80 6x L no

.FPX2.JT.3.22: Arming Non-Heavy Plasmas In Heavy Plasma Launchers - Heavy Plasma launcher can arm Medium and Light plasma torpedoes.  A Heavy Plasma launcher may use all normal X1 arming options available to these torps.  No Medium plasma besides the R-torp may be armed using a 3-3-X (Heavy Plasma) sequence.
FPX2.JT.3.221: Changing Plasmas A Heavy Plasma launcher has a limited ability to change the class of plasma it is arming, usually during the first turn of arming.
FPX2.JT.3.222: Changing Plasma Class - If a Heavy Plasma launcher is currently in the first turn of arming a Light or Medium plasma, Reserve Power may be used to upgrade that plasma to Medium or Heavy.  The total power in the launcher may not exceed 3.

FPX2.JT.3.23: Downgunning  - A plasma being armed  in a Heavy launcher cannot be reduced or converted into a smaller class of plasma.  See FPX2.JT.3.225, FPX2.JT.3.23, FPX2.JT.3.233 for exceptions.  (Example: A launcher arming a Heavy plasma cannot convert it into a Medium or Small plasma)
FPX2.JT.3.24: Second and third Turns of Arming - On the later turns of arming, the launcher options are the same as for any X1 plasma launcher.  The plasma's class (Light, Medium, Heavy) is set and cannot be changed.  The plasma can still be fast-loaded, armed as a 2-turn torp, enveloped, shotgunned, sabotted, etc. at the normal points in the plasma's arming sequence.
FPX2.JT.3.25: Eject and Start Over - At any point in impulse procedure of any turn of plasma arming, a plasma launcher can eject the plasma it is arming and restart arming from scratch using reserve power.  The amount of energy in the plasma launcher at the time of ejection must be announced.

FPX2.JT.3.26: Fast-Loading  - A Heavy Plasma launcher can fast-load a 2-turn plasma torpedo through a version for the normal rules.  As with X1 fast-loading, reserve power may be used to fast-load a plasma.
FPX2.JT.3.261: Fast-Loading A Heavy Torp:  To 2-turn-arm a R-torp, Second-Turn arming energy between EA and any Reserve Power must total 8, 10 for an X, for 12 a Z.  A torpedo may not be fast-loaded as a type larger than the launcher could otherwise arm.  EPT or Shotguns may be armed for the appropriate additional energy.  
FPX2.JT.3.262: Fast-Loading A Smaller Torp: When a Heavy torpedo launcher is fast-loading a medium plasma, that plasma may be fast-loaded according to the X1 rules to any size up to and including R.  X and Z torps may not be fast-loaded under these circumstances.  Similarly, Light plasmas may be armed according to their X1 rules but may not fast-loaded to any kind of Medium or Heavy plasma.
FPX2.JT.3.263: 2-Turn Heavy Torp: A Heavy Plasma launcher in the second turn of arming (and using the 3-3 arming arming sequence) may fire a 2-turn torpedo by allocating 3 points of reserve power to the heavy plasma launcher.  The plasma produced is a S-torp.  As with normal fast-loading reserve power must also be used to fast-load a torp.

FPX2.JT.3.27: Shotgunning Heavy Plasmas - Heavy Plasmas Produce L-torps when shotgunned, not F-torps.  A R-torpedo armed in a heavy plasma launcher will shotgun as a Rh plasma (4x L-torps) if armed as a Heavy plasma or as 5x F-torps if armed as a Medium plasma.  Medium and Light plasmas shotgun (or can't) normally according to their existing rules.

FPX2.JT.3.28: Holding Torpedoes - The Type R and X torpedoes may be held for 4 and 5 points of power respectively.  The type-Z may not be held.  Once armed it must be launched at the end of the turn or ejected.  As with smaller plasma launchers, a Type-Z launcher may arm a torpedo as a Type-Rh or Type-X and hold the plasma that way.  The additional arming energy to bring the torpedo up to Z strength may be paid on any subsequent EA or on any impulse using reserve power.  A Type-X launcher may this procedure to arm a Rh-plasma and use additional power to bring it to type-X strength later.  Medium and Light plasmas may be armed, held and upgraded according to their normal rules.  Thus, any Medium plasma being held in a Heavy launcher can be upgraded to an R-torp using reserve power.

FPX2.JT.3.3: Swivel Mounts - Heavy plasma torpedoes are too big to use swivel mounts.  They use 120-degree fixed firing arcs.  The one exception is the Type-Rh plasma.  If other X2 plasma rules allow a normal R-plasma launcher to use Swivel mounts, the Rh launcher will use them as well. 

FPX2.JT.3.9: Balance
FPX2.JT.3.91: Improvement - Shotgunned Rh, X or Z Launchers Create S-Torps -  A Heavy Plasma launcher would produce 3x S-torps shotgunning a Rh plasma, 4x S-plasmas for an X and 5x S-torps for  a Z.
FPX2.JT.3.92: Improvement - Upgrading A Held Plasma - An X or Z launcher holding a Medium plasma may use FPX2.JT.3.28 to upgrade that plasma to X or Z if it ends the turn holding the medium plasma as a R-torp and hold cost is paid at Energy Allocation.  Light plasmas may not be upgraded to Medium or Heavy plasma.


Return to the Section F Rules
Go to Vorlonagent's X2 Page
Drop a line to Vorlonagent