FPX2.JT.4.0: Gorn Photon-Plasma Torpedoes


I wanted to give the Gorns something a little different.  I wanted to somehow combine the photon torpedo and the plasma torp.  Unable to come up with a satisfactory complete synthesis, I decided to supplement the normal creamy plasma goodness with a crunchy photon center.  Early versions of this had the photon dissipating if the plasma ran out of warhead strength, but I realized that the power-to-damage ratio for that sucked, so now, when the plasma dissipates, the photon shoots itself at the ship it's targeted on.



Concept: Eastern-race engineers always knew that a small object could be placed in relative safety at the center of a plasma torpedo.  This was how plasma torpedoes were guided.  Gorn researchers figured out how to use a modified photon-freezer (based on those used in Federation fighter bays) to inject a standard  photon torpedo into that center area.  The Photon replaced the guidance system and with a little work, the Gorns were able to keep the photon intact over the time it took for the plasma to either impact its target or dissipate entirely, at which point the photon would launch itself at its target.  

Similarity to other Plasmas: Except as noted in these rules, Photon Plasma torpedoes function identically to other plasma torpedoes.  Injecting a photon charge into a plasma torpedo is optional.  The plasma launcher may arm and launch plasma torpedoes without having to launch with a plasma charge.

Eligibility:  D and K plasmas are too small to carry photon charges.  F and larger torps can and did.   

Arming Cost : Plasma arming costs are unchanged.  The presence of a photon charge in a plasma has no effect on the plasma's arming or holding cost.

Injecting a Photon Charge: A photon-plasma launcher may inject a photon charge only into a fully-armed plasma torpedo.  The plasma need not be the largest torpedo the launcher can arm.  This may be done at the moment of plasma launch or bolt or before during impulse activity.  A photon charge may also be injected during impulse procedure of any impulse. One injected, the photon charge may not be removed again.  If the plasma is ejected for any reason, the charge is lost and the presence of the photon charge must be announced.  It is possible to inject a photon charge into a plasma torpedo long before the plasma is launched.  A held plasma carrying a photon charge does not incur any additional hold cost.

Launching: A Photon-Plasma is launched, moves, loses warhead strength and is damaged in all ways as any other plasma torpedo until the moment the plasma torpedo is destroyed at which time the photon charge is fired.  No plasma launcher may fire a photon charge by itself.

Shotgunning a Photon-Plasma:  When  photon-plasma is shotgunned one F-torp must be designated to carry the photon charge at the moment of launch.

Identification and Pseudo-Plasmas: The presence or absence of a of a photon charge is not revealed until and unless the plasma is identified.  Photon-plasma pseudo-plasmas can be set to simulate the presence of a photon charge if identified.  Whether the pseudo simulates the presence of a photon charge or not must be set before the scenario stars and may only be changed between scenarios.

Plasma Impact or Dissipation:  At the moment the photon plasma's warhead drops to 0 or it impacts its target, the photon charge inside is released and attempts to hit the plasma's target.  At range-0, the photon charge uses the overload chart to hit, then uses the standard photon chart at all other ranges.  The photon charge does not hit automatically and must roll to hit in all ways as a direct-fire weapon launched from the plasma's final hex of existence.  If the electronic warfare rules are in play, the photon torpedo does gain the benefit of any ECCM available to the plasma torpedo at the moment of impact or dissipation.  This includes the normal +3 ECCM all plasma torpedoes get and any ECCM from the controlling ship, if any.  Any EW changes made by the controlling ship after plasma impact/destruction are ignored for purposes of photon charge hit/miss.

Photon Impact: The photon charge always impacts during the first Direct-Fire Weapons Segment after the plasma dissipates or impacts.  If the plasma impacts or dissipates during movement, the photon charge will attempt to hit during the DF segment of the same impulse.  If the plasma is destroyed by weapons fire, the photon charge will attempt to hit and damage  its target during the post-weapons fire hellbore damage step.

Bolting: When a photon-plasma bolts in all ways like a normal plasma torpedo.  Damage from the plasma part is figured normally also.  The plasma charge becomes a part of the plasma bolt.  If the plasma bolt hits, the charge hits.  The charge does not roll to hit separately.  The full photon damage is added the plasma-bolt damage.  It is not cut in half as plasma warhead strength is.  EXAMPLE: A M-photon plasma with the photon charge armed is bolted and it hits its target at a range of 4 hexes.  Its full warhead strength is cut in half to 20, then the 8-point photon charge is added for a total damage of 28.

Repair: A photon plasma launcher may not be repaired as any kind of photon torpedo.  The launcher may be repaired as a smaller launcher according to the existing rules.  The photon charge injector system adds +2 points to the repair costs.  The injector is useless without a functioning plasma torpedo to carry the charge.


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