Vorlonagent's X2 Technology

This is a write-up of the technology used by the X2 ships listed here.  Any resemblance to X2 technology elsewhere (especially at at the ADB's X2 topic) is intentional.  When I list an idea by someone else.  I should give credit where it is due.  Systems are currently in the order I wrote them up in.  I have not made any semblance of trying to group them.

These articles are periodically edited because they're mine and it's my site.

Many weapons include a "Balance" section.  It's not there because I can't make up my mind about how I want the system to work.  It's there in case someone says, "I like the system but it needs something" or "it's a little too good".  I thought I'd throw in a few ways of helping even things out.

Index of Rules

Advanced Structural Integrity Field  ISC Heavy PPD ISC Canister Plasma Torpedoes ISC Plasma Caster
Romulan Heavy Plasma Torpedoes Gorn Photon-Plasma Torpedoes Gorn Photon Freezers Kzinti Phaser Matrix
Kzinti Drone Array

The Advanced Structural Integrity Field (ASIF)

Designer's Notes: I had one or two ideas on advanced technology based on thinking about doing ships from Babylon 5 in SFB. I came up with the ASIF when I wondered how I would work the super-advanced Vorlons and Shadows in SFB. How would I make them tougher without padding the ships with a lot of pointless hull or other systems. I didn't want armor because armor is 1) restricted to old-tech and 2) it only provided surface protection. It would not give a feeling of "toughness." Big shields by themselves have the same problem as 2). So I decided to shield each line of the DAC. I could control how tough a ship would be at each column by varying the amount of shielding. Applied to 2X ships, I could also vary the depth and protection to provide additional racial flavor. 

Concept: All starships use structural integrity fields to hold the ships together during warp travel and against the intense energies thrown at a ship in combat.  This is done transparently in previous grades of technology, more or less enabling the ship to take damage according to the DAC. The ASIF takes this to a new level by actually giving an amount of defense against damage.
The ASIF was used by all major powers on X2 warships.  It is a hull modification and therefore cannot be mounted in option mounts.
The ASIF costs the same as the cost of going from minimum shields to full shields.  For SC4 units, the cost is 1/2, SC3 is 1, SC2 is 3.  The power may come from any source.  The power may come from reserve power.
Operation: The ASIF is raised or lowered at the same time and  under the same rules as normal shields.  The ASIF may be raised and lowered independently from other shields.  It may not be raised in response to combat damage.  An operating ASIF may be reinforced in response to combat damage (see Reinforcement below)  The ASIF is independent from other shields on the ship.  It may be raised regardless of whether the ship is using full, minimum or no shields.
Procedure: The ASIF is a single 360-degree shield that blunts penetrating damage by shielding some or all of the columns of the DAC.  The ASIF display on the ship's SSD shows the shield boxes designated for the DAC columns it defends. When a point of damage would normally be done to a column protected by an undestroyed ASIF box, a box on the corresponding column of the ASIF display is marked off instead.  When all boxes for the column are marked as destroyed, damage is allocated normally using established DAC procedures.  The player must record damage to the ASIF before recording any damage to the corresponding column of the DAC (or deeper columns).  He may not choose to let some damage through.
Reinforcement: The ASIF may be reinforced by either general or specific reinforcement.  Reinforcement fills in the ASIF starting from the deepest columns working out toward the "A" column.  Each column must be filled in before reinforcement can fill in the next column.  If the "A" column is entirely filled, the reinforcement adds onto the "A" column.
EXAMPLE: An ASIF with all its "A": column boxes destroyed as well as 4 of 6 boxes of its B column, is reinforced with 6 points of specific reinforcement.  All 4 points of "B" column damage would have to be filled in before any reinforcement would defend the "A" column.  Since the reinforcement is cut in half, the "B" column gains 3 points of those 4.
General Reinforcement: The ASIF uses the ships general reinforcement system.  Under normal circumstances, a ship's general reinforcement would be exhausted before the ASIF would be able to use it.  If circumstances (example: leaky shields) allow the ship to take damage while still having some general reinforcement left, the ASIF can be considered to be reinforced by 1 box per 2 points of general reinforcement, rounding up When the ASIF takes damage, 2 points of general reinforcement must be consumed if possible.
Example: 3 or 4 points of general reinforcement would equate to 2 points of general ASIF reinforcement.
Specific Reinforcement: The ASIF may be reinforced by 1 point per 2 points of power allocated to specific reinforcement, rounded down.
Example: Allocating 4 points of power to specific ASIF reinforcement produces two points of reinforcement.  3 points would produce only 1.
Precedence: If an ASIF is reinforced with both General and specific reinforcement, General reinforcement is consumed first.
The ASIF may be repaired my any means open to shields (repair points, CDR and energy allocated to Damage Control).  2 points of Damcon energy or points of CDR will repair 1 ASIF box. 
Repair Order: The ASIF box repairs similarly to reinforcement.  All deeper ASIF columns must be completely  repaired before a shallower ones may be repaired.
Single Source only: The ASIF can only receive repairs from one source per turn.
EXAMPLE: An ASIF has been destroyed down to the "D" column, which has 4 points in it and has taken 2.  6 points of power is allocated to Damage Control,  repairing 3 ASIF boxes.  The two "D" column boxes must both be filled in before any "C" column boxes can be filled in.  Result is 2x "D" column boxes and  1 "C" column box get repaired.

Sample ASIF Chart: ISC XCC:  This Chart shows 
8 boxes of protection to the "A" and "B" columns,
7 to "C" and "D", 
5 to "E", 4 to "F",
3 to "G" and
2 to "H" and "I".


1) Reduction - ASIF uses the "leaky shield" rules, allowing 1 out of every 5 hits to bypass the ASIF entirely.  
2) Reduction - Transporters are considered to be blocked as if by general reinforcement when the ASIF is powered, raised and has any undestroyed boxes  in the "A" or "B" columns.
3) Improvement - The ASIF can be repaired at the same rate as other shields.
4) Improvement -  Reinforcement to a ASIF is not cut in half
5) Improvement -  Reinforcement and/or repairs may be made to a new column if there is at least one box in a previous column. 
EXAMPLE: If we have a ASIF with its "D" column down by 2 boxes and have repaired 3 ASIF boxes, we could skip repairing more "D" row boxes (there's) 2 already there, repair 1 "C" column, box, which would enable repairing one "B" column box, and finally repair one "A" row box.  The "A" row could then be reinforced if needed or repaired further in a future turn.

The ISC Heavy Plasmatic Pulsar Device (HPPD)

Designer's Notes: 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.  

Concept: The HPPD does many things the same way as an X1 PPD.  It simply hits harder and costs more energy.
Deployment: This system was built exclusively by the ISC.  Some examples found their way to the Orion Pirates.  The system can only be placed in X2 technology option mounts and requires 3 adjacent option mounts.
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.  Same myopic zone, same conditions for wavelock, everything.
HPPD Chart:



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

 ISC Canister Plasma Torpedoes

Designer's Notes: Following up on improving the PPD, I decided to work on ISC plasma.  Large plasma functions sort of like polearms behind the ISC's SC4 shield wall, punishing anyone who engages or tries to penetrate the wall, letting the archers (PPDs) pick them off at a distance.  Seemed to me a plasma polearm that you could swing once every three turns was awful slow, so I made up canister plasma to speed up the firing rate.  To counterbalance the considerable advantage, I shrunk the ISC's plasma torp sizes back to General War standards (S- and F-torps).  Going back to F-torps from L-torps also helped the ISC power situation when reloading.  The 2-2-3 arming cycle for all those lateral L-torps just seemed like a constant drain the last time I sat in an ISC CCX's command chair.

Concept: ISC engineers applied Plasma-D/K technology to larger plasma torpedoes, creating a reusable canister system that would hold an entire F-torp or the first two turns of arming for L and larger torps.  Only F, L, G and S torps were eligible for the canister system.  Launchers larger than S-torps proved completely incompatible with the canister system.  The ISC embraced the canister system and discontinued all use of larger types of plasma.
Deployment: This system was built exclusively by the ISC.  Some examples found their way to the Orion Pirates.  The system can only be placed in X2 technology option mounts.  Canister plasmas fit into option mounts in the same way as non-canister plasma torpedoes of the same size.
Arming Costs: The Canister system does not itself change how plasmas are armed or held in the launcher.  Canisters serve only as storage units.  They cannot be be used to arm a plasma torpedo in and of themselves. 
Number of Canisters: Each plasma launcher has two canisters associated with it. Neither canisters or torpedoes may be transferred to a different launcher.  (Exception: Plasma Caster) All canister contents are lost when the plasma launcher is destroyed.
Holding Cost:
Canisters hold their contents independently from each other and any plasma being armed or held in the launcher.  Canisters hold their contents for free.  This does not alter the cost of arming or holding a plasma in the launcher.
Firing Rate:
A given Canister plasma launchers may not launch or bolt more than one plasma per turn or within 8 impulses of launching or bolting a previous plasma.  Lateral F-torps remain under those restrictions as well.
Weapon Status:
  Ships do not always start a scenario with their canisters prepared.
WS 0 The plasma launcher and all canisters are empty
WS 1 The launcher is empty but may have one canister loaded with the player's choice of a plasma torpedo in its second turn of arming or a complete F-torp.
WS 2 Both canisters are loaded per WS-I prior to Turn 1 EA.
WS 3 The launcher is holding an torpedo per (S4.1) and other applicable rules and both canisters are loaded per WS-1.




Plasma Transfer Procedure: A plasma may be transferred to or from a canister at the end of a given turn.  Only one transfer operation may occur, either from the launcher to a canister or from a canister to a launcher, not both.  A canister must be empty to accept a plasma transfer. 
At no time
can a F-torp be converted into a second-turn-armed proto plasma torpedo.  Transfers to and from canisters and launchers conserve the state of the contents.  A F-torp transferred to a canister will always return to the launcher as a F-torp.  A F-torp armed in the launcher may not be transferred to a canister as a second-turn proto-plasma.  Nor can a held second-turn proto-plasma be changed into a F-torp except by the established rules of plasma arming.
Transferring the contents of a canister to a non-empty launcher will force the launcher to eject its contents.
F-Plasmas must be completely armed and ready to fire before they can be transferred to a canister.  Fast-loaded F-torps in larger launchers are just as eligible for transfer to a canister as a normally-armed F-torp in a F-launcher.  These rules do not grant the F-Plasma any new arming options beyond transfer to/from a canister. 
Plasmas larger than F must have completed a minimum of their second turn of arming (or be held under rolling delay) before being eligible for transfer to a canister.  Plasmas in their third turn of arming may also be transferred to a canister but the third turn of arming must be ejected and the amount of energy used in the third turn must be announced.  The actual nature of the ejected third turn need not be announced.  All non-F plasmas transferred to a canister become identical second-turn proto-plasmas.  They do not retain any characteristics of their third turn of arming.  EXAMPLE: A plasma-S is armed as an enveloping non-sabot torp but the turn ends before a firing opportunity occurs.  The ship transfers the torp to an empty canister, announcing an 8-point plasma ejection.  when returned to the launcher two turns later, it could be armed any way possible: sabot, no sabot, standard, shotgun or enveloping again. It would not be limited to rearming as a non-sabot enveloping torpedo.  If it were armed as a sabot torpedo, it would lose its sabot status upon transfer.

1) Reduction - Decrease the number of canisters associated with a launcher from two to one.  This can be done across the board, to F-torps or just lateral F-torps.
2) Improvement -Substitution transfer.  The contents of a canister and the launcher may switched even if both have plasma torps or proto-plasmas
    in them.
3) Reduction - Transferring a plasma to or from a canister costs 1 point of power.  If using the "Substitution" improvement, the cost is one point of power per plasma moved.  If plasmas are simultaneously moved from and to the launcher the cost would be 2 points of power.
4) Improvement - Canisters may hold first-turn-arming proto-plasmas.
5) Improvement - Allow a L or larger canister-plasma launcher to fast load an empty launcher to the second-turn arming status in one turn for 5 total power.
5) Reduction - Canisters are not reusable.  They are destroyed when their contents are removed and replaced between scenarios.

 ISC Plasma Caster

Designer's Notes: I originally built the Plasma Caster as an improvement to the F-torp box, but got concerned about the potential advantages, especially when it's mounted on forward-firing gunline ships. I had been playing with the idea of a Plasma Caster as a separate box on the SSD and decided that was the way to go.

Concept: ISC engineers created a short-ranged warp slingshot system capable of tossing a small plasma (F, D or K) up to 50,000km (5 hexes) from the ship.  ISC engineers only mounted them near F-plasma launchers and D-racks on the theory that larger launchers would usually be arming large torpedoes that could not be cast.
Destruction: Plasma Casters are destroyed on Drone hits.
Deployment: This system was built exclusively by the ISC.  Some examples found their way to the Orion Pirates.  The system can only be placed in X2 technology option mounts.  A Plasma Caster uses a single option mount, but can only accept plasmas from a canister plasma launchers in the same block of option mounts as it is.
Weapon Status:  Because they cannot hold plasmas, Plasma Casters always start the game empty of Plasma.  At WS-2 or WS-3, a plasma caster may start the game holding a slingshot charge.
Usable Plasma types: Only a F, D or K plasma may be launched using a Plasma Caster.  L and larger torpedoes may not.  A new plasma variety may only launch via a plasma caster if its rules specifically allow it.
Launch Rate: The Plasma Caster may not launch more than one plasma per turn or within 8 impulses of a previous launching.
Arming Costs:
The plasma caster requires 2 points of warp power to arm. Arming energy may come from reserve power.  The arming cycle is identical regardless of the type of plasma to be launched.  Plasma Casters may be held for 1 point of power (any source) on subsequent turns. 
Cannot arm Plasmas:
Plasma casters cannot do anything with a plasma torpedo besides launch it.   This includes but is not limited to arming, saboting, bolting and holding  plasma torpedoes.
Holding: A Plasma Caster may hold its slingshot charge for 1 point of power from any source.
Cannot Hold Plasma: A Plasma caster cannot arm or hold a plasma torp.  A caster must eject any unlaunched plasma at the end of any given turn.
Transfer Procedure: A fully armed plasma (commonly a F-torp, but never larger than a F-torp) may be transferred from a launcher to a Plasma Caster if it is associated with that caster. Plasma caster and launcher associations are defined in the ship's description.  Only canister plasma launchers may transfer a plasma to a Plasma Caster.  D-racks are considered canister plasma launchers for purposes of these rules.
Counts as a Firing: When a plasma is transferred to the Caster, the transferring launcher is immediately considered to have launched a torpedo that turn regardless of when or if the Plasma Caster launches the torpedo.
Shotgun: A plasma caster cannot accept transfer of a plasma created by a shotgun.
Eligible Plasmas: Only the plasma actually in the launcher may be transferred to a Plasma Caster.  Plasmas in canisters may not be transferred.
Transfer Timing: Transfer to a plasma caster may take place on any impulse.  The launcher is treated in all ways as having launched the plasma.
One-Way Transfer: Once a plasma is transferred to a Plasma Caster, it may not be transferred back.  It may be ejected at the end of a turn.
One Transfer per Turn: At no point may a Plasma Caster have more than one plasma transferred to it on any given turn.
D-Plasmas: D- and K-Plasmas are transferred from their racks more or less the same way as F-torps.  The rack may transfer any torpedo stored in the rack.  The Caster will not accept an un-armed D- or K-torp and cannot arm one.  A D-rack must be eligible to bolt a torpedo in order to transfer to a Plasma Caster.  The rack is immediately considered to have bolted a plasma if it transfers to a Plasma Caster regardless of when or if the Caster launches the plasma.
Launch Procedure: Plasmas launch from a Plasma Caster at the same point in the Sequence of Play as normal plasma launches.  The plasma may be placed anywhere within the Plasma Caster's firing arc from the ship's hex up to 5 hexes away.
Required Use: The Plasma Caster must use its slingshot charge to launch plasma. It cannot choose to simply release the plasma and continue to hold the slingshot charge.  Nor can it launch a plasma in any way (other than ejecting) without the slingshot charge.
Firing Arc: The Plasma Caster has its own firing arc.  It does not use the firing arc of the launcher it got its plasma from.  The plasma may be placed in any hex of the launcher's firing arc up to 5 hexes from the ship.
Plasma Facing: A plasma launched by a Plasma Caster may only face those directions consistent with the Plasma caster's firing arc. 
EXAMPLE: A plasma Caster-armed ship facing A fires a Plasma Caster with an AP firing arc.  The plasma may be placed anywhere up to 5 hexes away from the ship in its AP arc, but the plasma may only face C, D, or E.  If the ship were facing C, the plasma would be limited to facing A, F or E.
Starting Conditions: Once the plasma is placed in its destination hex, it functions in all ways as if it were launched from that hex.  Its turn and slip modes start out at 0, etc.
Plasma Casters operate only on armed or held plasmas.  They may not bolt a plasma themselves or cast a plasma bolted in its launcher.
Independence of Operation: The act of launching a plasma from a Plasma Caster does not in any way affect the launcher it got the plasma from.  Transferring the plasma to the caster is the only way a Plasma Caster can affect a launcher.
Pseudo-Plasmas: Plasma launchers with available pseudo-plasmas may transfer a pseudo-plasma to a Plasma Caster instead of a real plasma.  The pseudo is handled in all ways as a real plasma.  Launching a pseudo in all ways counts as firing the Plasma Caster.
Restrictions and Conditions:
Lateral Fire Control: Plasma Casters associated with ISC lateral plasma torpedoes are integrated into the same defensive fire control system.  The plasma Caster is effectively another plasma launcher for purposes of those rules, including the restriction on launching more than one plasma at SC 4 or larger targets.
Crossing Distance: Plasmas launched by a Plasma Caster do cross intervening distance.  And do interact with intervening terrain.
Following a straight line: Cast plasma is always assumed to follow a straight line between its launching ship and its destination hex.  That line would be used to determine which hexes it travels through and any terrain it interacts with along the way.
Webs: Plasma casters may launch plasma normally into or through 0-strength web or cast web that has not yet solidified.  Plasma casters may launch plasma into web of greater than 0-strength but not through.  The plasma is treated in all ways as if it has been snared in the web normally.  The plasma does not get "credit" for any unused hexes of caster range, nor does being caught in the web affect the plasma in any abnormal way.
Asteroids and Dust Clouds: A cast plasma is damaged by any asteroids or dust clouds it travels through or into to get to its destination hex.  They are damaged as if moving at speed-31 by each intervening hex the plasma enters or travels through.  A plasma launched at range 0 does not incur damage even if the ship is currently in a terrain hex.  A cast plasma interacts normally in all ways one it is placed in its destination hex. 

1) Reduction - Decrease the caster range from 5 hexes to 3.
2) Reduction - Eliminate the holding function for the Caster itself.
3) Improvement - Allow the plasma caster to hold F-torps for 1 point and D- or K-plasmas for free.

Romulan Heavy Plasma Torpedoes

Designer's Notes: 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) because it didn't seem right to give the R a flat 3-3-3 arming sequence and 3-3-5 would be too expensive.

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, the X and Z-torps, were built.  The X-torp was created by Mike Raper
Similarity to other Plasmas: Except as noted in these rules, Heavy Plasma torpedoes function identically to other plasma torpedoes.  
Limited Deployment: SC4 and smaller units may not mount X or Z plasmas.  SC3 units mounting X or Z launchers are subject to shock unless stated otherwise in their ship description (Re: XKE).
Deployment: Heavy Plasma torpedoes were deployed exclusively by the Romulans.  Some launchers fell into Orion hands as everything seems to do.  Heavy Plasma torpedoes can only be placed in X2 technology option mounts.  Rh torpedoes required 2 adjacent option mounts, X torpedoes require 3, Z torpedoes require 4.
 Medium Plasmas: Plasmas that use a 2-2-X arming sequence (exception: the L-plasma) are considered medium torpedoes.  The R-torp can be considered either medium or heavy torpedo.  R-torpedoes marked "Rh" are considered heavy torpedoes and may use the alternate R-torp arming cycle.  Regular R-torps are considered medium and cannot.
Light Plasmas: Light plasmas are L, F, D and K plasmas, along with any others that might use a 1-1-X arming sequence or have a warhead smaller than a L-torp or may not use special arming modes like enveloping, shotgun, etc.  Note that the L-torp is considered a light plasma and a G-torp is considered medium.  
Arming Costs: Heavy Plasmas follow a 3-3-X arming cycle.  They may use all normal plasma arming modes (like shotgun, enveloping, sabot, etc)
Plasma First Turn Second Turn Third Turn Warhead Envelop/
Shotgun/ Sabot
Hold Cost Fast-load sequence SC3 Shock
First Launch Later Launches
Rh 3 3 4 50 +5 4x L 4 3 + 8 0 0
X 3 3 6 60 +6 5x L 5 3 + 10 1d6-1 3
Z 3 3 8 80 +8 6x L no 3 + 12 1d6+1 4

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.  Heavy R-plasmas and heavy R-launchers are designated "Rh".
Rolling Delay:  Heavy torpedoes may use rolling delay by allocating 3 points of energy (any source) on the third turn of arming. During the turn, 1 point of reserve power will finish arming the torpedo as a R-torp, 3 for a X-torp, 5 for a Z-torp. 
Arming Non-Heavy Plasmas: Heavy Plasma launcher can arm plasma torpedoes using 2-2-X or 1-1-X arming sequences.  Once an arming sequence is started, the launcher may only produce a plasma appropriate to the sequence.  A torpedo began as a medium plasma can only end in the creation of a medium plasma (Same for small, and heavy plasmas). The launcher cannot "shift gears".  A launcher may eject a plasma and start from scratch with reserve power.  A heavy plasma launcher may use all normal X1 plasma arming options.  No medium plasma besides an Rh-torp may be armed using a 3-3-X sequence.
Shock:   The following rules are in effect for all ships using X or Z plasmas.  Exceptions will be handled in the ship's description.  SC3 units operating X or Z launchers will normally incur shock (exceptions in ship description, i.e. Romulan XKE).  SC2 and large ships will not incur shock.  SC4 and smaller units may not mount X and Z launchers.
Shock Rating: SC3 ships are assumed to have a shock rating of 16 unless stated differently in a ship description.
SEPs: Unless stated differently, launching or bolting a Type X plasma incurs 1d6-1 SEPs if no X or Z plasma has been launched within 32 prior impulses.  Launching an X-plasma within 32 impulses of a previous X or Z plasma launch incurs 3 SEPs.  Launching a Type Z torpedo when no X or Z torpedoes have been launched for the previous 32 impulses incurs 1d6+1 SEPs.  Lauching a Z plasma within 32 impulses of a previous X or Z torpedo launch incurs 4 SEPs.  A SC3 ship may launch a Rh or smaller plasma without incurring shock.
Shotguns and Envelopers:
Unless stated otherwise, launching a shotgun or enveloping plasma counts as launching two normal plasmas of the same type.  Assuming a first launch, a ship would take 1d6+2 SEPs for launching a shotgun or enveloping X plasma or 1d6+5 for a shotgun or enveloping Z torp.  A launch within 32 impulses would simply be +6 SEPs (X torp) or +8 (Z torp).  A bolted shotgun or enveloping plasma counts as a single launch, not a double.
Shotgunned Heavy Torps: Heavy Plasmas Produce L-torps when shotgunned, not F-torps.  A R-plasma in a heavy plasma launcher will shotgun as a Rh plasma if armed using the 3-3-9 shotgun sequence or as 5 F-torps if shotgunned using the 2-2-10 shotgun sequence.
Fast-Loading a Heavy Torp: 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.
Fast-Loading a Heavy Torp: If the first turn of arming is 3 points, the torpedo may only be fast-loaded as a heavy plasma torp (Rh, X, Z).  If the second-Turn of arming is 8, the torpedo may be armed as a R, for 10 a X, for 12 a Z.  A torpedo may not be fast-loaded as a type larger than the launcher could otherwise arm.  EPT, sabot or Shotguns may be armed for the appropriate additional energy.
Fast-Loading as a Smaller Torp: If the First-turn of arming is 2 points, a heavy torpedo launcher may be fast-load a plasma according to the X1 rules to any size up to and including R-torps.  X and Z torps may not be fast-loaded under these circumstances.
Holding Torpedoes: Type Rh and X torpedoes may be held for 4 and 5 points of power respectively.  Atype-Z plasma may not be held.  A Z-plasma 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 per existing plasma rules.  A Type-X launcher may use this procedure to arm a Rh-plasma and use additional power to bring it to type-X strength later.  It may not arm a torpedo as a Z.  Medium or light torpedoes in a heavy plasma launcher may not be upgraded to a X or Z torps.  They may be upgraded to R-torps according to the normal plasma rules.
Swivel Mounts: X and Z launchers are too big to use swivel mounts.  Type-Rh plasma launchers can.  The advances in shielding and construction that made the X and Z plasmas possible resulted in an R-torp compact enough to use swivels.

1) Improvement - Allow shotgunned Rh, X or Z torps to use S-torps instead of L-torps.  Under these rules a Rh torp would shotgun for 3x S-torps if armed and shotgunned as a heavy plasma.  It would still shotgun for 5x F if armed as a normal 2-2-10 shotgun R.  The X and Z torps would produce 4 and 5 S-torps respectively.
2) Improvement - If a medium or light torpedo held in a X or Z launcher is upgraded to an R-torp it may be further upgraded to X or Z on the following turn if the hold cost is paid at Energy Allocation.


Gorn Photon-Plasma Torpedoes

Designer's Notes: 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 rule had the photon dissipating if the plasma ran out of warhead strength, but I realized that it created a sucky power-to-damage ratio.  Now, when the plasma dissipates, the photon shoots itself at the plasma's target.

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 photon charge equivalent to a standard-load photon torpedo into that center area.  The Photon charge replaced the guidance system and with a little work, the Gorns were able to keep the photon charge stable 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 photon charge.
Deployment: The photon-plasma system was produced exclusively by the Gorns.  Some weapons found their way into Orion hands.  The system can only be placed in X2 technology option mounts.  Photon-plasmas take up the same number of adjacent option mounts as non-photon plasma launchers.  Despite using photon torpedo technology, the Gorns developed the system without Federation help and chose not to share it with them.
Weapon Status:  Photon Plasmas follow normal plasma weapons status rules.  Exception: at WS-3 any launcher that is holding a plasma at the start of the game may start the game holding a photon charge.
  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. 
Holding Cost: The plasma in a photon-plasma launcher holds normally for its size.  A plasma with a photon charge injected into it does not incur any additional holding cost.
Injecting a Photon Charge: A photon-plasma launcher cannot accept transfer of a photon charge unless it is carrying a fully armed plasma torpedo.  the torpedo need not the the largest size the launcher can arm, however.  This may be done at the moment of plasma launch, carronade or bolt.  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 must be ejected also.  The presence of a photon charge must be announced.  An ejected photon charge is simply lost regardless of why it is ejected. 
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.
Maximum Charge: A plasma torpedo cannot contain more than one photon charge.
Once Per Turn: A given plasma launcher cannot inject more than one plasma per turn.
Pseudo-plasmas: A pseudo-plasma may have a photon charge injected into it.  It functions exactly as if it were a normal plasma and will launch the photon charge at the appropriate time(s).  This ability does not allow a pseudo to be bolted or carronaded.
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 of the plasmas must be designated to carry the photon charge at the moment of launch.  The limits placed on the plasma launcher preclude more than one photon charge in a shotgun.
Identification and Pseudo-Plasmas: The presence or absence of a of a photon charge in a plasma is not revealed until and unless the plasma is identified or destroyed/impacts.  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. 
Real Photon Charge:  A pseudo-plasma carrying a real photon charge will show a single photon charge ragrdless of whether it was set to simulate one.  The actual photon charge will outshine the simulated one.
Identical: Photon-plasma Pseudo-torpedoes function in all ways like X1 pseudo-plasmas.  They may be used as ECPs, etc.
Phaser Damage: Photon-plasmas are damaged normally by phasers and phaser-like effects.  The photon charge cannot be damaged or destroyed by any means.  It is unaffected by phaser damage and does not interact with ESGs.
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.  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 Second Hellbore Firing Opportunity of the same impulse.
Cannot Change Target: The photon charge can only shoot at the target of the plasma it is embedded in.  If that target is destroyed or otherwise rendered unavailable (stasis) or illegal, the photon charge is lost.
To-Hit: Once released, the photon charge does not hit automatically.  It is treated in all ways as a direct-fire weapon launched from the plasma's final hex of existence.  The Photon charge uses the photon torpedo hit chart but has no myopic zone.  At range 0-1, the photon charge uses the overload chart to hit, then uses the standard photon chart at all other ranges.   
Electronic Warfare: If using electronic warfare, the photon charge gains 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.  The target's EW situation is not assessed until the photon charge rolls to hit.
Bolting: 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.  Its warhead is not cut in half as plasma warhead 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.
Carronade: A plasma launcher capable of using the Plasma Carronade option acts the same way as a bolted plasma.  The photon damage is added to the carronade damage.  If for any reason the carronade does no damage, the photon charge is considered to have missed.
Complete Plasmas only: A photon charge cannot be injected into an incomplete plasma.  A launcher that carronades a plasma in its first or second turn of arming (or under rolling delay) or other incomplete states of a plasma torpedo, cannot inject a photon charge into the plasma. If the plasma becomes fully armed, even if at the moment of carronade or bolt, it may accept the injection of a photon charge.
A photon plasma launcher may not be repaired as any kind of photon torpedo.  It may be repaired as a non-photon plasma at a discount of 2 points.

1) Improvement - Allow a photon charge a "second chance" roll to hit a target if its plasma is bolted and misses (or in teh case of a 0-damage carronade).
2) Reduction - The photon charge must roll to hit a target independently in all cases of plasma bolts and carronades.

Gorn Photon-Freezer System

Designer's Notes: I originally intended each plasma torpedo to be outfitted with its own photon-freezer box.  As I wrote out the Photon-Plasma rules, it occurred to me that it would be awkward to keep track of two different arming sequences, so I decided to do what I did with the ISC plasma caster: Split the photon freezer away from the plasma and have it be a system box in its own right. 

Concept: The Gorns outfitted their ships with photon freezer units capable of arming the photon torps needed for their plasmas.  These were patterned after the photon freezer boxes found in some Federation carriers.  A high-speed, short-distance, hard-wired transporter system connected a freezer with a plasma launcher. 
No Independent Firing: Gorn ships could not stand the shock of firing both plasmas and photon torpedoes so the freezer boxes were built with no firing capability of their own.  They exited solely to produce photon charges to be injecting into plasma torpedoes.
Destruction: Despite being variants on the photon torpedo, Photon Freezers are destroyed on "Drone" hits
Weapon Status:  At WS-0 or WS-1, freezer boxes start the game empty.  At WS-2 any or all freezers may start the game holding charges. At WS-3, photon plasma launchers that are holding plasmas at the start of the game may also have photon charges already injected.  A corresponding number of freezers must start the game empty, however. The number of plasmas that are holding photon charges at start cannot exceed the number of freezer boxes on the ship.
The photon-plasma system was produced exclusively by the Gorns.  Some weapons found their way into Orion hands.  The system can only be placed in X2 technology option mounts.  Photon freezers take up one option mount.  Despite using photon torpedo technology, the Gorns developed the system without Federation help and chose not to share it with them.
A Photon Freezer is armed by applying a total of 4 points of warp power to the freezer over 2 turns.  As with a normal photon torpedo, arming energy may only come from warp power.  It may be fast-loaded.
Fast-Loads: IA photon charge may be armed over the course of a single-turn by allocating to the launcher the full 4 points of warp power needed to arm the charge.  A charge may be fast-loaded at Energy Allocation or using Reserve Power.  Fast-loaded photon charges must be used or ejected at the end of the turn.  They cannot be held.
One charge per turn: No photon freezer box may produce more than one photon charge per turn.  It may produce a photon charge and begin arming another from reserve power when the freezer box is empty.
Reserve Power: Reserve power may be used to start or finish arming of a photon charge or fast-load a launcher that may be legally armed.  Finishing a photon charge on the same turn it began arming is considered to be a fast-load.
Ejecting: Freezer boxes can eject a partial or complete photon charge.  If a charge is ejected before the end of the turn, another charge may be partly or completely armed in the freezer.  The ejection system cannot be used to fire a photon charge as a weapon.
Standard-Load Only: Like the carrier-based photon freezers, the photon freezer can only arm a standard 8-point photon.  The freezer may not create overloads or proximity warheads.  Unlike photons produced by carrier-based photon freezers, the photon charges produced by Gorn photon freezers have a maximum range of 30.
Holding: A photon charge in the freezer may be held for 1 point of power from any source. This energy must be paid at energy allocation or the plasma charge is ejected.
Transfer: One the Impulse Activity Segment of any impulse a photon freezer may transfer its photon charge to a plasma launcher.  Once transferred to a plasma launcher, a photon charge may not be moved to a same or different freezer box or another plasma launcher.  The plasma launcher must immediately inject the photon charge into the plasma it is holding.  Due to safety restrictions, only a plasma launcher with a fully armed plasma torpedo may accept transfer of a photon charge.  Once a transfer takes place, the freezer may not be rearmed until the following turn.
Timing: Photon charges may be transferred any time reserve power may be applied to a plasma launcher.  Transfer may occur simultaneously with completing the arming of a plasma, even if the plasma is not the larges size the launcher is capable of.  Transfer of a photon charge does not require an actual expenditure of reserve power.
Limited Transfer: Photon charges may not be transferred to any other area of the ship.  Photon charges may not be loaded onto fighters of any race (including Gorn and Federation) by any means.  Some ship descriptions may limit what plasma launchers a given freezer box may transfer photon charges to.
Repair: A photon freezer may not be repaired as any kind of photon torpedo.

Kzinti Phaser-Matrix

Designer's Notes: This system was originally proposed by Shannon Nichols.  I am adopting it because it seems to fit the Kzinti philosophy of "Phasers, and lots of 'em."  As I dug into writing these rules one thing became clear.  This was better than having a P-5 that normally armed for 1.5 points of power.  So I added ECM and die roll penalties as a way of balancing the advantages.

I have since drifted into the camp that thinks P-5s should cost one point of power to arm.  At that point all the inequities go away as the Kzinti is still paying 1.5 power for its P-5 shot.  All rules referring to ECM penalties have been removed, save for a simplified version in the Balance section.

Concept: The Kzintis, frustrated by their inability to duplicate the Hydran gatling phaser, poured tremendous energy into trying.  A minor research project into phaser harmonics bore strange and unexpected fruit in the creation of the matrix phaser, where small phasers were able to combine and increase their amplitude and mimic larger phasers.  The weapon had the happy side-effect of restoring the hard-to-mizia quality to Kzinti ships. 
Destruction: Each element of the Phaser matrix is destroyed on a "phaser" hit.  It would take three hits to destroy an entire matrix.  Phaser matrix elements burn out more randomly than other phasers.  The same phaser matrix cannot be damaged twice in succession within the same volley.
Deployment: The phaser-matrix system was produced exclusively by the Kzinti.  Some weapons found their way into Orion hands.  The system can only be placed in X2 technology option mounts.  Each element of the matrix takes up one option mount and may be used in concert with any other element in the same block of mounts.  Elements in different blocks of mounts cannot be combined.
Arming: Each element of a phaser matrix arms for 1/2 point of power.  The normal phaser capacitor rules apply to phaser matrices.
Size of a matrix: A phaser matrix is made up of all the elements in a common group of element boxes.  Only elements located in the same box block can combine to create more powerful phasers.
Option Mounts: Matrix elements in common block of option mounts are always considered to be a part of a single matrix regardless of the number of elements. 
Firing: No element of a phaser matrix may fire more than once per turn or within 8 impulses of that element's previous firing.  No single matrix may fire more than once per impulse unless engaging a target using X-Aegis.  Any number of elements may fire under X-Aegis at any number of X-Aegis-legal targets.
Example: when engaging a ship (SC2-4), a phaser matrix could fire a single element or an element combination at that ship each impulse.  When facing a unit that can be engaged using X-aegis (SC5 and smaller), such as  a PF or seeking weapon, each phaser matrix element is for all practical purposes an independent P-3 that may be fired accordingly or combined. 
Combining elements: When firing a phaser-matrix at the same target, the firing player may choose to fire two or three elements in concert to produce the effect of increasingly more powerful phasers.  (See damage rules below) When engaging targets through X-aegis, the phaser matrix may fire P-1 or P-5 combinations at any valid target on any available aegis step as long as the target is otherwise legal to fire at.
Example: A phaser Matrix-armed Kzinti facing a plasma-armed ship engages a hostile plasma ship a torpedo targeted on it, and a torpedo targeted on a friendly base.  The plasma ship is at 6 hexes range, the plasma targeted on the base at 3 and the plasma targeted on the Kzinti is at 1 hex.  On the first Aegis Step (general weapons fire) It combines elements from an array to hit the plasma ship with a P-5 shot.  The Kzinti then decides to help out with the base's plasma defense and combines two more elements to hit the plasma with a P-1 shot on the second Aegis Step.  It could not engage the plasma ship because ships cannot be engaged on any aegis step but the first.  At the same time as the P-1 shot is taken at the plasma targeted on the base, the Kzinti fires 2 more elements at the plasma targeted on it.
Damage: Damage from a phaser matrix is variable based on the number of elements combined.  
Damage (one element):
Each element by itself does damage equal to a phaser-3.
Damage (two elements): Two elements combined do damage equal to a phaser-1.
Damage (three elements): Three elements combined do damage equal to a phaser-5.

1) Reduction - The P-1 and P-5 damage rolls are degraded by a +1 shift above and in addition to any EW shifts.

Kzinti Drone Array

Designer's Notes: The original system was more designed to be a high-speed D-rack with a dash of C-rack thrown in. The launcher would be able to launch a drone from either of its 2 magazines every 20 impulses.  As I thought about that, I decided that it was mostly a high-tech repackaging of the F-rack..  So I retooled it to its current form.

Concept: Looking to increase their drone racks' ability to sustain fire, the Kzintis capitalized on D/H-rack technology to create a completely disconnected launcher/rack drone system.  Launchers could launch drone from any rack desired, allowing them to empty a few racks one turn and be reloaded while the launchers used other racks.
The the Drone Array was produced exclusively by the Kzinti.  Some weapons found their way into Orion hands.  The system can only be placed in X2 technology option mounts.  Each rack takes up one option mount.  Launchers take up no additional option mounts.  All Drone Array racks in the same block of option mounts are considered a part of a common array.  Racks from other blocks of option mounts cannot be made a part of a common array.  No other type of drone rack can be included in the array, even if it is in the same block.   
Destruction and Repair:
Each "drone" hit taken by a drone array destroys one rack and one launcher.  Repairing a rack puts a launcher back in action at no extra cost.  Racks and launchers may not be repaired separately.
Firing: Each launcher within a block of adjacent drone array racks may launch one drone of any size from any rack in that block.  It may not launch drones from other drone arrays or from other types of racks.  Drone array launchers may not launch 1/2-space drones or ADDs.  A drone array launcher may launch one drone every 20 impulses.  A launcher may launch two drones within a single turn as long as they are launched 20 or more impulses apart.
Rack Storage: Drone Array racks may hold 5 spaces of 1-space and 2-space drones.  They may not be loaded with 1/2 space drones or ADDs.
Reloading: A rack in a Drone Array may be taken out of service and reloaded using the normal procedures for reloading a drone rack.  Taking a rack out of service does not take the launcher out of service, however.  It is still free to launch drones from other racks within its array, if any. 


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