> On 11/20/96 Chad Taylor wrote:
> This is what we are going to try for plasma torps in an upcoming
> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> (so a type 'S' will last for three turns on the board). At the end of
> fire to destroy the incoming Plasma Torp. For each point of damage
> Plasma Torpedo, type 'D':
> The type D is a short range weapon. It has a beginning strength of
> destroyed on a roll of 5 or 6 on d6, in the case of a fighter group the
> squadron will suffer d6 casualties (as per Kra'Vak Scattergun). As the
> Note: the type D can be death for fighter wings and missiles. It is
> Plasma Torpedo, type 'S':
> The type S torpedo has a beginning strength of three dice.
> Plasma Torpedo, type 'R':
> The type R torpedo has a beginning strength of 6 dice. Only Capital
> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> I was thinking that the type R needs something to make it stand out.
> Chad Taylor
This version if a plasma torpedo is very similar to the one I was working on.
I do have a few comments and changes that I think would make this weapon more
balanced.
I think the type 'S' is with a mass of 3 has too much power for the size. It
has 3 times the damage potential of a pulse torpedo out to 18" but has less
mass and is almost as powerful as a wave gun. The type 'R' is definitely more
powerful than a pulse torpedo so should not be the same
mass, and should probably be more massive than a wave gun. I would change
their mass and cost as follows:
Type 'S' - Mass 8, Cost 25
Type 'R' - Mass 12, Cost 40
The arming of a plasma torpedo seems a little quick with an 'S' being able to
fire after 1 turn 67% of the time when a wave gun fires on the first
turn only 17% of the time. I would change the plasma capacitor to be able to
hold 2 times the base dice of the torp (6 for the 'S' and 10 for the
'R'). For each die damage of the torp when fired, 2 points from the charge
would be needed, meaning the strength of the torps can be varied
(4
charge pts = 2d6 torpedo, etc).
Pseudo Plasma Torpedo Only the 'R' would be able to fire pseudos and would
only have 3 pseudos available. To fire a pseudo torp, 1 charge point would be
needed for every 2 turns of life the pseudo torp would have rounded up (2
points = 3 or 4 turns, 3 points = 5 turns). Pseudo torps may not be fired
during the same turn a true plasma torp is fired, even if there is enough
power left in the capacitor. A pseudo torp acts as a true plasma torp until
revealed as a pseudo plasma torpedo when it takes a single point of damage
from beam fire and is destroyed or when it attempts to attack a target and
does no damage.
Those are my modifications. I think a little more tweaking may be needed, like
the number of pseudos available, but that is what playtesting is for. Chad's
campaign should give more info on how these play. Any comments? Would a
painted cotton ball make a good plasma torpedo miniature?
> On Mon, 25 Nov 1996 dgundberg@bcbsnd.com wrote:
> >Plasma Torpedo, type 'S':
> This version if a plasma torpedo is very similar to the one I was
Actually I had thought of doing this originally. I of course had the charge
rate faster. One point equals one dice. I agree that the arming rate is too
fast and I'll go with the 2 points per dice you suggest. It gives a better
feel of the Romulon firing off its Plasma and then ducking for cover until
they recharge.
I don't think I agree with you on the increase mass however. For one thing I
think that Pulse Torpedoes are way to week. We have actually gone
to a ' 2+ to hit at 0-6" ' that then increases by 1+ and six inches
system. Even then I think that an A-batt gives better damage, even
allowing for shields. The Wave gun can also hit more than one target, is not a
seeking weapon (that can have real problems hitting anything), and the Torps
can be reduced by Batt fire very easily. I guess the operating
question would be: do you want an R-torp (at 12 mass) or a Wave gun (at
10 mass) on your ship.
The increase in arming cycle should help tone down the Plasma Torpedo to a
more balanced weapon.
In putting together mass and cost I used the missile as my template. I thought
of the Plasma Torpedo as being a multiple fire missile and tried to balance it
against the one shot. The S torp is more powerful (by one dice) than the
missile on the first turn, equal on the second, and less on the third (by one
dice). I figured that with multiple turn arming (which I must admit I really
didn't have), less power at longer range, and an increase in mass (you get
three missiles for two S torps) that it wasn't too bad. Besides, you could
fire all three missiles on one turn. With the R torp you could get 5 missiles
for two torpedoes... I don't know, maybe the R torp is over the top at 5 mass.
I guess it really comes down to how long your battles last.
I really don't think that one R torp (at 12 mass) would be as useful as 6
missiles however. Still, I would like to see the R-torp have a larger
mass. I would like to see a mass 10 R-torp because that is the size we
have for most racial spinal mount weapons and that is what I intended the
R-torp to be, I'm just not sure it is that useful.
> Pseudo Plasma Torpedo
> every 2 turns of life the pseudo torp would have rounded up (2 points
I think it would make a very good Plasma Torpedo. How would you paint it
though?
How about an S-torp with a mass of five and an R-torp with a mass of
ten. But we allow the Pseudo torpedos to work like this.
Each launcher can launch any number of pseudo plasma torpedos (only 1 per turn
and not on a turn an actual torpedo is launched). A pseudo acts exactly as a
normal torpedo with whatever number of dice the launching player wishes, up to
the max for that launcher. Damage (reduction) from Battery fire is recorded as
if the pseudo was a normal torpedo. A pseudo can only be revealed as being a
fake if it is allowed to hit its target. If the defensive battery fire reduces
the amount of damage that would have been done to 0 or less then the status of
the missile remains unknown to the enemy fleet. So you actually roll for
damage against the ship and subtract the defensive battery fire. If the pseudo
would have done damage it is revealed as a pseudo, if it would not have done
damage then you just smile nicely and shrug (this of course takes some trust
on your opponents part). A pseudo can be powered up to any level for one point
of 'energy' from the capacitor.
We haven't actually used this yet. It will probably appear as an enemy 'NPC'
race in the campaign. So I am rather interested in your opinion (everyones
that is).
> Chad Taylor wrote:
> How about an S-torp with a mass of five and an R-torp with a mass of
OK, I can go along with that.
> I would like to see a mass 10 R-torp because that is the size we
How about allowing the capacitor to be overcharged on the R but with a chance
of blowing itself up. Usually the capacitor is set to bleed off
any extra charge over the limit (charge of 7, roll a 5, max charge allowed is
10 so 3 points added, 2 bled off). At the beginning of the turn you
could turn this function off and the capacitor could try to hold the extra
charge (the example now has a charge of 12). The extra charge could destroy
the capacitor so roll a d6 and a result less than or equal to the overcharge
(2 in this case) will destroy the torp system and cause damage equal to
overcharge (2 damage in this example). If the overcharge is 6 or greater, a
roll of 6 should still mean the capacitor safely held the charge (in the
example, if after rolling a 3 and not exploding, the next turn a 6 is rolled
charging the capacitor to a total of 18, overcharge is
8, on a 1-5 the capacitor explodes, on a 6 it holds the charge safely).
A new bleed level could also be set so any charge over the new defined level
would bleed off (charge was 12, set level at 14, roll a 6, add 2, bleed
4). The point of all of this is to allow torps with initial strengths of 6d6,
7d6, or more if the player is willing to take the risks associated
with overcharging. The capacitor on the type S would not be able to handle
overcharging.
How is that for adding some zip to the type R?
> Each launcher can launch any number of pseudo plasma torpedoes (only 1
> per turn and not on a turn an actual torpedo is launched).
Personally I don't want a ship with plasma torpedo capability firing something
every turn, either a real torp or a pseudo. If I remember SFB right, they
limited the number of pseudos a launcher had available. Just my feelings that
don't have to be shared by the world.
> A pseudo can only be revealed as being a fake if it is allowed to hit
Again my feelings are that a pseudo should not be able to take the damage a
real plasma torp could take so at some point, beam fire would destroy
it. How about damage equal to its initial strength in turns?
> Would a painted cotton ball make a good plasma torpedo miniature?
First fuzz it out a little then spray a base of white-yellow then add
some
orange and red dry-brushing on the raised areas. The paint should keep
it stiff to some extent. Other color combinations could be fun like blues
and purples :-)
> We haven't actually used this yet. It will probably appear as an
Let us know how they work in the campaign.