Page 1 of 1

X2 systems and discussion

Posted: Thu Dec 26, 2019 1:50 pm
by David
Special Bridge

The special abilities are only available while the unit so equipped has taken No Sensor or Scanner damage. After a single hit is scored on either system. The Special Bridge functions are no longer available until after the scenario. Even if all sensor/scanner damage is repaired. Due to the exceedingly difficult fine tuning nessecary.

Advanced Bridge
24 Controlling SW (Limit 1)
25 Identify SW
26 Detecting Mines
27 Gather Information
29 Tactical Intelligence

*Note: When deployed singly. The unit equipped with Special Bridge can detect the Andromedan RTN.

Re: X2 systems and discussion

Posted: Thu Dec 26, 2019 1:51 pm
by David
A2PR and A2WR

X2 Ships can use double-power reactors signified by a "2" in the notation. These produce twice the power of a normal reactor, but take up the same space. They cost twice as much to repair.

Re: X2 systems and discussion

Posted: Thu Dec 26, 2019 1:52 pm
by David
Multi-Function System

* X2 Ships have a Multi Function System (MFS) option. These are boxes on the SSD that can be used in any turn as a number of systems of the players choice. Some rules apply: The system used must be applied to all contiguous boxes on the SSD; they cannot be split. The system used must be one the ship already possesses. The system used must be an internal system; shuttles or probes cannot be duplicated because they leave the ship. The system used cannot be power, or weapons. If used as cargo at the start of a scenario and this cargo is full, it must remain cargo until the space is destroyed and repaired, or the cargo is used up or removed. The system chosen is noted on the EA form; time of change from a previous system is on impulse one of the new turn in the allocate energy step.
X2 Labs have a +1 bonus on seeking weapon identification and on information gathering.

Re: X2 systems and discussion

Posted: Thu Dec 26, 2019 1:55 pm
by David
ASIF

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.

Cost: 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 same manner as standard shields are raised and lowered. 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 may be raised and lowered under the same rules as normal shields. The ASIF is independent form 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. It may be reinforced in response to combat damage. All reinforcement is cut in half, round fractions down. 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.

Repair: Both CDR and energy allocated to Damage Control may be used to repair ASIF shield boxes (if so designated at Energy Allocation). The cost is twice that of regular shield boxes. By the X1 rules, 1 point of power allocated to Damage Control will repair 1 shield box. Under these circumstances, 2 points of Damcon energy will repair 1 ASIF box. The ASIF box repairs similarly to reinforcement. All deeper ASIF columns must be repaired before a shallower one may be repaired.
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.

Image

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".



Balance:
1) Reduction - ASIF uses the "leaky shield" rules, allowing 1 out of every 5 hits through.
2) Reduction - Transporters are considered to be blocked as if by a facing shield or general reinforcement when the ASIF is powered, raised and has any undestroyed boxes in the "A" or "B" columns.
3) Reduction - Eliminate the "A" column hits. They duplicate ground covered by shields anyway.
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.

Re: X2 systems and discussion

Posted: Thu Dec 26, 2019 1:57 pm
by David
The Phaser-5

XE2KJ.1.1 Phaser 5:
Phaser 5, Phaser V, PH-5, PHV (and other combinations) are all used interchangeably.

A Phaser 5 cost 1.5 power to arm. Can be rapid fired as 2 P6's.

Repair Cost: 7 Can be hastily repaired as a P6. (Or the phaser 2 2X equivalent if any of the Phaser 2.)

XE2KJ.1.2 Phaser 6:
Phaser 6 Phaser VI, PH-6 Phaser6 (and other combinations) are all used interchangeably.

A Phaser 6 costs 0.75 power to arm.

Repair Cost: 3

XE2KJ.1.3:
Phaser capacitor is 3 times the amount of power that can be fired from all the phasers aboard the ship in a single turn.

Image

Re: X2 systems and discussion

Posted: Mon Mar 23, 2020 12:20 am
by Meteo
Charger Table.png
Charger Table.png (4.23 KiB) Viewed 11170 times
A Charger, new generic weapon for Module X2 Type Ships.

Re: X2 systems and discussion

Posted: Thu Sep 17, 2020 3:14 pm
by IKV Avenger
Meteo wrote: Mon Mar 23, 2020 12:20 am Charger Table.png

A Charger, new generic weapon for Module X2 Type Ships.
Perhaps for civilian or pirate ships?

Re: X2 systems and discussion

Posted: Sun Nov 08, 2020 3:12 pm
by Meteo
It's based off of some of the X2 discussion being about a new Generic Weapon for all the Races.

Re: X2 systems and discussion

Posted: Wed Jan 06, 2021 9:31 am
by IKV Avenger
Are they ever going to actually put out an X2 module. They've only been talking about it for nearly 40 years...

Re: X2 systems and discussion

Posted: Wed Jan 06, 2021 11:43 pm
by Meteo
Hee hee, you didn't end yer question with a Question MARK, matey... Well, since at least 1994, there were several archived ideas for the new, improved X2, one of which being a new generic weapon for all races, I further supported this idea by giving it a generic sounding name, and I made it flexible. It's typically mounted in an FA arc just forward of the Brdg Boxes, with 1 on Size 4, 2 on Size 3, 4 on Size 2, and 12 on Size 1.

I also considered having the seventh Shield that can be moved to cover any facing, and a Shield Recharge Rate.