<-> <--> <---> <----> <-----> <------> <-------> <--------> <---------> <----------> Optional Unofficial Rules

Top Secret Technology

<-> <-> <-> <-> <-> <-> <-> <-> <-> <-> <---Fixed uncountered movement----> <----Anti-Plasma Torpedo----> <-----shaped charge enveloping plasma S----->

The Plasma Conversion Mauler is the result of Romulan scientists to seek a better direct fire weapon than the plasma bolt. The Plasmatic Conversion Mauler works on the principle of exploding plasma and anti-matter in a fusion implosion engine to create warp power fed directly into a mauler. The advantages of the Plasma Conversion Mauler are that the ship does not need to be built around the mauler, it requires no batteries, and can deliver a significant long range punch. The disadvantages of the PCM are that it requires lots and lots of power, is slow to arm, cannot be held, and is very dangerous to use. The PCM is armed by providing energy to a cluster of four internal type R plasma torpedoes. The four torpedoes are armed normally and implode upon each other in an implosive explosive reaction which is diverted through the mauler. The total energy is then reduced by 1/4 , due to the inefficiencies of the warp conversion, and fed into the mauler. For example, four type R torpedoes are 50 points each for a total of 200 points, divided by four to make a 50 point mauler blast. The PCM may also be overloaded. This is done by arming all four type R torpedoes in the same method as enveloping or shotgun torpedoes. So, an overloaded PCM would produce 100 times four points of energy, divided by four for 100 points of total power. A PCM may never be underloaded. All four torpedoes must be armed as R torps, or enveloping/shotgun R torps. All four torpedoes must be armed to fire the weapon. Note that the PCM must expend all of its energy in a single blast of energy. For hit resolution, the mauler uses two dice, and considers all results between 2-11 a hit. A result of 12 indicates a breach in one of the Plasma Torpedo Colliders. At that point the strength of the torpedo is resolved as internal hits on the firing vessel. If a result of 12 is rolled, after the damage is allocated, three dice are then rolled representing the other Plasma Colliders. Any doubles represent a chain reaction. At this point, another 50 internals are dealt out to the firing ship. Two dice are then rolled. If the dice come up doubles again the procedure is repeated, then a single die is rolled for the last collider with any result of six indicating that the fourth and final collider has breached. The internals are dealt out one last time. Note that an overloaded PCM will produce the same result on a roll of 12 with a 100 point volley of internals, and 100 point volleys in successive rolls of doubles. Note, however, that if all four overloaded Plasma Colliders breach, the resulting explosion will be momentarily contained by the shields and the warp shell creating a "chamber" for the implosive reaction to take place. The resulting reaction will produce a gravity wave radiating up to 10 hexes away from the ship. Only a Condor can be fitted with a PCM and only one ever was - it exploded mysteriously during testing. To convert a Condor to a PCM Condor, remove all plasma torpedoes and put 4 plasma-R in the center of the ship. No firing arcs as the are not lauchable, then draw a straight line with an arrow up the center of the hull to the nose of the ship.


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