Phalon Weapons

Weapon/Defence Archive: Alien Technology: Phalon

[Cloaking Shroud] -[Phalon Speciality Fighters] -[Stealth Shroud]



CLOAKING SHROUD GLAND

[Charles Stanley Taylor] (via e-mail) WOTW #11

A Cloaking Shroud Gland is the Phalon equivalent of a Cloaking Field (see More Thrust, page 4). It has the same effects, statistics, and follows the same rules, as a Cloaking Field.

The MASS required for a Cloaking Shroud Gland is 10% of the total ship MASS, with a MINIMUM size of 1 MASS. The cost is 20 points per MASS of node.

ICON:    Cloaking Shroud


COUNTER:    Cloaking Shroud Counter




PHALON SPECIALITY FIGHTERS

[Charles Stanley Taylor] (gzg-list 23-May- 2002)

After further observation of Phalon fighters, it was observed that the initial identifications were incorrect, being based upon an incorrect assumption concerning Phalon fighter weaponry. Further observation has revealed that the basic Phalon fighter weapon resembles a scaled down version of their larger, ship–mounted Pulsar Batteries (see Fleet Book 2, page 35), and, like that weapon, it is capable of being "configured" before each battle into different modes.

The different modes available are ANTI-FIGHTER, or INTERCEPTOR (I) mode, MULTIROLE (M) mode, and ANTI-SHIP, or ATTACK (A) mode. The effects of each mode are as the corresponding speciality fighter type (see Fleet Book 2, page 4).

ICONS (examples):
Nith class configured in I–mode Anti-Fighter Mode
Vaan class configured in M–mode Multirole Mode
Tuus class configured in A–mode Anti-Ship Mode

All Phalon Fighters that carry Fighter Pulsars should have their weapons configured using the same rules as for the larger Pulsar Batteries, including the option of having them 'randomly' configured in a surprise attack situation.

OPTION: As the fighter pulsars are much smaller than the ship–mounted ones, it may be possible to reconfigure them in the timescale of a game. To re-configure the fighter pulsars, the fighters must be within a Phalon fighter bay, a roll for fighter re–arming (see Fleet Book 2, page 4) is made (at +1 if they haven’t been launched yet this scenario), a roll of 1 indicates that the attempt to re–configure has failed, and a further successful re–arming roll is needed before the fighters can be used. A roll of 2 to 5 indicates that the re–configuring will take one turn, and a roll of 6 indicates that the re–configuring is done immediately.

With this information, it was realised that the Phalon fighter types had originally been identied based partially on the weapons configuration they were first observed using. With further observations, the identifications were ammended to:

VAAN CLASS MEDIUM FIGHTER

(UN codename PAM)

The Vaan class fighter is a general purpose fighter that was first observed serving in an interception role. It should be treated as equivalent to a standard fighter with the exception of its weapon capabilities, which can be configured as described above.

A group of 6 Vaan class fighters costs a total of 24 points (4 points each).

ICON:    Vaan Fighter Group



NITH CLASS FAST FIGHTER

(UN codename PEG)

The Nith class fighter was originally mis-identified as a multi-role fighter. Its actual capabilities are those of a fast fighter, with the exception of its weapon systems.

A group of 6 Nith class fighters costs a total of 30 points (5 points each).

ICON:    Nith Fighter Group



NAAN CLASS LONG-RANGE FIGHTER

(UN codename PIG)

Based on the same body as the Nith, the Naan class sacrifices speed for greater endurance. Some observers have hypothesised that the Nith and Naan are in fact the same class, and that their engines can be configured either in a high power, high consumption mode, giving a high speed with average endurance or in a lower power, high efficieny mode, giving an average speed with a greater endurance. Others dispute this theory.

A Naan fighter group costs 30 points (5 per fighter).

ICON:    Naan Fighter Group



TUSS CLASS HEAVY FIGHTER

(UN codename PUD)

The one case of a correctly identified Phalon fighter, the Tuus has a thicker shell than other Phalon fighters, granting it the same defensive bonus as a heavy fighter.

A group of 6 Tuus class fighters costs a total of 36 points (6 points each).

ICON:    Tuus Fighter Group

Two other Phalon Fighter types have been spotted, but only rarely, both of these appear to be varients on the same basic fighter body (like the Nith/Naan), but with different weapons payloads. In appearance they somewhat resemble the Tuus, but have sacrified shell thickness for a greater payload.



DATH CLASS PLASMA FIGHTER

(UN codename PIN)

The Dath class fulfills the same role as a Torpedo fighter, but instead of carrying a single large missile, it is fitted with a small Plasma Bolt Launcher. The Dath only has sufficient power reserves to fire this weapon once withour re–arming. The plasma bolt it launches is much smaller than that from a full size Plasma Bolt Launcher, and has a much smaller area of effect, less than 1 mu diameter, sufficiently small that it will only catch the ship it is fired at. The area of effect is, however, sufficient to assure that should a Dath survive to fire its weapon, it will not miss, however, screens do provided a defence.

In game turns, when a Dath class fighter group attacks, roll 1D6 for each figher to determine the damage inflicted, with the damage equalling the sum of the scores on the dice. This damage is non–penetrating, and is reduced by screens as described on page 36 of Fleet Book 2. The Dath class carries no secondary weapon, and is thus unarmed after it has fired.

OPTION: The mini–plasma bolts fire fired as their larger cousins, only with a range of 6 mu (from launching fighters), and a burst radius of 1 mu (or a DIAMETER of 1 mu in vector), inflicting 1D6 damage, and treated in all other respects as a full sized Plasma Bolt. If this option is used, the points cost may need increasing.

A Dath class plasma fighter group costs a total of 42 points (7 per fighter).

ICON:    Dath Fighter Group



VUSS CLASS VAPOUR FIGHTER

(UN codename PUN)

The Vuus class appears to be built from the same body as the Dath, but with the Plasma Bolt Launcher replaced with a miniature Vapour Shroud Gland (see Fleet Book 2, page 36). This gland only carries enough "fuel" for one use without re–arming.

A group of Vuus fighters can create a vapour shroud of sufficient size to shroud up to 5 MASS of ship per fighter (30 MASS for a full group). This can be used in one of three ways:

  1. Shroud friendly ships that lack their own vapour shroud glands (either 'allies' or Phalon ships that have lost theirs due to threshold checks).
  2. Shroud enemy ships to hamper their fire, at the cost of givining them better defences.
  3. Create a short–duration mini–nebula, in a similar way to the Sa’Vasku Gas Pod.

In the case of 1) and 2), if the ship has more MASS than 5 the number of Vuus fighters attempting to enshroud it, the shroud has no effect.

A Vuus class vapour fighter group costs a total of 36 points (6 per fighter).

ICON:    Vuus Fighter Group





STEALTH SHROUD GLAND

[Charles Stanley Taylor] (via e-mail) WOTW #11

A Stealth Shroud Gland is a variant of the Vapour Shroud Gland (see Fleet Book 2, page 36), except that the Vapour Droplets produced have the effect of muffling the ships emission signature. It is used in the same way as a Vapour Shroud, however, its effects are to provide level–4 Stealth . Like the Vapour Shroud, on any turn that the Stealth Shroud is deployed, the ship cannot fire any weapons.

The MASS required per Stealth Shroud Gland is 5% of the total ship MASS, with a MINIMUM size of 3 MASS. The cost is 9 points per MASS of node.

ICON:    Stealth Shroud


COUNTER:     Stealth Shroud Counter




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Last Update May 31, 2002, NRI