New Ships Systems & Weapons:
Klingon Systems:
DISRUPTOR EXTENDED-RANGE FIRE ATTENTUATION CONTROL SYSTEM (DERFACS): An innovation to come out of House H’JoQ’s Mek’leth RD&E house during the latter half of the Twenty-Third century to tackle to problem of disruptor inaccuracy over long distances. The DERFACS system compensates and refines each disruptor charge to allow for maximum effect at the range the weapon is being fired at. A practical upshot of the DERFACS system is an exception increase in range, something which Klingon commanders have learned to appreciate against more powerful enemies when a shot at long distance, if somewhat reduced, might make the difference.
Game mechanics: a ship with DERFACS installed will allow for a ships disruptor range to be extended by one range increment. For example, a ship with 4/4/4/0/0 disruptors will become 4/4/4/3/0. Also for DERFACS to work, The ship must be actively scanning with sensors and Lock On must be achieved for DERFACS to function properly.
Romulan Systems:
ENVELOPING PLASMA TORPEDO (EPT): A nasty variation of the Plasma torpedo system developed by the Romulan Navy during the latter half of the Twenty-Third century and much feared by other Alpha Quadrant powers. As opposed to the normal Plasma torpedo, the EPT draws twice as much power as the normal salvo, but envelops the target before detonating, distributing damage across all shield grids, severely damaging enemy shield capacity, if not destroying it outright. The EPT salvo is usually used by Romulan commanders in first strike scenarios or in coup de grasse maneuvers simply because the weapon draw so much power, and as such takes time to arm.
Game Mechanics: much as the normal PT for the Romulans, but the engineering staff will need to divert power from other systems in order to fire the weapon, due to the massive amounts of power the EPT needs in order to fire, as well as needing two rounds to arm. The EPT, while it is superior in its damage capacity, is inherently unstable and MUST be fired in the round it finishes arming or it will detonate in it’s firing chamber (full damage applied to ships weapons track). Also, a general scan roll of 15 will detect the massive energy spike as the weapon prepares to fire. As an upside, the salvo doubles it’s damage rating, usually more than sufficent to pulverize most vessels shield systems and cause internal damage.
Various ideas being worked on. Comments are welcome