mj12games wrote:PP costs are the "extra" power required at the time of firing. I am assuming ships are automatically providing the non-firing-turn power as needed. Thus, the G-torp (2-2-3) requires 1 extra PP, while the F-torp (1-1-3) requires 2.
*drags up almost forgotten SFB rules, grabs math degree just to be safe* Ah yes, now I see your logic in this.
The ROF dictates how many turns the torp is on the board, as the Evaporating (Evp) trait removes one marker per turn. Both the G- and F-torps begin with the same damage potential, but the F-torp is weakened more quickly.
Ah, so that's what Evp is. I thought it was Enveloping; things make more sense now.
Because phasers were way too powerful at close range in those previous editions.
Fair enough. Still, I (personally) think that Phasers could have been changed a little, namely making the Ph-2 ACC 4+ say? (Dunno about the FC background, but I recall that in the SFB background the real difference between the Ph-2 and the Ph-1 was more an issue of fire control than power; same mount, same power requirements [except for the Andros].) And/or maybe making the Ph-1/2/3 Ranges 12/9/3 or 9/9/3 (with Ph-2 definitely being ACC 4+, or diffuse maybe).
Then again, I'm a rules lawyer with a bad literal streak.