TEXT: THE X-SHIP PROJECT
  by Mike Filsinger, Project Officer X-ships
  Copyright © 2001 Amarillo Design Bureau Inc.
  Most people felt that X-ships, as published in Module-X1,
  never quite worked the way they were supposed to work.
  Unfortunately, tactics “in the wild” were considerably different
  from the playtesting.
  The single greatest problem was that the overloaded
  phaser rules encouraged players to perform a single
  maneuver, called “close and hose”. So the “fix the X-ships”
  project started with eliminating the overloaded phaser. This
  upset the balance of X-ships and, many changes were
  required to restore X-ships to their proper place.
  The cornerstone of the new X-ship rules is the way EW
  works for them. Providing improved accuracy through EW was
  a way to improve the average damage output of an X-ship
  without increasing its already substantial maximum “crunch”.
  One misconception was that, many people felt that X-
  ships were supposed to be able to defeat a DN soundly every
  time in a duel. In actuality, X-ships are supposed to fill the
  same role as a DN, but that does not necessarily translate into
  a balanced duel. In point of fact, neither type of ship (especially
  a DN) is supposed to ever find itself in a duel in the first place.
  Many of the advantages an X-ship has over a DN are strategic
  (such as higher strategic speeds) and not easily represented in
  SFB.
  A second misconception was that a large number of
  players thought that X-ships somehow single-handedly spelled
  the doom of attrition units. This idea turns out to be a ghost
  from the old Commander’s Edition Supplement #2, in which the
  changed borders meant that replacement attrition units
  (fighters and PFs) would be too hard to resupply. X-ships are,
  indeed, much better than non-X ships when dealing with
  attrition units, but they were never intended to annihilate them.
  Along the way, many ideas were proposed by various
  people; some good (and a lot of bad) ideas were rejected for
  various reasons.
  Perhaps the most controversial of these ideas was to give
  X-ships a Ph-1 that could fire twice in one turn, but not within
  12 impulses. This idea sought to emulate the firepower
  advantage of the original overloaded phasers, while eliminating
  the single-impulse crunch problem noted above. The problem
  is that this solution provided too great an increase in firepower,
  exceeding even that of the original Module-X versions. The
  idea that an X-ship would have to “work hard” to get in the
  second shot turned out not to be true; X-ships had little
  difficulty getting in position for a second shot.
  Other rejected ideas were: an improved Ph-G, fast-
  overloads for heavy weapons other than photons, and
  additional “free” electronic warfare points. That last item was
  the subject of intense debate, and was thoroughly tested, but
  proved to be too overwhelming.
  (X0.0) Any rule not explicitly changed below is unchanged from
  the original version in Module X1. Note specifically that
  phasers still have “double capacitors”.
  (XD6.34) EW Effect: Due to their advanced fire control, if an X-
  ship has more ECCM than its target’s ECM, it gets a special -1
  modifier to its fire. This modifier obeys all rules relating to
  negative shifts (i.e., it may not cause a column shift for a
  phaser). This is cumulative with legendary gunner but not with
  an outstanding crew.
  (XD6.393) EW Limit: X-ships no longer receive two “free”
  ECCM. Instead, they may generate EW (total ECM and/or
  ECCM) up to their sensor rating plus two.
  (XD9.21) Shield Repair: X-ships repair one shield box per point
  of power in damage control.
  (XD13.0) Aegis Fire Control: X-Aegis has a maximum range of
  15 hexes.
  (XE1.25) Misfire: All rules pertaining to weapons misfires are
  deleted; all references to such rules are to be ignored. NOTE:
  Players found the misfire rules make the game a frustrating
  die-rolling contest where tactics and strategy were irrelevant,
  only avoiding a misfire die roll mattered, and there was nothing
  one could do to avoid it. In place of this penalty, fast-loaded
  heavy weapons are limited to a range of 15 (even if held to a
  later turn), reflecting their instability.
  (XE1.7) Small Targets: X-ships ignore the small target
  modifier.
  (XE2.42) Overloaded Phasers: All rules pertaining to
  overloaded phasers are deleted; all references to such rules
  are to be ignored.
  (XE2.43) Rapid-Pulse Phasers: These rules are unchanged,
  but all references to overloaded phasers are deleted.
  (XE4.5) Fast Load Photons: Warhead strength of a fast-loaded
  photon is limited to 12, but there is no chance of discharge or
  misfire. Fast Load Photons are limited to a range of 15. Note
  that a 9-point warhead is still an overload and is still limited to
  range 8.
  (XE4.51) This rule is deleted.
  (XE4.52) This rule is deleted.
  (XE4.53) Replace all “Misfire” or “discharge” results with
  “Safe”, which of course means there is no die roll for this at all.
  (XE7.22) Treat “Misfire” results as “operates normally” (i.e.,
  don’t even bother rolling the die). If fired without a cooling turn,
  the Fusion Beam is limited to a range of 15.
  (XE10.2) Hellbore Fastloads: Fast loading a Hellbore no longer
  risks discharge or misfire; ignore the Misfire Table. Fast loaded
  Hellbores are limited to a range of 15.
  (XE11.21) PPD Fastload: Fast loading a PPD no longer risks
  discharge or misfire; ignore the Misfire Table. Fast loaded
  PPDs are limited to a range of 15.
  (XFD2.1) The Type-VIII drone has only two payload spaces,
  but occupies only 1.5 spaces in the drone rack.
  (XFD10.4) The Type-VIII drone has only two payload spaces.
  (XFP1.252) Plasma Fastload: Fast Plasma Torpedo Arming no
  longer risks misfire; all misfire results are treated as functioning
  normally (i.e., do not roll for misfires at all).
  (XFP1.262) Plasma Rapid Load: Rapid Torpedo Arming no
  longer risks misfire; all misfire results are treated as functioning
  normally (i.e., do not roll for misfires at all).
  (XFP11.0) Note that under (FP11.13), all X-ships already have
  the Sabot Refit.
  (XFP12.0) Note that X-ships automatically have the (FP12.4)
  Late War ECP Upgrade.
  The following revisions are made to BPVs for published X-
  ships. Any ships not listed are unchanged. Note that these are
  the best calculations we can make at this time and that we do
  not guarantee that “in the wild” tactics with the new rules won’t
  prove us wrong.
  Bases, Orion, ISC, LDR: Unchanged.
  Federation CX = 240, DDX = 170.
  Klingon DX = 250, FX = 130, DXD = 260.
  Romulan SKX = 160, K5X = 150, KEX = 240.
  Kzinti BCX = 245, CCX = 250.
  Gorn CCX = 260, CMX = 260, BDX = 150.
  Tholian CCX = 220, CPX = 225, NCX = 240.
  Hydran (all include fighters): LBX = 290, RNX = 300,
  DGX = 280, LNX = 180, SCX = 220/150.
  Lyran CCX = 240.
  WYN FZX = 150.
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/X Mod/[ADB5612b] Captain's Module X1 - The X-Ships - errata.pdf