Re: Ion Cannons
From: dgundberg@b...
Date: Thu, 2 Jan 1997 13:54:34 -0500
Subject: Re: Ion Cannons
Mike Miserendino wrote:
>Dean Gundberg wrote:
>> One of the weapons often mentioned in this universe is the Ion
Cannon. I
>> have not seen a FT conversion of an Ion Cannon that fits my vision of
>> this weapon that damages systems but not structure, so I created the
my
>> own.
>The needle beam seems to do a good job of representing this. Paul
Neher
>has used three needle beams, each covering one arc (fore, port,
starboard)
>on his Star Destroyers. The design works well, but it is represented
by
>three systems versus one and only damages one system per ship as per
normal
>needle beam rules.
The problems I have with needle beams representing Ion Cannons are that
they
can only destroy one system with a hit and you have to specify what
system
you are firing at. I was trying for random damage to multiple systems.
>:
>> Firing is handled the same as beam batteries. Hits are calculated
the
>> same as beams (1-3 no hits, 4-5 1 hit, 6 2 hits). Armor and screens
>> do not reduce hits. Hits calculated do not mark off damage boxes but
>> instead are the potential number of systems destroyed by threshold
>> rolls caused by the Ion Cannon hit. A threshold roll of 5-6
indicates
>> the system was destroyed. Once the number of systems destroyed
>> equals the total number of hits rolled, no more threshold rolls are
>> made.
>Seems like it would be easier to just roll as per the EMP missile rule
with
>one threshold roll.
But then there would be no difference between a light hit from a single
ion cannon and hard hits from multiple cannons. I wanted to vary the
maximum number of systems damaged by the intensity of the hit or hits
from
the same ship. I don't want a single roll of 4 for 1 hit of damage on
an
undamaged capital ship to cause threshold rolls that gut the ship.
Dean Gundberg
dgundberg@bcbsnd.com