Kra'Vak Railguns Damage Take 3
From: Steven Arrowsmith <arrowjr@u...>
Date: Sat, 5 Dec 1998 06:46:08 -0500 (EST)
Subject: Kra'Vak Railguns Damage Take 3
Kra'Vak Railguns Damage Take 3
Class1 and Class2 - Roll 1d6
Class3 and Class4 - Roll 2d6 (Keep Highest Die)
 Damage:				     Kra'Vak Armour
		    Non 'K' Armour     Level 1		  Level 2
'To-Hit' Roll	 1 Point (1/2 Class)   1 point		  1 Point
'To-Hit' Roll + 1    Class x1	    1 Point (1/2Class)	  1 Point
'To-Hit' Roll + 2    Class x2	       Class x1       1 Point (1/2
Class)
'To-Hit' Roll + 3    Class x3	       Class x2 	  Class x1
1/2 Class Round Down
Idea: We could move to Class x4/3/2/1/half - To give more damage at long
range?
To Hit Table:
Range		   'To-Hit' Roll
0  - 12"		3+
12 - 24"		4+
24 - 36"		5+
36 - 48"		6+
Notes:
This system does not allow rerolls.
Moved to range 48" to better equal Human beam batteries.
If Target has Human armour, then 1 point of damage is applied to armour,
and the remainder is applied directly to the hull boxes.
Class1 Railguns have 2 firing arcs, but can not be used as
point-defense.
Example:
			 Unscreened & Non 'K' armour
			Max damage/ No rerolls added
Range	   RG1	 BB1	  RG2	BB2	   RG3	BB3	    RG4   BB4
0-12"	   3	 2	  6	4	   9	6	    12	  8
12-24"	   2	 0	  4	2	   6	4	    8	  6
24-36"	   1	 0	  2	0	   3	2	    4	  4
36-48"	   1	 0	  1	0	   1	0	    1	  2
RG = Railgun
BB = Beam Battery
"Damage Control, status please?"
Steven
			       Steven Arrowsmith
			  www.public.usit.net/arrowjr
			     steven@arrowsmith.net
			      dredd@quake.usit.net
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		    I Would Rather live a Lie, Thinking I Can.
			 Than know The Truth That I Can't
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