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Re: [FT] emines/heavy beams (was SMR's / Wave guns...)

From: "Brian Thompson" <brianthompson17@h...>
Date: Sun, 07 Nov 1999 19:47:29 PST
Subject: Re: [FT] emines/heavy beams (was SMR's / Wave guns...)

Hi, Beth

I was just wondering whether or not you could still damage a ship
through 
rerolls if it was in range, but the first roll of damage was negated by 
screens(or KV armour).	Logically, you would not, as the rerolls
represent 
catastrophic damage caused by the beam after penetrating the hull.  If
the 
hull is not penetrated (no damage), then there can be no catastrophic 
damage.

Brian

>From: Beth Fulton <beth.fulton@marine.csiro.au>
>Reply-To: gzg-l@CSUA.Berkeley.EDU
>To: gzg-l@CSUA.Berkeley.EDU
>Subject: [FT] emines/heavy beams (was SMR's / Wave guns...)
>Date: Mon, 08 Nov 1999 10:23:42 +1000
>
>G'day Bill, Chuck, guys,
>
>Bill wrote:
> >Hi guys!  I'm fairly new to the list.  I've been lurking for a short 
>while
> >now, and now I'm ready to contribute something to the list.	I
recently
> >acquired the EFSB and I am very interested to hear some of the 
>conversions
> >for heavy beams and energy mines that listers have developed....
>
>We use emines and heavy beams now I've got my Narn painted up.
>
>Chuck wrote:
> >Also Beth, you said you had worked out the EFSB Beam battery's. What
did
> >you finally cost/mass them and their capacitors out to be?
>
>Ever happy to oblige... I used the existing EFSB FB conversions as a
>starting point and came up with the following:
>
>Emines:
>
>Our emines fairly similar to what Bill had, but just to rehash...
>
>An energy mine launcher has 3 mass (1-arc) + 1 for each additional arc
(up
>to a maximum of 3 arcs), cost is 3xmass. Each mine purchased for use
with
>the launcher has 2 mass and costs 3xmass. Energy mines are launched in
the
>Salvo Mine launch phase. At this time an energy mine may be placed at
any
>point up to 24 inches from the launching vessel and within the
launcher's
>firing arc. At the end of ship movement and before fighter's secondary
>movement the mine detonates, any ships with their centrepoint within 1
inch
>of the mine take 6D6 damage, ships further away take less (-1D6 for
each
>inch they're further away so 5D6 at 2", 4D6 at 3" etc). The total
number
>rolled is the damage inflicted (no rerolls) with half (rounding up)
taken
>on ARMOUR (if any) and the remainder on the HULL. There must be an
>operational Fire-control on the ship when the energy mines are
launched.
>
>We are thinking od doubling the cost of the mines themselves though,
needs
>a bit more hammering out/playtesting I think.
>
>
>Heavy Beams
>
>The projectors are 2 mass and the capacitors mass = 3xcapacitor rating
(so
>if you want it to be able to store 3 energy points its going to be 9
mass).
>Each component costs 3xmass.
>
>In a given turn a beam battery may discharge as many Energy Points (1
D6
>per Energy Point) as it has stored at that moment through as many
different
>projectors as the player wishes (if a single capacitor feeds more than
2
>projectors no more than 6 Energy Points may be discharged through
anyone
>projector), subject to the usual targeting limitations and available
Fire
>Control systems. It does not have to use all its stored energy at one
time,
>though it may if desired. For every full 6" between firer and target
there
>is a -1 on the roll for each die. Level 1 screens also drop the damage
done
>by -1 per die and level 2 screens drop it by 2 per die. After all the
range
>and screen modifiers have been taken into account the total remianing
is
>the damage inflicted. Any 6 rolled before modifiers due to range allows
a
>reroll which is counted at full value with no range or screen
deductions.
>
>To recharge the capacitor, at the start of each turn, during the order
>phase, roll 1 die for each capacitor on each ship equipped with beam
>batteries. On a 1 or 2, 2 Energy Points are stored, on a 3 or 4, its 3
>Energy Points and on a 5 or 6, 4 Energy Points are stored. These new
Energy
>Points are added to any existing stored Points. The amount stored can
never
>exceed the capacitor's rating, excess Energy Points rolled are wasted.
>
>During threshold checks roll separately for each projector and
capacitor.
>If a capacitor is knocked out (damaged) immediately roll again. On a 1
or 2
>the system simply loses any stored Energy Points and may begin to
recharge
>next turn as norm (i.e. otherwise undamaged). On a 3, 4 or 5 it loses
all
>stored power and its rating is halved (i.e. can not store more than
half,
>rounded up, of its original rating) for the rest of the game. On a 6
the
>capacitor is knocked out completely and any associated projectors may
not
>fire for the rest of the game, the vessel also takes additional damage
>equal to the number of stored Energy Points currently in the capacitor.
>
>These seem to work pretty well as they are.
>
>Hope that helps
>
>Beth
>
>
>
>
>
>-----------------------------------------------------------------------
-----
>-----------------------------------------------------------------------
-----
>Elizabeth Fulton
>c/o CSIRO Division of Marine Research
>GPO Box 1538
>HOBART
>TASMANIA 7001
>AUSTRALIA
>Phone (03) 6232 5018 International +61 3 6232 5018
>Fax (03) 6232 5199 International +61 3 6232 5199
>
>email: beth.fulton@marine.csiro.au
>

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