[GZG] FT - weird Idea -- Alternate protection
From: "andrew apter" <apter@b...>
Date: Wed, 22 Nov 2006 14:56:06 -0500
Subject: [GZG] FT - weird Idea -- Alternate protection
Weird Idea for alien tech for alternate protection -- comments welcome
The Delayed Reflex Field is a major variation on conventional Screen
technology, it protects its carrying ship (partially) against attack
from
energy, kinetic or explosive weapons such as standard Beam Batteries,
particle beams and plasma weapons. The interesting aspect of the Delayed
Reflex Field, however, is that it has the capability to actually "hold
an
later return" some of the attacking weapons energy in attacks of its
own.
This nasty device may be activated in any desired turn, but it MUST be
written in the carrying ship's movement orders that the Field device is
to
be activated in that turn (any turn that the player does not note the
Field
to be in use, it is assumed turned off unless it has absorbed energy and
not
discharged it). The opposing player is NOT told of the Field's status
until
he fires at the ship, by which time it may be too late for him.....
Unlike the Reflex Field the carrying ship may use any
weaponry of its own while the Delayed Reflex field is activated.
When a ship with an operating Delayed Reflex Field is fired on by a
weapons,
roll for hits and damage in the normal way. Now the player owning the
target
ship tells his attacker that he has an active Field, and rolls one die:
On a roll of 1 or 2 the Field has no effect: full damage is applied to
Target ship as normal.
On 2, or 3 the Field stops some damage - the target receives only HALF
the
normal damage (rounded up) the remainder of the damage is absorbed by
the
Delayed Reflex Field.
On rolls of 5 or 6, the Field absorbs all the damage, and none applied
to
the target.
There can be more than one Delayed Reflex Field Generator on a ship.
Each
generator has a mass of 10 and a capacity of 8 points of damage. If
multiple
Generators are present the owner of the ship may place incoming damage
on
one or more Generators as damage is received (it can not be
redistributed)
Any Generator that has a minimum of 6 points of capacity filed may fire
as a
beam 2 (360) during normal firing sequence (ships that have already
fired
must wait till next turn). Each time the Generator fires all damage is
discharged, the generator capacity is reduced by one, and that
generator is
turned off for the remainder of the turn. Generator capacity may be
repaired as normal damage but only after the generator has been
discharged
and off for 2 full turns. If damage to be absorbed by the generators
accedes the capacity of the currently active generators then all active
generators must make a threshold check. (Generators also are subject to
normal threshold checks weather active or not) When a Delayed Reflex
Field
Generator fails a threshold check all damage it contains is released to
the
hull. Delayed Reflex Field Generators that fail a threshold check may
not
be repaired (as per needle beam damage). Point value of Generators is
10
times mass.
Andrew Apter
Wizzard Software Corp.
Deerfield Beach, FL offices
(954) 678-4155 Ext. 213 Voice
(954) 678-4182 FAX
http://www.wizzardsoftware.com
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