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Beam Weapons Rules Variant

From: Jim Bell & Christine Hartig <jnbell@i...>
Date: Tue, 10 Dec 1996 01:29:40 -0500
Subject: Beam Weapons Rules Variant

This is a slightly more complex version of the basic beam weapon rules. 
The basic mechanism is that the beam weapons require a ‘to hit’ round
the same as rail guns and pulse torpedos. If  the to hit roll is
successful the number of damage die for the Beam are rolled and damage
calculated as per the basic FT rules.  The second change is that each
beam type has been designed to combat a specific class of ship. Using
the beam battery against other classes will effect the to hit roll.

All beam batteries have a basic 50% chance to hit at all ranges.

Battery Type	Mass	Turrent Damage Dice	range	Target Classes
							Fighter/Missiles
C		2	+1 Mass 1D6		0-36	Escort
B		2	+1 Mass 2D6		0-36	Cruiser
A		2	+1 Mass 3D6		0-36	Capital
AA		3	+1 Mass 4D6		0-48	Super

Modifiers for the to hit roll

+1 for each class higher than the target class
-1 for each class lower than the target class
+2 bonus to hit if weapon is mounted on a Station
-2 additional penalty for attempting to target fighters/missiles
for each drive threshold check failed consider the ship to be of one
larger class

Examples

1. C battery targeting a Capital ship requires	2-6 to hit but rolls 1D6
to attempt to do damage.
2. A battery targeting an Escort requires 6 to hit but rolls 3D6 to
attempt to do damage when it hits.
3. A battery targeting a Cruiser with half drive gone requires 4-6 to
hit, if drive was 0 the to hit would be 3-6.
4. A battery mounted on a Station targeting an Escort requires 4-6 to
hit.
5. C batteries mounted on a Station may target fighter or missiles and
require a 5-6 to hit and possibility destroy a single fighter (5-6) or a
missile on a 6.
6. B batteries mounted on a Station may even target fighters or missiles
but require a 6 to hit and possibly destroy two fighters or a missile.

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