Re: Ion Cannons
From: dgundberg@b...
Date: Tue, 31 Dec 1996 10:01:48 -0500
Subject: Re: Ion Cannons
Brian Bell wrote:
>>No nasty remarks but I think it would benefit from two things:
>>1. Force some kind of order (start with systems "on the side" hit
from/or
>>systems that can fire into side hit from)
>>2. Disruption of fire control/manuevering or something. The ion
cannon
>>fired from Hoth sure affected the Star Destroyer. I think maybe for
>>each hit scored, one firecon is disrupted for 1 turn?
>I agree, an order is required. Since we are talking destroyed (as
needle
>gun) as opposed to damaged (and repairable as threshold roll), I would
>also suggest other limitations:
>- 1 arc of fire only.
>- limit firing rate when mounted on ships (similar to the wave gun).
When I was working on these stats for the Ion Cannon, my goal was an
beam-like weapon that damaged systems instead of damage points. The SW
RPG seems to treat them that way. Needle Beams are a much more
specialized type of weapon than I wanted Ion Cannons to be.
I thought about the scene in Empire where the Hoth Ion Cannon hits the
Star Destroyer rationalizing that this planetary based weapon was much
larger than any ship mounted weapon. The when hit, the SD veered off
course and did not fire. Was that a typical effect of Ion Cannon
damage
or only one of many possible effects? I did not want to limit its
effects
to only fire cons and movement so threshold type rolls could have the
same
results as seen in the movie but could have many other possibilities.
I
first thought about changing the threshhold roll needed to damage
systems
but I did not want all systems on a ship marked off due to to a light
hit,
so I set a general threshold roll level but limited the number of
systems
damaged to how may 'hits' were obtained. I did not want to force an
order
in which systems roll, either by type or by facing as this is not done
anywhere else in FT and as I remember it, the lightning effects covered
the whole SD when hit in the movie. I tried to counteract the high
potential damage by allowing the damaged ship's player to try and force
the damage to specific systems (low priority systems with weaker surge
protectors), but the final call on what is damaged is still up to the
dice. I thought about having fire cons and screens being more
susceptible
to damage but to keep it simple, I decided to keep all systems equal.
Damaged, not destroyed.
I also stated it incorrectly that systems were destroyed. I should have
said systems marked off due to Ion Cannon fire are damaged but should
be
repairable (new fuses, reset circutbreakers, reroute power, etc).
Thats my background to why I set them up as I did,
Dean Gundberg
dgundberg@bcbsnd.com