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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