RE: New FT Ideas: The Kraelj Dampening Field / EMP Salvo Missile s
From: "Bell, Brian K" <Brian_Bell@d...>
Date: Wed, 3 Nov 1999 09:10:10 -0500
Subject: RE: New FT Ideas: The Kraelj Dampening Field / EMP Salvo Missile s
Seems a bit powerful, depending on range of the effect.
If the effect is short (6") this could work well (you would have to plan
your maneuvers well. If it is a longer range effect, I think that it
would
be too powerful.
Another option is to have it behave like an EMP missile effect. When
another
ship enters the effect, it must roll a d6 for each system. A roll of 4-6
indicates that the system is suppressed (cannot function) while in the
field. Each round the ship remains in the field, each _unaffected_
system is
rolled for.
I think that arming them with EMP/Needle weaponry might be a better fit.
Here is yet another idea for a new system:
EMP Salvo Missiles:
Same as standard salvo missiles except:
When missiles hit, no hull/armor damage is done. However, roll a
threshold
check for each system. The system roll must exceed the number of
missiles
that hit the ship (after reduction by PDS and misses) and a threshold
roll
of 6 always avoids damage to the system. If more than one salvo of
EMP/SM
hit, roll a threshold for each salvo.
Example:
Two salvos of EMP/SM missiles are targeted at point x,y,z. The nearest
ship
is the Poorboy. Poorboy fires 3 PDS at salvo 1 and his escort Little
Brother
uses ADFC/PDSs to target the second salvo. The first salvo is reduced to
4
missiles. The second salvo is reduced to 1 missile. Of the 4 missiles of
the
first salvo, 3 hit Poorboy. Of the second salvo, the 1 missile hits. The
first salvo causes each system to roll a threshold roll. Each system
must
roll 4 or higher to avoid damaging the system. A second threshold roll
must
be made for each system due to the second salvo. However, on this roll
the
system needs only roll a 2+ to avoid damage.
-----
Brian Bell
bkb@beol.net
http://members.xoom.com/rlyehable/ft/
-----
> -----Original Message-----
> From: Mark A. Siefert [SMTP:cthulhu@csd.uwm.edu]
> Sent: Tuesday, November 02, 1999 2:07 AM
> To: Ground Zero Games Mailing List
> Subject: New FT Ideas: The Kraelj Dampening Field.
>
> Hello All:
> I've been coming up with a new race for my own personal FT
Universe.
>
> One alien power for my background is the Kraelj Community: A
theocratic
> society made up of an insectile race who abhor violence. Their small
> ships are armed with needle beams and equipped with high thrust
drives.
> One device that I am dreaming up is their Dampening Field: An energy
> field that drains power from nearby ships, preventing them firing or
> maneuvering and protects it from fighters and missiles..
>
> Rules:
>
> MASS: 10 COST: 30
>
> Against Ships:
>
> The dampening field generates affects ships within a six inch
radius
> of
> the generating vessel. Any ship that ends it's movement in a field
can
> not fire during the combat phase nor can it use any thrust during the
> movement plotting phase in the next turn. (The ship will continue to
> drift along on it's current heading and velocity.) It will remain
this
> way until the ship drifts outside of the field or the field is
> deactivated (either it is turned off or destroyed in a threshold
> check). There is a downside to the field: Although it is insulated
> from the field's effects, it draws so much power that it also prevents
> the generating ship from using other weapons and/or maneuvering. The
> generating ship must note that the field is activated in their orders.
>
> Against Fighters:
>
> Any fighter group that ends up in a dampening field can not
attack
> or
> move until it has somehow left the influence of the field.
>
> Against missiles:
>
> SMB's can not attack ships that have an active dampening field.
>
>
> Well, what do you guys think? Any comments or critiques?
>
> --
> Later,
> Mark A. Siefert
>
> E-MAIL: cthulhu@csd.uwm.edu WWW:
http://www.uwm.edu/~cthulhu
>
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