UNSC SDN-X designs using Beth's EFSB Heavy Beams Systems conversions
From: BDShatswell@a...
Date: Mon, 8 Nov 1999 23:46:44 EST
Subject: UNSC SDN-X designs using Beth's EFSB Heavy Beams Systems conversions
Hi gang!
Using Beth's heavy beams rules below, I designed a few variants of the
UN
SDN-X and one of the SDN that I thought I would toss 'em out for you all
to
take a gander. Please let me know what you all think.
If Armageddon Outfitters and I worked this out correctly, there should
be
twenty mass unaccounted for. (Beth I assumed the HBPs were single arc.)
This accounts for one class 4 heavy beam capacitor (12 mass, 36 points)
and
four F-arc projectors on the wings (8 mass, 24 points).
I wanted the UNSC ships to stand out. The heavy beams seemed
appropriate for
the organization that designed the pulse torpedo. Going with the
general
flow of things, the SDN loses two thrust and the cargo capacity of the
SDN-X.
I built all the variants with strong hulls. I couldn't see a reason
why
not. This could reflect state-of-the-art construction and/or redundancy.
I
wanted the ships to have staying power. If this ain't how to get it,
clue me
in please. I made the inference that the UNSC oftentimes is geared
toward
self-reliance--even when supported by large national fleets. I don't
see one
of these running around alone unless it is running home (ala B-10 from
SFB, I
can't remember the scenario details). I didn't give all the variants
advanced EW systems because I presumed the UNSC has dedicated EW
cruisers.
Anyone have some ideas what those would look like?
Thanks,
Bill
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UN SDN-X
Hull Displacement 251
Point Cost 743 (+60 for HBS)
Unallocated Mass 20 (used by HBS)
Ship Type Military
Hull Strength Strong (25/25/25/25)
Hull Armor 8
Streamlining None
Thrust 4
FTL Capable
Passive Sensors
Active Sensors Basic
ECM None
-----------------------------------------------------------------------
---------
Fire Control System (4)
PDS (6)
ADFC (1)
Fighter Bay (2) Empty Bay
Heavy Beam Capacitor class-4
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Beam / 2 FP F AP
Beam / 2 F FS AS
Beam / 2 FP F FS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Cargo Space H2 H2 H2 H2
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
UN SDN-X
Hull Displacement 251
Point Cost 743 (+60 for HBS)
Unallocated Mass 20 (used by HBS)
Ship Type Military
Hull Strength Strong (25/25/25/25)
Hull Armor 8
Streamlining None
Thrust 4
FTL Capable
Passive Sensors
Active Sensors Basic
ECM None
-----------------------------------------------------------------------
---------
Fire Control System (4)
PDS (6)
ADFC (1)
Heavy Beam Capacitor class-4
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Beam / 2 FP F AP
Beam / 2 F FS AS
Beam / 2 FP F FS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Cargo Space H2 H2 H2 H2
SML (2)
SM Magazine Cap: 12
(6 / 4 ER salvos)
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
UN SDN-X
Hull Displacement 251
Point Cost 781 (+60 for HBS)
Unallocated Mass 20 (used by HBS)
Ship Type Military
Hull Strength Strong (25/25/25/25)
Hull Armor 8
Streamlining None
Thrust 4
FTL Capable
Passive Sensors
Active Sensors Superior
ECM Individual
-----------------------------------------------------------------------
---------
Fire Control System (4)
PDS (6)
ADFC (1)
Heavy Beam Capacitor class-4
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Beam / 2 FP F AP
Beam / 2 F FS AS
Beam / 2 FP F FS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Cargo Space H2 H2 H2 H2
SML (2)
SM Magazine Cap: 8
(4 / 2 ER salvos)
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
UN SDN
Hull Displacement 170
Point Cost 554 (+60 for HBS)
Unallocated Mass 20 (used by HBS)
Ship Type Military
Hull Strength Strong (17/17/17/17)
Hull Armor 8
Streamlining None
Thrust 2
FTL Capable
Passive Sensors
Active Sensors Superior
ECM Individual
-----------------------------------------------------------------------
---------
Fire Control System (4)
PDS (6)
ADFC (1)
Heavy Beam Capacitor class-4
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Heavy Beam Projector / F
Beam / 2 FP F AP
Beam / 2 F FS AS
Beam / 2 FP F FS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
Beam / 1 FP F FS AP A AS
SML (2)
SM Magazine Cap: 8
(4 / 2 ER salvos)
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In a message dated 11/07/1999 6:22:04 PM Central Standard Time,
beth.fulton@marine.csiro.au writes:
> Heavy Beams
>
> The projectors are 2 mass and the capacitors mass = 3xcapacitor
rating (so
> if you want it to be able to store 3 energy points its going to be 9
mass).
> Each component costs 3xmass.
>
> In a given turn a beam battery may discharge as many Energy Points (1
D6
> per Energy Point) as it has stored at that moment through as many
different
> projectors as the player wishes (if a single capacitor feeds more
than 2
> projectors no more than 6 Energy Points may be discharged through
anyone
> projector), subject to the usual targeting limitations and available
Fire
> Control systems. It does not have to use all its stored energy at one
time,
> though it may if desired. For every full 6" between firer and target
there
> is a -1 on the roll for each die. Level 1 screens also drop the
damage done
> by -1 per die and level 2 screens drop it by 2 per die. After all the
range
> and screen modifiers have been taken into account the total remianing
is
> the damage inflicted. Any 6 rolled before modifiers due to range
allows a
> reroll which is counted at full value with no range or screen
deductions.
>
> To recharge the capacitor, at the start of each turn, during the
order
> phase, roll 1 die for each capacitor on each ship equipped with beam
> batteries. On a 1 or 2, 2 Energy Points are stored, on a 3 or 4, its
3
> Energy Points and on a 5 or 6, 4 Energy Points are stored. These new
Energy
> Points are added to any existing stored Points. The amount stored can
never
> exceed the capacitor's rating, excess Energy Points rolled are
wasted.
>
> During threshold checks roll separately for each projector and
capacitor.
> If a capacitor is knocked out (damaged) immediately roll again. On a
1 or 2
> the system simply loses any stored Energy Points and may begin to
recharge
> next turn as norm (i.e. otherwise undamaged). On a 3, 4 or 5 it loses
all
> stored power and its rating is halved (i.e. can not store more than
half,
> rounded up, of its original rating) for the rest of the game. On a 6
the
> capacitor is knocked out completely and any associated projectors may
not
> fire for the rest of the game, the vessel also takes additional
damage
> equal to the number of stored Energy Points currently in the
capacitor.