[FT] Heavy Beams
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Mon, 31 Jan 2000 09:08:02 -0800
Subject: [FT] Heavy Beams
OK, I've done the number crunching on these for balance and have come up
with something balanced fairly evenly, using Pulse Torpedos as a
basis...
Full Thrust - Heavy Beams
Heavy Beams consist of two (or more) systems on the SSD: the Beam Power
System (BPS) and at least one Beam Emitter (BE).
The BPS is a combination of generator, capacitor, and discharger that
can
store a number of
Energy Points (EPs) up to twice its class rating. It can discharge any
number of stored
EPs through any given Emitter.
The BPS generates power at the beginning of each turn , During Setp 1:
Write Orders for All Ships. The BPS rolls two dice for each class
rating,
which are scored like Beam dice. The result is the number of EPs added
to
the BPS's capacitor, up to its maximum. For example, on a Class 2 BPS
the
rolls are 2, 3, 5, and 6 (re-roll of 3). This generates (0+0+1+2) 3 EPs.
When taking damage and a BPS fails a threshold check, they are not
automatically knocked out of commission. Instead, after failing the
threshold, roll one die:
1-2 BPS looses all stored EPs
3-5 BPS looses all stored EPs and its EP capacity is halved (the
second
time this result is rolled causes destruction, as rolling a 6)
6 BPS destroyed (any stored EPs are scored as additional damage!)
Beam Power System:
Class 1 4 MASS 12 POINT COST
Class 2 8 MASS 24 POINT COST
Class 3 16 MASS 48 POINT COST
...the progression follows as for Beam weapons.
EPs must be channelled through a Beam Emitter. When firing, each EP
assigned to a BE allows one die roll. Subtract one from this die for
each
full 6 MU of range, and the result is the damage done to the target.
Emitters are affected normally by threshold rolls. Emitters fire though
only one arc.
Beam Emitter:
2 MASS 6 POINT COST
Comments? Suggestions?
Schoon