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re: [FT] Heavy Beams

From: "David Reeves" <davidar@n...>
Date: Mon, 31 Jan 2000 15:21:22 -0500
Subject: re: [FT] Heavy Beams

schoon,

comments inserted.

dave

>>>>>>>>>>
Date: Mon, 31 Jan 2000 09:08:02 -0800
From: Sean Bayan Schoonmaker <schoon@aimnet.com>
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!)

**********
cool, i like all the stuff above.  it is close to what i already use.
**********

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.

**********
so what prevents someone (who wants 6 EP) from buying a Class 1 (2 EP)
and
Class 2 BPS (4 EP)
and purchasing one BE?	the BPSs are cheaper by 4 mass and statistically
recharge faster.
OR do you restrict a BE to be connected to only one BPS to prevent this
abuse?
**********

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.

**********
several questions.  are these FT dice?	or do you see a beam weapon as
an auto
hit, but
reduced d6 damage with range?

currently, we require a hit roll with 1d6 damage/EP and -1 damage/die/8
MU. 
screens absorb
damage equivalent to their rating/die.

- to hit (d6):	younger races = 4-6, minbari = 3-6, first ones = 2-6.
- the -1 damage/die/8 MU was to somewhat equalize the average damage
with a
Beam-3
  (pulse weapon).
- screens provide lots of protection, but in our FT:B5 universe, only
advanced
races
  have screens.
**********

Beam Emitter:
2 MASS	6 POINT COST

**********
looks good to me.
**********

Comments? Suggestions?

Schoon
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