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[FT] Heavy Beams 2nd Draft

From: Sean Bayan Schoonmaker <schoon@a...>
Date: Mon, 31 Jan 2000 18:33:31 -0800
Subject: [FT] Heavy Beams 2nd Draft

Let's have another go at this, this time with various suggestions added
in...

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 Step 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, they are treated in
much
the same manner as drives: the first hit halves the capacity of the
system,
making it equal to rather than twice its rating, and also halves the
number
of dice rolled for EP generation. The second hit destroys the system and
inflicts an additional number of damage points equal to the number of
EPs
currently stored in the BPS

Beam Power System:
Class 1 4 MASS	12 POINT COST
Class 2 8 MASS	24 POINT COST
Class 3 12 MASS 48 POINT COST

EPs must be channeled through a Beam Emitter. Each BE is linked to a
single
BPS, and may make use of any EPs stored therein. The BE must also be of
the
same class rating as the BPS in able to handle the power load channeled
through it. 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. For example: A ship allocates 3 EPs to a
BE,
firing at a target 15" away. The 3 dice roll 2, 4, and 5. The dice are
scored 0, 2, and 3, resulting in 5 damage points to the target. Emitters
are affected normally by threshold rolls. Emitters fire though only one
arc.

Beam Emitter:
Class 1 1 MASS	3 POINT COST
Class 2 2 MASS	6 POINT COST
Class 3 3 MASS	9 POINT COST

More comments? More suggestions?

Schoon

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