re: Poll: HBs and Armour
From: "David Reeves" <davidar@n...>
Date: Tue, 08 Feb 2000 11:34:30 -0500
Subject: re: Poll: HBs and Armour
heck, i forget to list the assumptions:
* no rerolls
* -1/die/6" range band (first ones have 8" range bands)
* shield-1 extra -1/die, shield-2 extra -2/die
* mass and cost about 2-2.5x equivalent FT beam of same class
dave
> normally, our HBW count 100% armor and hull. although we are testing
> variant HBW (see below).
>
> i like the raking concept that B5Wars introduced with their heavy
> beam weapons. the way it works in B5W is the total damage is divided
> into groups of 10. each group is applied to a random location,
> representing a beam slicing across the ship's hull. the purpose
> of a rake is to damage several systems enough to cause a critical
> malfunction. i puzzled for a while how to do this in FT, but i think
> i had an idea last night.
>
> how about this: armor affects a HBW, but damage to hull is applied
> differently. for each damage point, mark the first hull box
> as destroyed and skip the second one, mark the third, etc. when
> the end of the row is reached, roll a threshold for one random
> system. goto the beginning of the row and mark the first available
> hull. when the hull row is totally destroyed, make normal threshold
> rolls. this attempts to simulate to behavior above. some HBW could
> be more effective at causing an early threshold by marking the first
> hull and skipping 2 hulls, etc. some HBW may not have this ability
> at all. it really depends upon what your universe background dictates.
>
> this IMO raises the cost of the HBW for this "raking" ability. we are
> still testing this one for play balance/mass + cost.
>
> HBW variants
> ------------
> we are also trying out other variants to determine extra mass
> and costs.
>
> normal: armor counts 100%, count damage normally.
> raking: armor counts 100%, special hull damage & thresholds (above).
> (basic: skip every 2nd hull; advanced: skip every 2nd & 3rd
hull)
> piercing: [basic] - ignore 1/2 armor (rd up); [adv] - ignore all
armor.
> sweeping: hit multiple targets with one beam. targets must be withing
6"
> of each other. divide dice between all targets. penalty =
> -1 damage/die for each target > 1, but only 1 FC necessary.
so
> 2 targets = #1 no penalty, #2 -1/die
> 3 targets = #2 -2/die, #3 -2/die
> this is useful for higher dice HBW where the ship has few
beams,
> like a Shadow cruiser.
> mega beam: combine HBW to form a larger one (Vorlon). each HBW must
be
> fully charged. extra! cost and some mass.
> anti-ftr/anti-missle: HBW1 already have this. larger HBW must have
> +1 mass, cost.
> EMP: extra threshold checks???
>
> comments?