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RE: [FT] Cutter Beam Alternatives

From: "Bell, Brian K" <Brian_Bell@d...>
Date: Mon, 7 Aug 2000 13:46:42 -0400
Subject: RE: [FT] Cutter Beam Alternatives

-----Original Message-----
> From: Sean Bayan Schoonmaker [SMTP:s_schoon@pacbell.net]
> Sent: Monday, August 07, 2000 1:24 PM
> To:	gzg-l@CSUA.Berkeley.EDU
> Subject:	RE: [FT] Cutter Beam Alternatives
> 
> >> >Cutter Beam B
> >> >Mass/Cost as Class-3 Beam (max3 arcs)
> >> >Dice: 2 hit on 4+
> >> >Range: 36tu
> >> >Screen Effect: As Beam
> >> >Armor Effect: As K-Gun
> >> >Damage/Effect: Horizontal Damage. On a roll of all 6s the ship
takes a
> >> >threshold check at current level (or at 6 if on 1st row).
> >>
> >2 dice at 0-36". Roll each dice as Beam with no rerolls (4-5 = 1
damage
> >point, 6=2 (no rerolls) on unscreened targets; 5=1, 6=2 (no rerolls)
> against
> >level-1 screened targets; 5=1, 6=1(no rerolls) for level-2 screened
> >targets). First damage point applied against armor, each remaining
points
> >applied to the next level down. All rolls of a 6 cause a threshold
check
> for
> >the target at the current level (or as first threshold level, if the
> target
> >still have hull boxes in the first row). Not included in the first,
but I
> >would also suggest that the beam would have to damage at least 1 hull
box
> to
> >cause a threshold check (i.e. level 2 screens & armor or Phalon
> multi-level
> >armor would postpone threshold checks).
> 
> OK, I get it now. By "All rolls of a 6" you mean that if both dice
come up
> 6s (boxcars), I'm thinking.
> 
> If that's the case, then why bother with the vertical damage anymore.
You
> already have the threshold mechanic, which is independent of the
vertical
> "stuff," so why bother. Particularly in light of Allan's comments
> concerning the subject.
> 
> 
> Schoon
-----End Original Message-----

You indicated the alternate 'B'. If you notice above it indicates
HORIZONTAL
damage. I.e. normal recording left to right.

---
Brian Bell
bkb@beol.net
---


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