Re: [FT] Heavy Beams - 4321
From: Sean Bayan Schoonmaker <s_schoon@p...>
Date: Thu, 08 Mar 2001 06:49:44 -0800
Subject: Re: [FT] Heavy Beams - 4321
I think that "Heavy Beams" have been established as the EFSB mechanic
of power source and emitter.
Just for kicks I'll include what I had as the latest revision (though
I'm sure there are many more):
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 receives half of its EP capacity
each turn. A damaged BPS, having failed one threshold, receives a
quarter (rounding down).
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 failed threshold halves the
capacity of the system, making it equal to, rather than twice, its
class. A BPS failing its first threshold also looses all stored EPs.
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 3 MASS 9 POINT COST 2 EP Capacity
Class 2 6 MASS 18 POINT COST 4 EP Capacity
Class 3 9 MASS 27 POINT COST 6 EP Capacity
etc.
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, up to its
emission limit. A BE must be larger to handle a larger power load
channeled through it. A BE may use a number of EPs up to twice its
class.
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.
Each level of screens subtracts one from the roll for each EP. Heavy
beams are affected by armor in the same manner as normal beams.
Beam Emitter:
Class 1 1 MASS 3 POINT COST
Class 2 2 MASS 6 POINT COST
Class 3 3 MASS 9 POINT COST
etc.