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RE: [FT] WotW #7 Holofields

From: Charles Taylor <charles.taylor@c...>
Date: Tue, 01 May 2001 22:43:06 +0100
Subject: RE: [FT] WotW #7 Holofields

Ok, so, how's this then?

Holofield Generator
Effect as screen-1 vs. all beam weapons (including stingers and pulsars)
and Submunitions Packs, Multiple Kinetic Penetrators, Kra'Vak fighters
and Scatterguns used in anti-ship mode (all the later use the 'beam
dice' mechanic, but without re-rolls in the last 3 cases).

-1 to the value of the 'to hit' dice roll (i.e. treat 2 as a 1, 5 as a
4, etc.) vs. K-guns, pulse torpedoes, pod launchers (where appropriate)
and weapons with a similar mechanic.

No effect on plasma bolts, nova cannon, wave guns, and other area effect
weapons.

To only one we're not sure about is Missiles:
One possibility is to reduce the 'lock on range' of both MT missiles and
Salvo Missiles - I think to 5 mu (2.5 mu if playing Vector and using a
3 mu lock on range) is about right.
Another is my suggestion of treating the holofield as an 'extra' PDS vs.
each MT missile or salvo.

As an alternative - use Brendan's mechanic - which _does_ cover all
cases
except MT missiles with a single mechanic (see 2 posts back).

Does not function with either screens or vapour shrouds (no reason why
you cant have both installed - just the effects are not cumulative).

MASS is 10% of the Hull MASS of the ship, with a minimum of 4 MASS.
COST is 3x the MASS

OR

MASS is 5% of Hull MASS, with a minimum of 2 MASS.
COST is MASS x8

Symbol: I prefer my 'fuzzy ship' one to the 'H with screen arcs' one.

Is it me, or has this one dragged on a bit?

If we've finished this one - what should be do next? I have a suggestion
- see other post.

Charles


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