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[FT] WotW #10 Damage Shields (Was Real Shields) (long)

From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Tue, 5 Jun 2001 09:12:55 -0400
Subject: [FT] WotW #10 Damage Shields (Was Real Shields) (long)

In light of David Griffin's search for "Real Shields" and the petering
out
of WotW #9, Here's # 10 with Damage shields and their ilk:

Damage Shield

Generic damage absorption shield.
Mass is 2% ship mass per shield point (1 mass per point minimum).
Cost is 3 points per Mass.

Each shield point has its own box on the SSD + 1 box for the generator.
When
damage is 
taken from any source over one turn, it is applied to the damage shield
first, until the shield 
has absorbed as many points as it has boxes. Each box that absorbs
damage
rolls a 
threshold at the current level, and burns out if it fails (i.e. that box
cannot absorb damage on 
subsequent turns until/unless repaired). If the Shield is overwhelmed
(damge
received is 
greater than number of	functioning shield boxes), then the generator
also
takes a threshold 
check. When a normal threshold due to damage is called for, each shield
box
_and_ the 
generator take another threshold roll.

----------

Globular Shield

Mass: 3 per DP absorption, Cost 4xMass
Deflects all damage up to its DP each turn.

Restrictions:
When active, mounting ship can't use thrust, weapons, FTL, or launch
fighters.
FTL can't be used for 2D6 turns after last use.

If the shield takes more damage than its DP remaining in one turn, the
generators overload, 
taking a threshold check, but can be repaired with DC parties. If
repaired,
the shield is 
re-activated at half it`s original DPs, and can regenerate as normal
from
there.

Comments:
(Oerjan)  Conceptually similar to the Phalon vapour glands, but the
Globular
Shield gets better 
the more of it you can carry (ie., the bigger your own ship is). Still,
considering its size and 
penalties it probably isn't too much of a problem - eg., replacing the
normal screens on a 
Komarov-class SDN with Globular Shields gives the Komarov 7 "free" DP
per
turn - 
equivalent to the average damage its normal screens save
from 21 beam dice - but only if the ship doesn't maneuver or fire. All
in
all I'd say this 
potentially very powerful, but so loaded-down with restrictions that it
becomes virtually useless.

------------------

Mass/Energy Shield (ME shield)

Trek type shield. System has emitters and  generators.	Generator costs
5%
ship mass/level. 
Emitters: 360 degree coverage  = 3 mass, 180 = 2 mass,	60 = 1 mass.
Cost
3/mass

Absorbs damage. Acts as screen against beam weapons (Screen level =
shield
level/2 round 
down). Reduces other damage by shield level for each die of damage.
Damage
reduction is 
for ship itself. Full damage is applied to the shield (e.g. a level 2 ME
shield prevents a beam 
roll of 4 from damaging the ship, but the shield counts as having taken
that
point of damage. 
Similarly, a roll of 6 vs. this shield scores 2 points to the hull and 2
vs.
the shield total. If a 
shield facing receives more damage than its level from a single source
(weapon, not ship), 
the emitter facing that direction makes a threshold check at current
level.

----------------

Pinpoint Shield

Mass: 40, Cost: 120,

Able to absorb 20 DP
Shield must "intercept" attacking fire by rolling higher than attack die
roll. First intercept roll is 
at +2, each subsequent rolls subtract 1. (1d6+1, 1d6, 1d6-1...).

Pinpoint shield automatically absorbs some damage from any "area"
attacks.
>From D6 "damage=roll" attacks (Plasma bolts, Nova Cannon) PS absorbs 1
DP
per die.
>From "beam" type area attacks	PS absorbs 1 point from all rolls of 4.
Against missiles, the shields roll a 1D6 after PDS, to see how many of
the
remaining missiles 
they stop (each missile stopped applies its damage to the Pinpoint
Shield.
If, for example, 3 
missiles are stopped, but the 2nd missile pushes absorbed damage to or
past
20 DP, the 
third missile still goes through).
Shields can regenerate at the rate of 1D6 + 1 DP per turn (after all
attacks
completed). With 
the pinpoint shields in use, normal screens are inoperable. Multiple
pinpoint shields can be 
mounted in a ship, and used together or separately.

Comments:
(Noam) Perhaps should be buyable in smaller units, say 10 mass for 5 DP
absorption.

----------------------

Void Shield

Armor variant.	Acts as armor. Mass = 1/point. Cost 4xMass.
Void Shield boxes can be repaired by damage control as other systems.

Icon: 

Comments:
(Oerjan) Extremely useful for capital ships since they have DCPs to
spare;
far less so for 
cruisers and smaller.


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