[FT] New Weapon from Bryon Ash
From: Charles Taylor <nerik@m...>
Date: Wed, 22 May 2002 18:14:29 +0100
Subject: [FT] New Weapon from Bryon Ash
Bryan Ash asked me to forward this weapon idea to the mailing list, so
here it is :-)
IMHO it is a bit on the complicated side, but its still an interesting
idea - but it could be difficult to balance.
My comments are denoted [Charles]
Anyway, if you have any comments etc. could they please be copied to
Bryan mailto:ashbp@blueyonder.co.uk
> Generation Bolts.
> This weapon system increases in power each time it is not used. The
> increase is binomial, ie it will increase x2 each round it is held.
> The starting DP of a system is 1 DP. If a generation bolt retained in
> a system is challenged by a critical check, then a d6 roll is required
> of above or equal to the current number or rounds it has been held.
If
> the owner fails this roll, then the system causes damage to the
owner's
> ship equal to the current stored DP - this can be enough to totally
> vaporise the owners' vessel. If sucessful then the system will simply
> safely discharge the stored energy to the vacuume of space - not
> applying any DP to anything around it.
>
> The basic system and ranges is as per P-Torp. As are Arcs.
[Charles] Does this include MASS and point cost?
>
> Generation bolt systems can have vents fitted to the system. Each vent
> system consists of 3 vents and must be fitted or repaired at a
shipyard.
> A maximum of two vent systems can be fitted to any Generation Bolt
> System. Vents allows the d6 vs vaporise roll :) to be modified by +1
per
> vent currently on the ship.
>
> Each critical that the Generation bolt system fails; and assuming a
safe
> discharge of the stored energies (or application of these energies to
> the hull and a badly damaged ship still present in the game), 1 vent
is
> removed from the number of vents present; due to the failure of the
> system. The vent cannot be repaired by the Damage Control Party and
can
> only be reinstalled at a shipyard. Useful to know for campaigns.
>
> Each vent system (3 vents) costs an additional +1 mass to the basic 1
> arc Generation bolt system and an additional +1 mass to any additional
> arcs (max of +2 arcs).
>
> The Generation Bolt System can be used as PDS fire by selectivly
> discharging a focussed energy wave at a target within its arc; during
> anti-fighter/missile attacks. Treat as PDS fire at an amount equal to
> the number of turns generated. Ie, generated for 4 turns, 1 x2 x2 x2
> =8 DP vs anti-ship Damage, but used as PDS fire = 4 rolls vs one
> target.
>
> If used as PDS the system will not be recharged in time for the
> anti-ship phase of the combat.
>
> The generation bolt is armour piercing (rules as per P-torp).
>
> Screens are able to deflect some of the damage from this bolt. Each
> level of Screen allows for 1 dice to be rolled in an attempt to reduce
> the damage. Target = 6. 1 Success: Reduce Damage by 1/4 (Round up)
> 2 Success: Reduce Damage by 1/2 (Round up)
> 3 Success: Reduce Damage by 3/4 (Round up)
> (level 2 screen = 2 rolls - target 6 on a d6)
[Charles] Might be simpler to have a flat reduction in damage (say
reduce by 1-quarter per level or so) - or apply the screen level as a
penalty to the 'to hit' roll.
>
> Phalon vapour shrouds :-
> Roll of 4-5 Half damage, Roll of 6 Reduce Damage by 3/4.
>
> If a critical applies damage to your own ship; then screens on your
> vessel have a nasty habit of containing the blast. Roll 1d6 per level
> of screen on your vessel. Unwanted rolls = 6. 1 success:
Increase
> Damage by 1/4 (Round up) 2 success: Increase Damage by 1/2 (Round
> up) 3 success: Increase Damage by 3/4 (Round up)
>
> Obviously, any ship with a Generation Bolt System is dicing with death
> if they decide to also include screens.
>
> Internal damage caused by a failed Generation system can cause
multiple
> critical checks if it causes more hull box layers to be removed. Most
> Generation Bolt Systems out there are vented in an attempt to prevent
an
> 'vaporisation' of the ship it is installed in.
>
> A Generation Bolt System will double (or generate an initial 1 DP) in
> strength during the start of the round.
>
> If you wish to just fire off the bolt at empty space in order to
prevent
> a possible damage the next round due to failed systems - there is
> nothing to prevent this from happening. You cannot select to fire
some
> of the bolt and retain some of the energy from this bolt. A bolt must
> be all be fired or all be retained.
>
> The symbol of a Generation Bolt System is a triangle with a G inside
it.
> Venting systems are a row or small circles either side of the
triangle.
> - 3 circles for each of 3 vents per vent system. Fill in these
circles
> if the vent system is not present, Fill in one of the circles after
> each time a Generation Bolt System fails a critical check but after
the
> additional d6 discharge roll is made. Filled in circles are counted
as
> being not present.
>
> Up to 3 arcs may be present on a generation bolt system.
>
>
>
> Generation bolts only are effective after 3+ rounds.
>
> Round Held: 1 2 3 4 5 6 7 8 9
> DP value: 1 2 4 8 16 32 64 128 256
> Critical d6 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+
> Damage - 1/4 0 1 3 6 12 24 48 96 192
> Damage - 1/2 0 1 2 4 8 16 32 64 128
> Damage - 3/4 0 0 1 2 4 8 16 32 64
> Damage + 1/4 2 3 5 10 20 40 80 160 320
> Damage + 1/2 2 3 6 12 24 48 96 192 384
> Damage + 3/4 2 4 7 14 28 56 112 224 448
>
> So, to recap, if you use these - don't use screens :)
>
> round held = 1 1 = inital round.
> Damage 1/4 1/2 3/4 :- Modified damage due to screens.
> - = target screens, + = your screens.
>
>
[Charles] One obvious potential abuse would be Generation Bolt 'torpedo
boats' small ships just carrying drives, firecon, and a single Gen-Bolt.
Keep them to the rear of your main fleet until they've built up some
power, then send them in. The Gen-Bolt's disadvantage is negated as such
small hulls will probably not survive any damage that causes them to
threshold anyway.
Thanks,
Charles