From: Charles N. Choukalos <chuckc@b...>
Date: Thu, 09 Dec 1999 10:30:09 -0500
Subject: Re: Beth's emines and Heavy Beams.......
Beth & Oerjan,
Just some quick input on your rule clarifications. I'm following along with
Beth et all with the HBW's max range. We're playing that max range is 36",
however if you've got screens and the net modifier is
-6 or more but you're still within range... you've got to get reroll
dice to actually damage the target. However we carry over the spill over
modifiers for the first reroll. What do I mean..
Say screen-2 ship at range 31" (aka -6 for range, -2 for screens)
So: attacker has to roll a 6 to hit (0 damage)
Then reroll. Subtract the spill over (-8 total, -6 on 1st die, so
-2 for
this die) aka -2 and calc damage.
Aka attacker rolls a 3 on his reroll die..: net = 1 pt of damage! (Whoopie!)
if the attacker rolled a 6 on his 1st reroll (He'd score 4 pts for that roll)
and then roll again, this time straight damage.
Also on to the Capacitor stuff.
We're playing with 1st hit = 1/2 value. 2nd hit = 0 (just like drives).
However we play that you can always repair them... (just like drives).
But we play that a needle beam can only hit the projector, it can't target the
capictor. We did this primarily because we felt that the capacitor was buried
within the ship and not a valid external target. Also we play that cap
explosion is applied to hull in full.
I think that this makes sense and seems to work fairly well. However my
players seem concerned that they are really not all that powerful or
worthwhile. I keep hearing the following complaints:
1. Range bites (~ really they're like pulse torps... its probably my group is
into the class-3/4 beam thing right now )
2. Not enough damage for the Mass (? could be that we're only using
cap-2's mostly (NAC furious conversions).
3. Limited arcs - limit effective shots we can put in (We're flying
cinematic... I assume vector this really isn't a problem)
Anyway..... just throwing in my thoughts on the subject.
Chuck