From: Beth Fulton <beth.fulton@m...>
Date: Mon, 08 Nov 1999 10:23:42 +1000
Subject: [FT] emines/heavy beams (was SMR's / Wave guns...)
G'day Bill, Chuck, guys, > Bill wrote: > acquired the EFSB and I am very interested to hear some of the We use emines and heavy beams now I've got my Narn painted up. > Chuck wrote: Ever happy to oblige... I used the existing EFSB FB conversions as a starting point and came up with the following: Emines: Our emines fairly similar to what Bill had, but just to rehash... An energy mine launcher has 3 mass (1-arc) + 1 for each additional arc (up to a maximum of 3 arcs), cost is 3xmass. Each mine purchased for use with the launcher has 2 mass and costs 3xmass. Energy mines are launched in the Salvo Mine launch phase. At this time an energy mine may be placed at any point up to 24 inches from the launching vessel and within the launcher's firing arc. At the end of ship movement and before fighter's secondary movement the mine detonates, any ships with their centrepoint within 1 inch of the mine take 6D6 damage, ships further away take less (-1D6 for each inch they're further away so 5D6 at 2", 4D6 at 3" etc). The total number rolled is the damage inflicted (no rerolls) with half (rounding up) taken on ARMOUR (if any) and the remainder on the HULL. There must be an operational Fire-control on the ship when the energy mines are launched. We are thinking od doubling the cost of the mines themselves though, needs a bit more hammering out/playtesting I think. Heavy Beams The projectors are 2 mass and the capacitors mass = 3xcapacitor rating (so if you want it to be able to store 3 energy points its going to be 9 mass). Each component costs 3xmass. In a given turn a beam battery may discharge as many Energy Points (1 D6 per Energy Point) as it has stored at that moment through as many different projectors as the player wishes (if a single capacitor feeds more than 2 projectors no more than 6 Energy Points may be discharged through anyone projector), subject to the usual targeting limitations and available Fire Control systems. It does not have to use all its stored energy at one time, though it may if desired. For every full 6" between firer and target there is a -1 on the roll for each die. Level 1 screens also drop the damage done by -1 per die and level 2 screens drop it by 2 per die. After all the range and screen modifiers have been taken into account the total remianing is the damage inflicted. Any 6 rolled before modifiers due to range allows a reroll which is counted at full value with no range or screen deductions. To recharge the capacitor, at the start of each turn, during the order phase, roll 1 die for each capacitor on each ship equipped with beam batteries. On a 1 or 2, 2 Energy Points are stored, on a 3 or 4, its 3 Energy Points and on a 5 or 6, 4 Energy Points are stored. These new Energy Points are added to any existing stored Points. The amount stored can never exceed the capacitor's rating, excess Energy Points rolled are wasted. During threshold checks roll separately for each projector and capacitor. If a capacitor is knocked out (damaged) immediately roll again. On a 1 or 2 the system simply loses any stored Energy Points and may begin to recharge next turn as norm (i.e. otherwise undamaged). On a 3, 4 or 5 it loses all stored power and its rating is halved (i.e. can not store more than half, rounded up, of its original rating) for the rest of the game. On a 6 the capacitor is knocked out completely and any associated projectors may not fire for the rest of the game, the vessel also takes additional damage equal to the number of stored Energy Points currently in the capacitor. These seem to work pretty well as they are. Hope that helps Beth