[FT] emines/heavy beams (was SMR's / Wave guns...)

3 posts ยท Nov 8 1999 to Nov 8 1999

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

From: Brian Thompson <brianthompson17@h...>

Date: Sun, 07 Nov 1999 19:47:29 PST

Subject: Re: [FT] emines/heavy beams (was SMR's / Wave guns...)

Hi, Beth

I was just wondering whether or not you could still damage a ship through
rerolls if it was in range, but the first roll of damage was negated by
screens(or KV armour). Logically, you would not, as the rerolls represent
catastrophic damage caused by the beam after penetrating the hull. If the hull
is not penetrated (no damage), then there can be no catastrophic damage.

Brian

> From: Beth Fulton <beth.fulton@marine.csiro.au>
taken
> on ARMOUR (if any) and the remainder on the HULL. There must be an

From: Beth Fulton <beth.fulton@m...>

Date: Mon, 08 Nov 1999 14:33:18 +1000

Subject: Re: [FT] emines/heavy beams (was SMR's / Wave guns...)

G'day Brian,

> I was just wondering whether or not you could still damage a ship

> screens(or KV armour). Logically, you would not, as the rerolls

I haven't sat down and really mulled over the 2 sides of this one, but the
one time it did come up was a case where there was a -5 for distance and
the target had class one screens and in that case as far as I can remember we
did actually say that the only damage would occur on a reroll (though that may
have been becuase they didn't expect me to get any). In hindsight it may not
have been that logical so I guess it needs more thinking. Thoughts?

Cheers

Beth