FT-Kenetic sheilds, armour dogdeing weapons etc

1 posts ยท Feb 1 2001

From: Bif Smith <bif@b...>

Date: Thu, 1 Feb 2001 14:10:00 -0000

Subject: RE:FT-Kenetic sheilds, armour dogdeing weapons etc

> From Donald Hosford, the "Darlington Space Rifle", I know as the C+
The hyperspace field is generated by the hyperdrive on board the ship, and if
the hyperdrive is disabled, the gun cannot fire. This idea is to allow hyper
capable ships a advantage over non-hyper capable ships of the shame
mass, and makes having the extra mass of the hyper drive a advantage, not a
penalty in a battle. The actual hitting of the enemy ships is dependent on
guessing where the enemy ship will be, and range has no effect on the die
roll. The projectile consists of a core made out of the same material as a
hyper space core, with a piece of anti-matter (forewith refered to a
AM),
contained in a sphere of superconductor magnets, to ensure that the AM does
not come into contact with any normal matter. When the projectile hits the
target, the magnets are smashed by the impact, allowing the AM to come into
contact with normal matter, and KABOOM!! A hit on the weapon would detonate
the magasine with the AM, detonating any AM still on board, and probably
destroy the ship it`s self. The weapon would consist of the gun (mass=5,
cost=25, fore arc only), magazine (mass=1 per two rounds (1/2 mass per
round), cost=6 per mass). The chance to hit is based on predicting where the
target is going to be, and you place a marker at the point where the round
will emerge (before movement, after movement orders are written, a la sml`s).
If the target is within 2 MU of the marker, the round hits the target, by
passing the defences (armour, sheilds, pds) of the target, causing 3D6 DP
directly on the hull of the target. If the rounds are detonated onboard the
ship, it causes the same dammage PER round to the ship. The range of this
weapon would be based on the size of the hyperspace drive, representing the
ammount of energy capable of projecting the projectile into hyper. The range
would be size of the hyper drive x10
(ie-range = mass of ship), with a maximum range of the limit of your
sensors (cannot remember this limit at the moment). The hyperdrive is
incapable of being used to jump the ship while using this weapon, due to the
hyperdrive being used to propell the projectile, and cannot be used for 2D6
turns till
after the C+ cannon has been deactivated. The gun cannot be used until
1D6 turns after a ship has used it`s hyperdrive (so you cannot hyper in,
shoot, and hyper steight back out). If the gun is disabled, but the magasine
is untouched, the remaining rounds can be jetisoned to prevent detonation from
dammage. The rounds can only be jetissoned at the start of the turn, and must
be wrote in it`s orders on the previous turn.

For the sheild proposals I submitted, instead of magnetic partical sheilds, we
can say they`re gravitic sheilds. This can be postulated as a off shoot of
gravitic technology. I see grav tech (for the artificial grav onboard ships)
as leading towards hyper technology, and could lead towards kenetic sheilding.
The KV have a slightly more advanced grav tech (as postulated by the advanced
drive), but the SV seem to be lacking in this respect? The pinpoint sheilds
would have a mass of 40, cost of 120, be able to absorb 20 DP, and have to
roll greater than the roll to hit by the attacker to
intercept the attack on a roll of 1D6 + 2 for the first attack
intercepted. For each aditional attack intercepted per turn, the bonus goes
down by 1
(second attack=1D6 + 1, 3rd=1D6, 4th=1D6-1 etc). These sheilds can
regenerate at the rate of 1D6 + 1 DP per turn (after all attacks
compleated). With the pinpoint sheilds in use, normal mag sheilding is
inoperable. Multipul pinpoint sheilds can be mounted in a ship, and used at
once, to intercept separate attacks, or overlayed to intercept one attack
(like a wave gun/nova cannon). Against missiles, the sheilds roll a 1D6
after pds, to see how many of the remaining missiles they stop.

The globular sheild, when used would totally stop any attack(s), upto it`s DP.
When used it prevents the mounting ship from appling thrust, firing weapons,
or launching fighters. When used, the hyperdrive has to be shut down, due to
the power requirements of the sheild, and cannot be reactivated for 2D6 turns.
The sheild would have a mass of 3 mass for every DP of sheild, and a cost of
x4 the mass. The sheild would regenerate at the start of every turn at the
rate of 2 DP per turn. If the sheild takes more dammage that it`s DP remaining
in one turn, the generators overload, taking a threshhold check, but can be
repaired with DC parties. If repaired, the sheild is re activated at half it`s
original DPs, and can regenerate as normal from there.

Oerjan, thanks for the reply on the needle, that what I was after for my
needle beam/primarry armed bug SD. Yes, I meant the HET laser uses the
same die as beams (3 die at 8 MU), and I proposed it this way, because it is a
simple way to read dammage, doesn`t involve a extra die roll for dammage
applied, and is simple to read (die -3 is dammage applied, reroll on a
6).
Against vapour shrouds, you would have a extra -1 to the die roll
(sorry, forgot to include that <g>).After a quick perusal of your figure
compairing the HET lasers to beam bat.s, I have to say the cost is low for the
dammage you get. But the mass I`d try to keep the same as beam bats so you
could replace beams for HETs as a streight swop, and ensuring that these
weapons aren`t too heavy to fit on the smaller ship in reasonable numbers (due
to the size, I cannot see the point of building anything smaller than DD`s,
except for scouts/message curriers*, and these would be unarmed, max
thrust ships anyway). I would say the gravitic sheilds I`ve just proposed
would stop even these weapons, in fact, I would say they stop everything. I
don`t
know if this makes them cheap/light for what you gain, but it`s only a
idea at the moment. I have another idea along the lines of each sheild
generator
generates X ammount of DP, minus the size of the ship (say 40 DP - ship
size divided by 20, rounded up. So a DD (40 mass) would have 38 DP, and a SD
(200 mass) would have 30 DP).

Also, how about AM missiles, in both SML and MT missiles, at double
cost/doubled dammage, with the same chance of detonation if dammaged?

For the hyper sml`s, how about a extra mass of 2 per laucher to represent the
hyperfeild generators, and the same restrictions per the hyperdrive as
the sheilds above, but the to hit rolls/ missiles on target, no idea.
Anybody out there any idea`s?

* This raises another question, in that are Hyperspace communications posible
(like star tr*k), or do messages have to travel on ships between stars (like
HH universe)? I prefer the latter, from reading the books, and it also opens
up the posibilities of intercepting mail ships to cut coms between systems.
With computer securities, the messages themself`s would be indecipharable
without the key, which the enemy would not be able to get
(think PGP, with public/private keys). My currier design would be mass
10 ship, with 1 hull, 1 mass Hyperdrive, and 16 thrust drive, at a cost of 30.
Just try and catch one of these.

Some off the wall ideas for anyone out there.