_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lJ L Hilal said:
If you want the full effects, I can post them.
Tomb replied: Yes please. I just like to have other options available and
frankly, I really didn't like the flavour change for the KV in FB. I miss the
old days of 'oh my god they're hard to kill!' (although a *bit* easier
wouldn't have been so bad).
--
http://ante-aurorum-tenebrae.blogspot.com/
http://www.stargrunt.ca
"He that would make his own liberty secure must guard even his enemy from
oppression; for if he violates this duty he establishes a precedent that
will reach to himself." -- Thomas Paine
"When men yield up the privilege of thinking, the last shadow of liberty
quits the horizon." -- Thomas Paine
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l
It is hard to know whatâs a good defence for Kraâvak. I agree that in FB2,
they pretty much wound up with feeling easier to destroy, not harder, than
most foes.
And as you say, we couldnât let simple single-layer armour be very
good against K-guns once it was used to decorate so many NSL hulls.
The decision to make their weapons 'beat' all existing defences, then saying
they wouldn't buy defences that were useless in civil war, meant they bought
no defences. Just lots of hull. But strong and very strong hulls, with no
screens and no armour, leave them no tougher than (and often weaker than) many
NSL to their typical 'on table' foes.
If I had it to do over, I would consider some simple changes like:
i) Kraâvak have multi-layer armour
ii) Kraâvak have 3 hull rows.
iii) When K-gun damage doubles, the second set of damage starts at the
top layer of armour, just like a separate hit.
I think that's more than enough to make that first and second threshold feel
like they're a long ways away.
> --- On Thu, 5/21/09, Tom B <kaladorn@gmail.com> wrote:
> From: Tom B <kaladorn@gmail.com>
OK.
Integral Armor: (Assumes either screens available up to class 3 or not used at
all, e.g. B5, BSG)
Class 1: MASS = 5% TMF, min. 4 MASS Class 2: MASS = 10% TMF, Min. 8 MASS Class
3: MASS = 15% TMF, Min. 12 MASS
PV = MASSx5 (4 or 4.5 might be OK, but I chose to err on the side of
overpriced rather than underpriced)
SSD symbol: A row of Octogons with the letter "A" in each, placed above the
hull structure block. One octogon for each level of Integral Armor.
Threshold Rolls: Each time the ship takes a threshold check, roll once for the
Integral Armor, regardless of level. A failed roll reduces the IA class by 1.
IA is not repairable by DCPs during a game. Repair requires a repair ship or
yard on a campaign game scale.
Game effects: * Beam Battery type weapons (which roll beam dice, including
Human Beam Batteries, Phalon Pulsars, and SV Stingers) treat IA as the same
level
of screens. If re-rolls represent additional hits, then IA affects them
fully. If re-rolls represent secondary explosions and/or internal
cascade damage, then IA has no effect.
* MKP, UNSC Beta ER Beam Cannon (I really hate the "G" word), and other
physical or energy weapons using beam die mechanic to cause multiple
hits doing more than 1-point each, unless described as causing K-gun
hits: subtract IA level from each hit regardless of the fixed value or number
of dice rolled. No effect on number of hits. If beam die
re-rolls represent additional hits, then IA affects them fully. If
re-rolls represent secondary explosions and/or internal cascade damage,
then IA has no effect.
* K-Guns: Subtract IA level from K-Gun class before figuring target
number for doubling. Subtract IA level from total damage done after
doubling. Just as K-Guns have a maximum chance to double of 5 out of 6,
there is also a minimum of 1 in 6 (but IA can still cause the damage of a
doubled hit to be reduced to 0.
* KV Scatterguns, Scatterpacks (and other physical weapons using beam
die mechanic to cause many 1-point hits): treat as beam di(c)e vs
screens for figuring number of hits causing damage. Option no effect on
number of hits, but each hit is treated as a class 1 K-Gun.
* EFSB Heavy Beams: Subtract IA level from each hit, regardless of the number
of dice rolled. E.g. three projectors each firing one die would subtract IA
from each die. One projector firing three dice subtracts IA level once for the
entire hit.
* PTorps, Missiles (SMs, MTMs), SV Lance pods, and other point-target
weapons doing full dice damage: Subtract IA level from each hit, regardless of
the number of dice rolled. E.g. three hits each doing one die would subtract
IA from each die. One hit doing three dice subtracts IA level once for the
entire hit.
* Area effect weapons (Phalon Plasma Bolts, EFSB Energy Mines, Wave guns, nova
cannon, Beta test ATM): Subtract IA level from each die, to a minimum of 0 per
die. E.g. three plasma bolts each doing one die would subtract IA from each
die. One plasma bolt doing three dice also subtracts IA level from each die,
but no die reduced below 0.
* Weapons rolling regular dice to cause multiple 1-point hits: Subtract
IA level from each die, to a minimum of 0 hits per die. Option no
effect on number of hits, but each hit is treated as a class 1 K-Gun.
A setting using Integral Armor needs to adjust the value of
screen-skipping weapons. K-Guns and MKP can simply reduce cost from
4/MASS to 3/MASS. Human screen-skippers such as PTLs and SMs are more
difficult to adjust (2.5/MASS?, 2/MASS?, increase range?).
Another option is to recalibrate the beam die vs screen/armor scale to
six levels (0-5) instead of four levels (0-3), then increase the
accuracy of screen-skippers to balance.
J