[GZG] FT - weird Idea -- Alternate protection

1 posts ยท Nov 22 2006

From: Andrew Apter <andya@s...>

Date: Wed, 22 Nov 2006 14:56:06 -0500

Subject: [GZG] FT - weird Idea -- Alternate protection

Weird Idea for alien tech for alternate protection -- comments welcome

The Delayed Reflex Field is a major variation on conventional Screen
technology, it protects its carrying ship (partially) against attack from
energy, kinetic or explosive weapons such as standard Beam Batteries, particle
beams and plasma weapons. The interesting aspect of the Delayed Reflex Field,
however, is that it has the capability to actually "hold an later return" some
of the attacking weapons energy in attacks of its own. This nasty device may
be activated in any desired turn, but it MUST be written in the carrying
ship's movement orders that the Field device is to be activated in that turn
(any turn that the player does not note the Field to be in use, it is assumed
turned off unless it has absorbed energy and not discharged it). The opposing
player is NOT told of the Field's status until he fires at the ship, by which
time it may be too late for him..... Unlike the Reflex Field the carrying ship
may use any weaponry of its own while the Delayed Reflex field is activated.
When a ship with an operating Delayed Reflex Field is fired on by a weapons,
roll for hits and damage in the normal way. Now the player owning the target
ship tells his attacker that he has an active Field, and rolls one die: On a
roll of 1 or 2 the Field has no effect: full damage is applied to Target ship
as normal.
On 2, or 3 the Field stops some damage - the target receives only HALF
the normal damage (rounded up) the remainder of the damage is absorbed by the
Delayed Reflex Field. On rolls of 5 or 6, the Field absorbs all the damage,
and none applied to the target.
There can be more than one Delayed Reflex Field Generator   on a ship.
Each generator has a mass of 10 and a capacity of 8 points of damage. If
multiple Generators are present the owner of the ship may place incoming
damage on one or more Generators as damage is received (it can not be
redistributed) Any Generator that has a minimum of 6 points of capacity filed
may fire as a beam 2 (360) during normal firing sequence (ships that have
already fired must wait till next turn). Each time the Generator fires all
damage is discharged, the generator capacity is reduced by one, and that
generator is turned off for the remainder of the turn. Generator capacity may
be repaired as normal damage but only after the generator has been discharged
and off for 2 full turns. If damage to be absorbed by the generators accedes
the capacity of the currently active generators then all active generators
must make a threshold check. (Generators also are subject to normal threshold
checks weather active or not) When a Delayed Reflex Field Generator fails a
threshold check all damage it contains is released to the hull. Delayed Reflex
Field Generators that fail a threshold check may not
be repaired (as per needle beam damage).   Point value of Generators is
10 times mass.