So, shields for Stargate universe ships work differently. They stop incoming
fire, be it kinetic, fighter, missile, drone, or energy. They do so mostly
successfully. As they weaken, more fire gets through. Once they fail, all fire
gets through. Some weapons (Ori Beam) are powerful enough to punch through
even full shields.
So, different aspects to capture:
1) Stop all weapon types (as far as I can think of) 2) Have an amount of
damage they would remove from a weapon attack that is related to 'shield
strength' 3) Repetitive attack and penetrating damage may both impact shield
strength (penetrating damage could actually cause shield failure as could
enough repetitive attacks)
So, ignoring for a moment the issues of mass or point cost, both of which
would be phase two of this discussion, and trying to simply recreate the feel
of the system in Stargate for a Stargate Universe mod of FB, any thoughts?
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Our group use regerating armour to simulate star trek and SG1 shields.
Regerating armour in our rules acts like a point of armour i.e absorbs a point
of damage. At the end of the turn you roll a dice for each point
of armour that absorbed damage and is so "offline" on a 5+ the armour
recovers and comes back on line. on a 1 the armour is dead and won't come back
(genreator burned out sort of thing).
This tends to produce the right sort of effect with calls of things like
"shields holding at 75% captain and shields down to 30% "
You can then defeat shields with a sustained barrage of shots or with armour
piercing weapons.
You could then combine that with phalon shell armour for thicker shields.
Ship designers have to them decide how much shielding you want and how much
hull you want to cope with any AP or semi AP weapons.
The AP effect of beam weapons can simulate the kind of effects you see in
the shows with limited blow outs and systems failing before the shields go
down.
Ori and Asgard weapons might be best simulated by large calibre K guns
rather than beam weapons. The weapons on the hive ships might be K-1s.
We also use a technology called a pinpoint shield that will stop any hit
on a 5+. The player can use each shield once per turn and can allocate
the shields to stop each hit after the dice have been rolled to hit but before
any bonus damage is rolled. These kinds of shields are good on larger ships to
protect against a small number of larger hits but you can be nickel and dimed
to death. This could be the kind of shields used on the Goa'uld that had
partly ascended.
Ori and Asgard weapons could be the heavy beams or grazers.
For ancient drones we have used a smaller missile we created called a standard
missile 1 mass in a rack 2 endurance 2d3 damage. gives about the right effect
or they could be a torpedo bomber one use fighter squadron.
Human nuke missiles might be the Anti Matter Missiles, they seem to ahev a
large blast effect and kill enemy ships if they get a good hit.
1) Goa'uld Ha'tak Mothership weapons: Seem to be Pulse Torp like, at least in
bombardment roles.
2) Human railgun weapons: K-1s (perhaps configurable for point defense)
3) Ori Superbeams: Either EFSB style heavy beams or else big Grasers 4)
Ancient Drones: Sort of a sacrificial attack fighter cloud (some get destroyed
on each attack run, eventually you'll run out, can be destroyed by fighters or
potentially railguns or PDS systems) 5) Replicator Pods: Don't ask, I have no
idea yet. 6) Wraith Weapons: Beams (at least they can be simulated thus).
7) Darts/F302s/Death Gliders: Fighters.
8) Human Missiles: Salvo Missiles, might also be targetable at fighters. 9)
Puddle Jumper: Fighter, perhaps even an attack fighter given the drone
weaponry. 10) Asgard weapons: Beams similar to the Wraith.
> On Thu, Jan 14, 2010 at 03:46:59AM -0500, Tom B wrote:
> So, ignoring for a moment the issues of mass or point cost, both of
I think something along the lines of the "regenerating armour" that various
people have suggested for Star Trek and similar genres in FT is probably the
way to go. (I think the WDA has some.)
> My thoughts up front that may illustrate some ideas about the
Are you modelling the nominal tech or the way the things work in scenario
terms? Human railguns don't have specially good armour penetration, for
example...
R
> At 3:46 AM -0500 14/1/10, Tom B wrote:
Obligatory plug for Full Thrust: Cross Dimensions which has advanced screens
that affect all weapon types, not
just beams. K-guns aren't in the book, but Eric Foley
worked out how they should be affected and if you were interested I'm sure
he'd pass it on.
Assuming that your turn length runs to minutes rather than seconds, I believe
that FT style screens actually work fairly well. A shield that's either
completely blocking weapons or completely down, over a ten minute period, is
going to on average block a percentage of incoming weapons fire as it cycles
through being overloaded, the crew diverting energy or reversing the polarity
on something, shields back up.
On point 2, the three (counting zero as a strength) shield levels aren't very
much, but with D6 it's hard to see how to fit any more in. I guess you could
allow
level-3 screens for the really hard nuts.
Repetitive attacks and penetrating damage will impact shield strength
automatically as ships reach threshold points. I'd be inclined to say "good
enough" for matching the behaviour you want.
cheers,