From: Tom B <kaladorn@g...>
Date: Thu, 14 Jan 2010 17:47:52 -0500
Subject: [GZG] Stargate Shields
_______________________________________________ Gzg-l mailing list Gzg-l@mail.csua.berkeley.edu http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lI looked in the WDA under three categories: ST, Defenses - Shields, Defenses - Armour and did not find 'regenerating armour' or anything that I thought matched the description given by some of those who replied. Maybe I'm not searching with my eyes open. Assuming for a moment we took that idea and ran with it Stargate Shield --------------------- A shield has a number of armour-like boxes. These boxes represent the amount of damage stopped by an enemy attack. Each round these boxes are marked off as enemy fire strikes them with a dot (boxes with a dot do not count for subsequent attacks). Any excess damage is applied to the ship in a normal fashion. At the end of the round, roll a die for each box. If the roll is a 1, the box stays marked off and is considered destroyed permanently (DCP work could restore these). Use a cross to mark the box as destroyed. On a 4+, the shield box regenerates this round and any dot is removed. There is a 'shield generator' that underpins this system and it is considered a core system. If it is damaged, all of these boxes are considered dotted and do not make a regenerate/burn out roll at the end of turn. If hit, it will be out of comission. It may be repaired by DCPs by normal mechanics. If the DCPs repair the generator, all dotted boxes are tested at that time for regeneration/burn out. This seems like it would give a certain amount of leakiness versus either big weapons or a lot of smaller sustained fire. It would give the occasional catastrophic failure (and even more rare recovery). Saboteurs or boarding parties might act as needle beams to go after the shield generator core system. This system would prevent beaming when active (having at least one armour box still functional). Beaming would happen in ordinance launch phase.