From: Brian Bell <bkb@b...>
Date: Fri, 26 May 2000 09:58:53 -0400
Subject: RE: HBW and Cutter Beam
I can't remember if there was any conclusions either (and I can never find the archives). Since FB2 came out, my biggest objection to the Heavy Beam Weapon (HBW), that of an auto-hit at close range, has been overridden. The K-Guns use this mechanic. :-/ I came up with another mechanic, but don't know if it would balance out or not. Cutter Beam Same mass/cost/arc restrictions as Class-X K-Gun Roll to hit and damage as Class-X Beam Special: Damage is marked off VERTICALLY rather than horizontally. If damage from a CB reaches the last row of its target's damage tracks, the target rolls a threshold check per its current threshold level. If damage is beyond the last damage track, additional damage is lost. Example: A Class-3 CB rolls 6,4,3 it does 3 points of damage and a reroll (and gets a 5) for a total of 4 points of damage. If the target had level-1 screens, the damage would only have been 3 (as the 4 would not count). If the target had level-2 screens, the damage would have been 2 (as the 6 would have done 1 pt and the 4 would not have counted). The target (a Radetzky) has the following damage track (with some previous damage marked by 'x': xOOOOO xxooo *ooo oo*o ooo* The CB would mark damage as follows (marked by 'X': xXOOOO <-- Damage is taken to the first armor xxXoo <-- Damage is taken to the first hull *oXo <-- Damage is marked vertically ooXo <-- " " " " ooo* In this round, the CB failed to penetrate to the last damage row, so no threshold check is made. The next round the CB rolls 6,5,4 and a reroll of 6 for 6 points of damage: xxXOOO xxxXo *oxX ooxX oooX At this point the target would take a threshold check (as its first threshold check as it still has a hull box in the first row). This would NOT cause the threshold level to change (i.e. the next threshold would still require a 6 to damage and the core systems would be safe). Also note that the extra point of damage was lost (i.e. not recorded). What this hopes to model is a deep penetration weapon. It punches through a ship, in hopes of hitting a critical system. If it misses a critical system, then it has less effect in advancing the ship to a regular threshold check. So as not to make it too powerful, I chose to make it fairly costly, effeced by screens and armor in the same way as regular beams, and limit the arcs. regular beams ----- Brian Bell bkb@beol.net http://members.xoom.com/rlyehable/ft/