Kra'Vak Railguns Damage Take 3

1 posts ยท Dec 5 1998

From: Steven Arrowsmith <arrowjr@u...>

Date: Sat, 5 Dec 1998 06:46:08 -0500 (EST)

Subject: Kra'Vak Railguns Damage Take 3

Kra'Vak Railguns Damage Take 3

Class1 and Class2 - Roll 1d6
Class3 and Class4 - Roll 2d6 (Keep Highest Die)

Damage: Kra'Vak Armour
		    Non 'K' Armour     Level 1		  Level 2
'To-Hit' Roll    1 Point (1/2 Class)   1 point            1 Point
'To-Hit' Roll + 1    Class x1       1 Point (1/2Class)    1 Point
'To-Hit' Roll + 2    Class x2          Class x1       1 Point (1/2
Class)
'To-Hit' Roll + 3    Class x3          Class x2           Class x1

1/2 Class Round Down
Idea: We could move to Class x4/3/2/1/half - To give more damage at long
range?

To Hit Table:

Range              'To-Hit' Roll
0  - 12"                3+
12 - 24"                4+
24 - 36"                5+
36 - 48"                6+

Notes: This system does not allow rerolls.

Moved to range 48" to better equal Human beam batteries.

If Target has Human armour, then 1 point of damage is applied to armour, and
the remainder is applied directly to the hull boxes.

Class1 Railguns have 2 firing arcs, but can not be used as
point-defense.

Example: Unscreened & Non 'K' armour
                        Max damage/ No rerolls added

Range	   RG1	 BB1	  RG2	BB2	   RG3	BB3	    RG4   BB4

0-12"      3     2        6     4          9    6           12    8
12-24"     2     0        4     2          6    4           8     6
24-36"     1     0        2     0          3    2           4     4
36-48"     1     0        1     0          1    0           1     2

RG = Railgun BB = Beam Battery

"Damage Control, status please?"