My long promised beam rules (long)

2 posts ยท Dec 1 1996 to Dec 1 1996

From: Libald@a...

Date: Sun, 1 Dec 1996 01:15:37 -0500

Subject: My long promised beam rules (long)

Here are the beam rules I mentioned a few days ago. The rules are long, but
most of it is examples. If you find something unbalanced about them, let me
know... I tinker.
------------

Beams: Beams are highly energized particle streams, powered by capacitors. To
attack, roll a d6. Subtract the target's number of screens and the range
penalty (see the specific beam for this value).  The final number (d6-
shields - range) is the damage inflicted.  (Damage of less than zero is
zero.) Each attack draws power from capacitors equal to the beam's level. A
free (no mass, no points) capacitor with a value of double the largest beam
level comes with the ship.

Beams: Beam 1 (Mass 0.5+0.5/arc, Points: 2+2/arc, Range: -1/4")  - ex. 3
arc Beam 1 = Mass 2, Points 8
Beam 2: (Mass 1+1/arc, Points: 4+4/arc, Range: -1/8") ex. 2 arc Beam 2 =
Mass 3, Points 12
Beam 3: (Mass 1.5+1.5/arc, Points: 6+6/arc, Range -1/12") ex. 1 arc Beam
3 = Mass 3, Points 12

Capacitors: Each beam equipped ship receives a free capacitor with a level
equal to DOUBLE the highest beam's level; only one free capacitor is allowed
per ship. (Ex. A ship carrying a Beam 2 receives a free Capacitor 4.) Further
capacitors cost both mass and points. Unlike a wave gun, much of
the capacitor mass is devoted to safety and protection- a capacitor hit
does not inflict damage to the ship as a wave hit does. Capacitors hit in
combat are not repairable without lengthy procedures; damage control can NOT
fix capacitors. Capacitors are charged from the ship's energy. The base amount
of energy generated by a ship depends on its size. An escort generates a d2
energy, cruisers a d3, and capital ships a d6. (Superships are customized to
generate a d6 per capacitor.) Each mass of purchased capacitors (don't include
the free capacitor) increases the energy generated by 1 point (to reflect the
power amplification systems, etc.) Roll for energy at the same time you roll
to charge Wave Guns. (I added an energy phase preceding the order writing
phase). Capacitors can NOT be overcharged; if the energy roll generates more
power than required to fill all capacitors, fill the
capacitors but do not add the excess energy- it is wasted.  Unless the
scenario states otherwise, all capacitors begin at maximum energy. A Capacitor
2 has a mass of 0.5 and a cost of 2; a Capacitor 4 has a mass of 1 and a cost
of 4; a Capacitor 6 has a mass of 1.5 and a cost of 6. (The capacitor rating
is the maximum energy it may store at any instant.) OPTIONAL: Wave Guns may
draw power from a capacitor INSTEAD of attempting to charge themselves. Simply
transfer the power from a capacitor to the wave
gun- to do so, you may not roll to charge the Wave Gun.  Transfer the
power during the energy phase (or at charging time).

Beam & Capacitor Example:

(Ship Design) Galahad, Mass: 30, Points: 221 Item Mass Points
Hull (Military: 30)  - 60
FTL    - 30
Engine (Thrust: 4)  - 60
Beam 3	(f)   3 12
Beam 2 (f/p)   3 12
Beam 2 (f/s)   3 12
Screens 1   3 25
2 PDAF 2 6
Capacitor 6   - -
Capacitor 4   1 4

OK, now that we've got a sample ship, let's take it out for a spin!

Turn 2: After some closing, it looks like the Galahad will be in range this
turn.
-Energy/Charge Phase: All the capacitors are full, don't bother rolling
- Movement: The superior piloting of Captain Job leads the Galahad to a
range of 27" from a hapless escort. (The escort has no screens!)
- Fire: The target is in the front arc, so the Galahad unloads with all
3 beams. This drains 7 energy... 4 from the Cap 4 (0 remain), and 3 from the
Cap 6 (3 remain).  First a die is rolled for the Beam-3: The die comes
up 4,
which inflicts 4 -0 (screens) - 2 (Range >24" = 2x12) = 2 damage
inflicted. The Beam 2s are rolled, resulting in a 3 and a 6. The 3 inflicts 3
-0(screen) -3(Range >24" = 8*3) =0 damage, while the 6 inflicts 3 damage
(6-0-3).  In total, 5 damage was inflicted to the hapless escort.

Turn 3:
- Energy/Charge: A cruiser charges a d3 (i.e.. d6/2).  The Galahad adds
one to the energy, for its extra 1 mass of capacitors. The die is a 4 divided
by
2= 2.  The Galahad charges 2+1 (from 1 mass of extra cap.)= 3.  Captain
Job decides that two will be added to the Cap 4 (now @ 2) and the remaining
one to the Cap 6 (total 4).
- Movement: A capital ship closes to 11"- a worse threat.  The Galahad
focuses on it (for some strange reason). Unfortunately, it has shields
3!
- Fire: The Galahad only has energy enough for 2 beams, so it fires the
Beam 3 (from Cap 6 energy, now at 1) and a Beam 2 (drain the Cap 4 down to 0
again).  The Beam 3 roll is a 5, which inflicts (5 -3 -0), 2 damage.
The
Beam 2 roll is a 3, which inflicts no damage (3 -3 -1) <0, 0 damage.

Notes: The mean damage of a beam is much higher than a battery (it's on the
order
of Railgun damage) of the same 1-arc weight.  The additional
disadvantages of heavy arcs and charging seems to balance this quite a bit.
For B5, I'd
probably allow Beams to ignore interceptors/ PDAFs, but allow only
Beam-1s to
be Multi-arc (for humans).  Minbari would probably get longer ranges (6"
Beam-1, 12" Beam 2, 18" Beam 3), and possible Needle abilities.
Shadows...
shudder, would have a +1 or 2 to their rolls with Minbari ranges, and
would
rarely fire before the range was 36"- near guaranteeing a hit (probably
including damage) at normal ranges. (Vorlons, from the ramming type attack,
I'd probably give lots of Beam-1s... high, close damage).

From: JAMES BUTLER <JAMESBUTLER@w...>

Date: Sun, 1 Dec 1996 11:34:41 -0500

Subject: Re: My long promised beam rules (long)

> At 06:15 AM 12/1/96 +0000, you wrote:
3 arc
> Beam 1 = Mass 2, Points 8

Cool stuff, extremely cool. Perhaps damage for an attack should be
1d6 + the beam's class number - shields - range penalty. As it stands,
inside of range 4, all the beams would do the same damage, which doesn't make
much sense to me. Besides which, larger beam batteries should have some
greater ability to penetrate screens, particularly at closer ranges.

        James