From: Tom McCarthy <tmcarth@f...>
Date: Fri, 4 Dec 1998 12:01:23 -0400
Subject: Oddball Kra'vak armour vs. railgun notion
I had an idea for Kra'vak armour, and some of you may like it. It's inspired by a very different game system. Actually, I haven't been online for a couple of days; someone may have already posted this one. Example: An interclan Kra'vak ship battle is occuring. A small Kra'vak destroyer fires 6 class 1 railguns at a large, Kra'vak dreadnought with level 2 armour. The attacker rolls 6 dice, and 3 hit, each hit possibly causing a point of damage. But the armour is level 2. For each point of damage, the defender picks up 2 dice and rolls; each 4, 5 or 6 eliminates a point of damage. In this example, 6 dice roll and 3 damage are blocked (on an average roll). Number crunching here may indicate the threshold for defender's success should be changed. Advantages: Smallest railguns can eventually pound through any level of armour, yet expect very little effect vs. high armour. Predictable degree of defence from armour (level-1 stops half of all damage as written, level-2 stops more than 3/4 of all damage as written). Disadvantages: Requires defender to actively roll to prevent damage. Possible tweaks: - higher threshold; ie. require 5 or 6 to stop a point of damage - level 2 armour doesn't get 2 dice, just better threshold - roll against each hit, not against points of damage (significant vs. level 3 railguns) - 6's in defence might stop 2 points of damage to better mirror attacks