From: Alan and Carmel Brain <aebrain@w...>
Date: Fri, 4 Aug 2000 11:28:22 +1000
Subject: Re: Vertical Damage - Radiation
From: <agoodall@canada.com> > I've been following the vertical damage discussion. The problem I have I agree. But see below.... > If you REALLY want to simulate weapons that punch deep holes without What is it, and what does it do? Is it a B5 Shadow-style huge cutting beam? Is it a big rock fired at hyper velocity? Is it a big pulse of energy fired from a HUGE spinal mount weapon? Consider what it's supposed to be, and what the damage is supposed to do. Small hole that goes all the way through the ship? BIG hole that goes all the way through the ship? What does it do to the hull and what does it do to the systems in front of it? Again, agreement. But given that "simple is best", I feel the options are: a) A beam that does Xd6 damage b) A beam that does Xd6 damage to a particular row: 1: 1st row of armour/hull 2: 2nd row 3: 3rd row etc For example, roll 1 D6, getting a 3. On a non-phalon ship, this will either hit the 2nd row of hull boxes (if armoured) or a 3rd row of hull (if not). Then roll again for the amount of damage. > But personally, I think "vertical damage" goes against the design of I don't, but you need the right PSB for it. It's basically an anti-crew weapon, you see. It screws up the damage control parties, and also means that multiple thresholds become easier - though the next threshold isn't affected (much) A good, simple mechanic is that it does 1 box of damage to every row - armour, hull, whatever. If there's nothing left on that row, you can either a) ignore it or b) carry over. I prefer a) myself. Call it a slow Neutron beam, that causes radiation casualties and little structure. It weakens armour, especially organic armour a la Phalons, by damaging its limited self-repair capability. Average damage on a non-armoured ship will be 4, on an armoured ship 5, so should be sorta kinda similar in price/effect to a 1D6 hit (Av 3.5). I'd keep it at about that price because it only does 1 pt against the next row. It's certainly less effective than a 2D6 hit. Really nasty against Phalons though. You could even have this as a standard rule for taking Rad damage, from a Pulsar ( the stellar object that is), Humungous Great Nuke, or whatever.